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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Fri Jan 03, 2003 12:53 am Post subject: Request: LVL information |
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please, you experts out there, give everything you know on lvl format IE:
complete byte by byte format info, probably from the FACTS guys, eh?
Complete pallette info
How the server loads it (IE when, what safety checks)
How the client loads it
Any animation speicifications/ tile types
possibilities for tileset sizes
anything else
thanks.. btw, im a gonna quote you all... (---------) _________________ Signatures just seem so quaint.
Last edited by Helicon on Fri Jan 03, 2003 9:01 am, edited 1 time in total |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Fri Jan 03, 2003 1:48 am Post subject: |
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Please do not be an ass. |
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SOS Server Help Squatter
Joined: Dec 02 2002 Posts: 329 Offline
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Posted: Fri Jan 03, 2003 4:46 am Post subject: |
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The LVL file format is very simple.
First, an optional tileset can be appended to it.
Designated by "BM" as first two bytes.
Next 4 bytes is the size of the tileset(from beginning of file)
The tileset can be any valid BMP. I have not tested any non-default sizes.
Then there is one 4-byte block per each non-empty tile in the game.
They do not have to be in any order.
One block is this(Little-endian byte order):
struct LVLFileTile
{
unsigned x : 10;
unsigned afterx : 2; // Unused, but SG goes boom if not 0
unsigned y : 10;
unsigned aftery : 2; // Unused, but SG goes boom if not 0
unsigned id : 8; // Tile number
}; |
Tile numbers are(From MERVBot):
enum
{
vieNoTile,
vieNormalStart = 1,
vieBorder = 20, // Borders are not included in the .lvl files
vieNormalEnd = 161, // Tiles up to this point are part of sec.chk
vieVDoorStart = 162,
vieVDoorEnd = 165,
vieHDoorStart = 166,
vieHDoorEnd = 169,
vieTurfFlag = 170,
vieSafeZone = 171, // Also included in sec.chk
vieGoalArea = 172,
vieFlyOverStart = 173,
vieFlyOverEnd = 175,
vieFlyUnderStart = 176,
vieFlyUnderEnd = 190,
vieAsteroidSmall = 216,
vieAsteroidMedium = 217,
// vieAsteroidLarge = 218, // Not used anymore == Medium
vieStation = 219,
vieWormhole = 220,
}; |
Borders are drawn around the map by the client. Border tile is #20. _________________ 3y3 4m l33t h4x0r
j0! 3y3 4m t4lking to j00!
fux0red 5cr1pt k1dd13.
-"l33t h41ku" |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Fri Jan 03, 2003 8:59 am Post subject: |
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Mine GO BOOM wrote: | Please do not be an ass. |
i hope i didnt come across that way.. i didnt mean it that way... it was late and i... well, sorry... |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Fri Jan 03, 2003 9:03 am Post subject: |
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thanks, i been looking for the structure, i think i staill got the packing formula saved somehwhere in a .doc... a direct queston:
if i expand the size of a tileset appended, does that effect the type of tile represented on each part of the tileset IE are all the tiles' functions still the same (IE fly over, fly under, std, flag) and the additional added tiles only standards?
thnx |
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SOS Server Help Squatter
Joined: Dec 02 2002 Posts: 329 Offline
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Posted: Fri Jan 03, 2003 2:11 pm Post subject: |
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I doubt that it is going to accept your own "added" tiles |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Sat Jan 04, 2003 12:38 am Post subject: |
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is there no more info here... wasnt there a castles_..lvl or something like that(my memory's dim) that had a wierd tileset...? |
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SOS Server Help Squatter
Joined: Dec 02 2002 Posts: 329 Offline
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Posted: Sat Jan 04, 2003 5:35 am Post subject: |
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Hmm, yes it was smaller I think.
But you shouldn't try it, because even if C might support it, bots and other things probably will not, since this might mess up the tile numbering. |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Sat Jan 04, 2003 2:32 pm Post subject: |
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Back in the old days of VIE beta client, the maps never had fly over/under tiles. The whole bottom row didn't exist. The VIE client accepted this backwards method, but if a lvl had one of those tiles used, i think it blew up. As for Continuum, it either will a) blow up or b) just use a blank space that you can't see in the game. Sort of like if you delete the ships.bm2 file while playing. |
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