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Determining DMap coordinate access validity.
Discussion on Determining DMap coordinate access validity. within the CO2 Programming forum part of the Conquer Online 2 category.
01/30/2011, 07:24
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#1
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Determining DMap coordinate access validity.
I've asked this before, but I think I was drunk when I asked so I'm going to make it clearer this time around...
I'm attempting to compress DMap data for my private server. I've already gotten the DMaps into the structure I want (only containing coordinate access validity and portal data), but some valid coordinates are being marked as invalid. I believe this is due to me not calculating scene and puzzle files into the final DMap product. Is this true? If so, does anyone have the correct structures for the scene or puzzle files, or does anyone have any information about them? If not, what should I do/what am I doing wrong?
Also, some of the valid DMap coordinates that are being flagged as invalid don't seem to have any special structures on them. This is why I'm doubting myself about the scene and puzzle files.
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01/30/2011, 12:00
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#2
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Yes, the scene and puzzle files add additional coordinate information on top of the dmap structure. The FusionOrigins Source i released in the private server section contains a project which loads dmaps, puzzle files and scene files to provide a complete dmap structure, it also stores the data very efficiently (using bits as the smallest value, not bytes). It should have everything you need in it.
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02/02/2011, 01:08
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Quote:
Originally Posted by Korvacs
Yes, the scene and puzzle files add additional coordinate information on top of the dmap structure. The FusionOrigins Source i released in the private server section contains a project which loads dmaps, puzzle files and scene files to provide a complete dmap structure, it also stores the data very efficiently (using bits as the smallest value, not bytes). It should have everything you need in it.
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I looked at it, but didn't quite understand or see how the dmap files work with the puzzle and scene files. Actually, I didn't see where puzzle files were taken into the final dmap product, or the structure for them.
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02/02/2011, 02:39
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Puzzles only contain references to the textures used for each part of the grid. It has no use in a private server.
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02/02/2011, 05:06
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Check out
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02/05/2011, 14:48
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#6
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Quote:
Originally Posted by Lateralus
I looked at it, but didn't quite understand or see how the dmap files work with the puzzle and scene files. Actually, I didn't see where puzzle files were taken into the final dmap product, or the structure for them.
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You obviously didnt look hard enough as the scene files are in there and how they replace data in the dmap structure. Have a look through it again.
Spefically these methods:
LoadMapObjects
CreateSceneFile
MergeSceneToTextureArea
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