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[Help needed] Map Editor/Viewer

Discussion on [Help needed] Map Editor/Viewer within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[Help needed] Map Editor/Viewer

I'm not even sure if there's anyone left on epvp that might have attempted this kind of stuff in the past but I officially hit a roadblock and could really use some help.

A few days ago I started working on a map editor - well, it's still mostly a viewer since it's still under development and I can't really do much except for changing coordinates acessibility and moving some stuff around and all was going well until I got to the point of loading .scene files and consequently some city bridges (such as twin city, for example).

I noticed that while some cities have their bridges loaded as 'cover' layers and they already have the coordinate acessibility for them set on the .dmap file, others (like TC and PC) don't. They apparently load their bridges as 'scene' layers from .scene files which contain data for the files these are supposed to use and which also set new cell's acessibility data.

The problem I'm facing is, looking at TwinCity's bridges example, the map\Scene\bridgeB-L.scene file points to ani/MapScene.ani where it's supposed to load 8 scene parts. These files seem to point to "data/map/mapobj/plain/plain/bridge05.msk", "bridge06.msk" and "bridge07.msk" and there's where I'm currently stuck at.

After taking a glimpse at the client code, when loading .MSK files, the client supposedly replaces the '.msk' for '.dds' and tries to load the file as a .dds image and if that fails then it'll try to load it as a .tga. According to the public documentation and the leaked client's code .msk files contain an alpha layer of transparecy that defines transparecy of the texture.

However, it seems that there's no .dds or .tga files for these (bridge05.msk, bridge06.msk, bridge07.msk) and there's where I'm currently at.

At this point I can already load the maps (with cover layers to simulate movement like waterfalls and such), edit cells data, place new portals or edit existing ones and most importantly export everything back so theoretically I really wouldn't need this at all to make new maps since I could simply draw all this stuff as cover layers. I guess it's just my curiosity that is piqued and is taking the best of me :\

I'll add some images/videos of what I currently got just to make this thread a tiny bit more interesting. Please ignore the ugly UI, I'm just trying to get things to work at this point and will leave embellishment for when I'm done or give up making some things work

Map Editor
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Old 01/01/2021, 12:25   #2
 
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Sounds great. Go on!
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Old 01/02/2021, 22:13   #3
 
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Did you extract all of the resources? It has been a while since I've touched my cruddy map viewer but Mine appears to load them just fine (until I try to apply the msk file, but that's for another time). And I do exactly as you described, I check for a .dds file, if that doesn't exist I then look for the .tga file. Bridge05-07 are dds files

What are you using for loading and drawing the assets? I ended up going with MonoGame at the time but it really started out as just a generic asset viewer for me.

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Old 01/02/2021, 23:29   #4
 
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Originally Posted by StarBucks View Post
Did you extract all of the resources? It has been a while since I've touched my cruddy map viewer but Mine appears to load them just fine (until I try to apply the msk file, but that's for another time). And I do exactly as you described, I check for a .dds file, if that doesn't exist I then look for the .tga file. Bridge05-07 are dds files

What are you using for loading and drawing the assets? I ended up going with MonoGame at the time but it really started out as just a generic asset viewer for me.

I'm currently using MonoGame as well. However, for some odd reason I don't seem to have the Bridge05-07 textures (.dds) that you mentioned (yes, I have extracted the wdf packages, both data.wdf and c3.wdf).
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Old 01/03/2021, 04:25   #5
 
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What are you using to extract the wdfs? I'm using CptSky's Package Manager and it seems to extract it for a 5017 client and the 5165 client (you using 5165?).
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Old 01/07/2021, 11:54   #6
 
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Hit me up in a dm, we need to talk :P



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Old 01/07/2021, 16:08   #7
 
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Hit me up in a dm, we need to talk :P



v69
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Old 01/07/2021, 17:07   #8
 
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v69
TL;DR
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Old 01/07/2021, 18:22   #9
 
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Quote:
Originally Posted by StarBucks View Post
What are you using to extract the wdfs? I'm using CptSky's Package Manager and it seems to extract it for a 5017 client and the 5165 client (you using 5165?).
It was indeed the extractor I was using that was not getting everything out of the package. After using CptSky's I managed to figure it out. Thanks for the tip

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...
DMed
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Old 01/09/2021, 23:28   #10
 
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Yep I came this way to say you wanna talk to Zatoshi or Ulti for SURE. Looks like you got that covered.
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Old 01/10/2021, 02:20   #11


 
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Quote:
Originally Posted by Nyorai View Post
It was indeed the extractor I was using that was not getting everything out of the package. After using CptSky's I managed to figure it out. Thanks for the tip
Phew Pretty sure when I repackaged all the .WDF files within a modified file format for COPS v6, I had properly extracted everything, including files linked to .msk ones. Glad to hear it worked.
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Old 01/11/2021, 15:33   #12
 
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Phew Pretty sure when I repackaged all the .WDF files within a modified file format for COPS v6, I had properly extracted everything, including files linked to .msk ones. Glad to hear it worked.
it is because there is no direct link in any ini or string reference in the executable. it is simply the same filename with a .dds extension.

so bridge_01.msk becomes bridge_01.dds
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