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IsoMapPack5: Difference between revisions

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m Maps/IsoMapPack5 moved to IsoMapPack5: Moving the Maps/ sections' pages to main space.
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{{SideBar|Map-specific INI sections|Template:Mapping}}
{{WrongTitle|[IsoMapPack5]}}
{{MappingBar}}
This section contains the data that is used to create terrain to play on, meaning information about tiles, which for 99% are located in <game.mix>/iso<theater>.mix/*.<theater extension>, for Red Alert 2 temperate for example, in ra2.mix/isotemp.mix/*.tmp
This section contains the data that is used to create terrain to play on, meaning information about tiles, which for 99% are located in <game.mix>/iso<theater>.mix/*.<theater extension>, for Red Alert 2 temperate for example, in ra2.mix/isotemp.mix/*.tmp
The data is compressed in LZO compression format, and 11-byte chunks of data represent which tile, which subtile, the x- and y-location and height to place in a cell.
The data is compressed in LZO compression format, and 11-byte chunks of data represent which tile, which subtile, the x- and y-location and height to place in a cell.
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It is often advised to delete this section for TS maps, because of filesize limitations, however all terrain data gets lost.
It is often advised to delete this section for TS maps, because of filesize limitations, however all terrain data gets lost.
[[Category:Map_Information]]
[[Category:Map_Information]]
[[Category:Maps Sections]]

Revision as of 15:14, 23 June 2008

This page should correctly be named "[IsoMapPack5]"; it is wrong due to technical restrictions.



This section contains the data that is used to create terrain to play on, meaning information about tiles, which for 99% are located in <game.mix>/iso<theater>.mix/*.<theater extension>, for Red Alert 2 temperate for example, in ra2.mix/isotemp.mix/*.tmp The data is compressed in LZO compression format, and 11-byte chunks of data represent which tile, which subtile, the x- and y-location and height to place in a cell.

Because of 3 always-zero values used in each of these 11 byte chunks, map storage isn't quite optimal. XCC Map Encoder greatly exploits this, to compress this section greatly.

It is often advised to delete this section for TS maps, because of filesize limitations, however all terrain data gets lost.