When you say 'the header 803h' (map terrain), what you mean with header?
Is it the first 'row' of triangles?
As in X0 to +Xn ?
I've seen the terrain is built (in-game) from X0,Y0 to Xn,Y0 (left to right), then it goes up to the next row, and again, left to right.
Now, I asume you need 3 floats to build the most basic triangle, right? Problem is terrain data doesn't seem to be floats, or at lest they doesn't make sense.
Even using values as e.g. +0.000000xxx to create a terrain, the games translates that to a +800 height value.
In this image:
How you think triangles are built?
A-B-C and then to the right (the yellow ones, 1 2 3).
or ABC and then the magenta ones, to build a square with 4 triangles, then another 4 triangles for the next square, en so on.
Note: in that pic the terrain is flat (constant height). In this case I've used:
Is it the first 'row' of triangles?
As in X0 to +Xn ?
I've seen the terrain is built (in-game) from X0,Y0 to Xn,Y0 (left to right), then it goes up to the next row, and again, left to right.
Now, I asume you need 3 floats to build the most basic triangle, right? Problem is terrain data doesn't seem to be floats, or at lest they doesn't make sense.
Even using values as e.g. +0.000000xxx to create a terrain, the games translates that to a +800 height value.
In this image:
How you think triangles are built?
A-B-C and then to the right (the yellow ones, 1 2 3).
or ABC and then the magenta ones, to build a square with 4 triangles, then another 4 triangles for the next square, en so on.
Note: in that pic the terrain is flat (constant height). In this case I've used:
Code:
46 4C 44 00 00 04 00 00 1A 27 1A 27 1A 27 1A 27 1A 27 1A 27 1A 27 1A 27 1A 27 1A 27 1A 27 1A 27.... an so on