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[Tutorial] How to edit height map files (HTD files) for maps

Discussion on [Tutorial] How to edit height map files (HTD files) for maps within the Fiesta Online forum part of the MMORPGs category.

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[Tutorial] How to edit height map files (HTD files) for maps

I'm making this mostly for my own use so I can refer back to it in the future if I forget, but I might as well share it with the community.

HTD files, or height map files have been a mystery for a long time and some people had figured them out somewhat, but recently I've found a tool that lets you modify and view htd files to your liking.

So here is a guide on how to open and view or edit htd files. In this guide I will be using the Adealia htd file.

1. Download L3DT Standard from here:

2. Copy the htd file you want to modify and change the extension to .r32

3. Open the map .ini file to be able to view the settings. We will take some of the values in this file and use it to import the .r32 file to L3DT. We will only really be looking at the highlighted values.

4. Open L3DT and select import > heightfield.

5. Click next. Set the horizontal scale to OneBlockWidth value from the .ini file. In this case it's 50. If the block height is different you will need to specify a new vertical range, so tick the "specify new vertical range box". But this isn't usually the case and most maps use 50, 50.

6. Now you will need to specify the map width and height and the header length. You can get the map width and height from the .ini file from step 3. The header should be 4. This is the amount of bytes to skip to exclude the header.

7. You should now have an image of the height map, with various colours specifying how high the terrain is. It should look something like this:

8. Now to open the 3d editor, go to operations > edit height field > edit height field in 3d. Which should bring you to this:

9. Now figure out all of the tools and how to use them to edit the terrain because I won't be explaining those. I also won't be explaining how to save it, but simply you have to export it back to a r32 file and then add the original header back into the file using a binary editor like hxd and finally, change the extension back to htd.

That's how to edit a htd file. Also I do not think the files rely on HTDG files so you will not need to edit this in order to make your own custom map, but you will need to be able to edit the shbd and shmd. One of which can be opened with a text editor and the other can be converted using csharps sbhd editor. Though it does not work 100% and has not been fully figured out, it is still usable.

If someone does fully figure out how the shbd file works let me know. Thanks.

EDIT:
  • shmd: The file that contains the settings for the lighting and nif locations.
  • shbd: Contains the area you can walk in. This can be edited with the editor made by csharp.
  • htd: Explained in this post.
  • ini: Self explanatory.
  • conf: Also quite self explanatory.
  • htdg: I don't think it is needed to make your own map. For collision, makes no difference if you remove.
  • idm: I don't think that is needed either.
  • sbi: Doors and their names and coords. Need to figure out the structure to be able to edit them.
  • aid: For making areas accessible or not. Need to figure out the structure to be able to edit them.
  • bdt: Isn't really needed. Not sure what this is for.
These are all of the files related to maps. With all of this information and the tools currently available you can make your own custom map from scratch.
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Old 07/14/2016, 19:08   #2
 
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Hey im working on something strange but i stuck at the .sbi file it would be awesome as **** if u could explain how to edit it! I'd release later what ive done with
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Old 07/14/2016, 21:22   #3
 
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Is this just to edit the htd's? The tool is fine, but there's still things to figure out.
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Old 07/14/2016, 22:15   #4
 
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Quote:
Originally Posted by *Kaito View Post
Hey im working on something strange but i stuck at the .sbi file it would be awesome as fuck if u could explain how to edit it! I'd release later what ive done with
Well if you open it in HxD you will be able to see the data. I haven't figured out the structure, but it seems like it contains information for doors, like the names and the door locations. If I do figure it out I will add sbi and aid support for the shn editor in the future. I am currently adding dat support, quest editing support and shine table support.

EDIT: You will only need this file and the aid file if you are making an instance or map with doors or a map which you want to restrict access to a specific location. So if you're not wanting to do any of those then you won't need to edit the sbi or aid files or even include them.

Quote:
Originally Posted by Juudai View Post
Is this just to edit the htd's? The tool is fine, but there's still things to figure out.
I think pretty much everything is figured out. With this you should be able to make your own map from scratch.
  • shmd: The file that contains the settings for the lighting and nif locations.
  • shbd: Contains the area you can walk in. This can be edited with the editor made by csharp.
  • htd: Explained in this thread.
  • ini: Self explanatory.
  • conf: Also quite self explanatory.
  • htdg: I don't think it is needed to make your own map. For collision, makes no difference if you remove.
  • idm: I don't think that is needed either.
  • sbi: Doors and their names and coords. Need to figure out the structure to be able to edit them.
  • aid: For making areas accessible or not. Need to figure out the structure to be able to edit them.
  • bdt: Isn't really needed. Not sure what this is for.

These are all of the files related to maps. With all of this information and the tools currently available you can make your own 100% custom map from scratch.
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Old 07/15/2016, 10:56   #5
 
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No if im able to edit sbi files and add stuff i could make a fully working Open world fiesta on odin files with different locations on same map and Even more editing this sbi file would open many **** af hot new doors
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Old 07/15/2016, 21:09   #6
 
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Quote:
Originally Posted by *Kaito View Post
No if im able to edit sbi files and add stuff i could make a fully working Open world fiesta on odin files with different locations on same map and Even more editing this sbi file would open many **** af hot new doors
Well I don't think that fiesta could handle open world, because the size of the map you can have is limited to 476 by 476 on the 2011 na files.

And even if it could and you wanted to implement this feature, again you wouldn't need sbi files because you don't need to add doors to an open world map? Or am I missing something?
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Old 07/15/2016, 23:06   #7
 
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you dont know the possibilitty of this sbi file add me on skype and i tell you SyKaito
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Old 07/16/2016, 19:43   #8
 
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Quote:
Originally Posted by dragonluck4 View Post
Well I don't think that fiesta could handle open world, because the size of the map you can have is limited to 476 by 476 on the 2011 na files.

And even if it could and you wanted to implement this feature, again you wouldn't need sbi files because you don't need to add doors to an open world map? Or am I missing something?
There are maps with the map size of 513 x 513
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Old 07/16/2016, 23:50   #9
 
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Originally Posted by JTiG//Jolas View Post
There are maps with the map size of 513 x 513
There may be bigger maps, but the point is, you can't make an open world game. The fiesta engine just doesn't support that.
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Old 02/19/2017, 06:39   #10
 
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Die .idm files sind dazu da dem Client zu sagen, wie intensiv er die höhen/tiefen der Heightmap.. also der HTD auslesen soll

Ich fand den ganzen Kram schon im Frühjahr 2016 raus..

kann ne Beweismap schicken wer es mir nicht glaubt xD

Zu der Zeit war ich hier aber noch nicht unterwegs und ich nutzte auch L3DT xD

aber cool zu sehen dass es noch andere geschafft haben

außerdem solltet ihr aufpassen welche Header ihr für eure Map nehmt.. denn manche funktionieren nicht

für 512x512 würde ich RouVal01 nutzen
für 256x256 würde ich RouVal02 nutzen

für kleinere Formate hab Ich noch nicht rumprobiert...

Aber z.B. funktioniert der Header von Rou nicht bei ner 256x256 Map, wobei Rou 256x256
Bei anderen Maßen geht er auch nicht



maps können nur funktionieren, wenn sie einen Header einer Datei der selben Maße hat.. aber eben gehen nicht alle Header mit jeder r32


Das wissen sollte ich noch mit euch teilen.. es wird hilfreich sein
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