#1725661 - 04/12/05 01:38 PM
Re: LB2 modding - extracting files
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Evil Lurker
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Oregon
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I think the tactical map you see in the game is a Window into the full map as contained in the Map files. The reason I don't believe that is, each time a new "strip" is added, LB goes through the decompression routine (for example - Decompressing AZR 3,0 > 4,0). It takes about 25% of the time to do this as it does to go from NTC to AZR, where it requires decompressing an entire map from scratch. Since the game won't let you fly all the way to the edge of the tactical map screen, I can't tell if there is everything decompressed that is shown on the Nav map or not. I can see out there past the point where I get halted, but not as far as the edge of the Nav map. I assume they do this so you don't see the edge of the world and go insane. Do you see what I'm getting at with the decompression routine, or am I off base here?
A7N8X Dlx., 2700+@3200 settings, 9700Pro, Sony 17" Trinitron, Altec Lansing 2.1 speakers. WinXP Pro.
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#1725662 - 04/12/05 02:05 PM
Re: LB2 modding - extracting files
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Polak
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I think the tactical map you see in the game is a Window into the full map as contained in the Map files. The window moves (in 8KM strips?) as you progress. I can confirm that. It has to do with the campaign and so called "phase lines". They change according to the progress of the battle and dynamic campaign engine updates this window moving about the map. I have those infos from "Strategy Guide". In AZR & NTC phase lines are E-W and sectors N-S. AZR has three maps ,but because of the overlap its practically only 2. NTC is only 1 map and was meant for multiplay playground. Which brings little "heads up". Changing terrain may affect how campaign is played out. I know only from the book that movement of armor and therefore campaign progress depends largely on how flat the terrain is. We need to consider those mechanics too.
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#1725664 - 04/12/05 08:27 PM
Re: LB2 modding - extracting files
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PositiveG
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Originally posted by Polak: This thread is really quite long. How about splitting subjects and categorising them according to the game files or folders? Excellent idea, these could then become stickys.
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#1725668 - 04/12/05 09:53 PM
Re: LB2 modding - extracting files
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Keithb77
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Polak, I think I've worked out the sequence. Each MAP file is divided into 36 areas. ...... ...... ...... ...... GHIJKL ABCDEF For UL there is one tile per area for L there are 4 tiles per area CD AB for M there are 16 tiles per area IJKL EFGH ABCD for H there are 64 tiles per area ........ IJKLMNOP ABCDEFGH
What do you think? --------------- I think the colours are generated by relative height - the valley floors are sandy, the slopes are scrubby, there are no repetitions that you would see with tiles. Roads and rivers seem well implemented, I've seen much worse when tiled textures were used. For 1997 I'm impressed! There just isnt anywhere for colour data to be hidden in the files, just the palettes which are very small, enough to be used in code but nothing else. The headers in the MAP file may define which palettes apply to which parts of the file?
The maps in the terrain folder are not compressed, the ones on the CD are. They are also approx 1.6 times bigger than on disk - I guess the file on disk is a window in to the one on CD, as we were discussing earlier about decompressions during campaign play.
Cheers, Keith
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#1725670 - 04/12/05 11:24 PM
Re: LB2 modding - extracting files
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PositiveG
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Originally posted by Polak: I am combing files with hexeditor to search for *.tga, *.bmp, *.jpg strings. Anything else should I look, while I am at it? Anyone perhaps willing to do this "dirty" work too? That may speed things up and bring us to the point that we really be repainting those pictures. Sure give us a list of tools to use and what files to look at and what data to look for, and we'll help. Many hands make light work!
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#1725671 - 04/13/05 07:37 AM
Re: LB2 modding - extracting files
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Keithb77
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Best way to look for strings is to use a program like Textscan from Analogx Its free and extracts all types of strings for you nice and quick. Has other good features too. --- I guess the reason the LB2 devs coded the height tiles the way they did is to minimise memory use - just the set of high-resolution tiles around your location may be in memory? Cheers, Keith
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#1725672 - 04/13/05 09:06 AM
Re: LB2 modding - extracting files
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I guess the reason the LB2 devs coded the height tiles the way they did is to minimise memory use - just the set of high-resolution tiles around your location may be in memory? I'd bet you're right, the hot video card at the time was the VooDoo2 with a whopping 8M of video memory. This would also explain why you see the terrain "warping" into shape around you as you fly. Now, what setting adjusts the range at which the detail chages from Medium detail texture to High detail texture, and can we modify it so it's not so noticable? Do you think it's related to these settings in the OBJVIEW.INI file: [Haze] NumHazeTables=32 MaxHazeDistance=400000 HazeChunkBase=CM_HAZ__ [CTS] Num256Buffers=4 Num128Buffers=2 Num64Buffers=1 Num32Buffers=1 DetailLevelling=1 TextureDLDepth0=70000 TextureDLDepth1=120000 TextureDLDepth2=200000 TextureDLDepth3=350000 [TerrainSystem] MaxPolys=9000 PerspectiveDepth=40000 I kind of think that's what determines it, but what is a unit (i.e. 40000 = what distance?). There are a lot of interesting-sounding settings in that file, I just wish I could change them on-the-fly for comparison, because I'm having a REAL hard time picking out the change once I exit and re-enter the game.
A7N8X Dlx., 2700+@3200 settings, 9700Pro, Sony 17" Trinitron, Altec Lansing 2.1 speakers. WinXP Pro.
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#1725674 - 04/13/05 12:18 PM
Re: LB2 modding - extracting files
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PositiveG
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Originally posted by Keith Bedford: Best way to look for strings is to use a program like Textscan from Analogx Its free and extracts all types of strings for you nice and quick. Has other good features too.Thanks Keith, I downloaded it. I can actually use this at work too!
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#1725675 - 04/13/05 01:25 PM
Re: LB2 modding - extracting files
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+G Man, I've hacked on those values to no end. While it does have an effect, it's sure hard for me to pinpoint exactly WHAT it is effecting. I guess I don't have a very good eye. I wish I could multiplay with my 2 PCs here, I have identical systems and monitors, maybe if I run one with the hacked .ini and one with the original, I could tell better what the heck is going on. If anyone is interested, I've posted copies of my modified OBJVIEW.ini and CA.ini files on this Web page. They don't cause any problems with the game, but backup your original first, just to be safe. Link
A7N8X Dlx., 2700+@3200 settings, 9700Pro, Sony 17" Trinitron, Altec Lansing 2.1 speakers. WinXP Pro.
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#1725678 - 04/13/05 04:29 PM
Re: LB2 modding - extracting files
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+G Don't bother replacing the OBJVIEW.INI file, I'm now convinced it didn't improve the game any visually, and I reverted back to the original. Now, the CA.INI (which is the file that has values set when you enter the "Custom Graphics Settings" screen in-game) has some values that I was able to set higher than was possible with the slider bars, and it does improve the visuals (things like smoke effects and mesh detail). Just give that one a go and see what you think. Note that if you use the custom graphic sliders in-game, CA.INI will get modified and you'll need to re-load my file. I couldn't get the terrain mesh to quit "warping" no matter what I modified, the distance must be set by the .exe. I had such hopes.
A7N8X Dlx., 2700+@3200 settings, 9700Pro, Sony 17" Trinitron, Altec Lansing 2.1 speakers. WinXP Pro.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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