Difference between revisions of "Talk:LOFTEMPS.DAT"

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m (Question for Danial, BB, or anyone about LOFTEMPS)
 
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As you can see, I know almost nothing about how the graphics are set up. So I have questions. :) If either of you can fill in any, please do so. If all the above can be addressed, delete this comment. Thanks! ---[[User:MikeTheRed|MikeTheRed]] 12:27, 17 Nov 2005 (PST)
 
As you can see, I know almost nothing about how the graphics are set up. So I have questions. :) If either of you can fill in any, please do so. If all the above can be addressed, delete this comment. Thanks! ---[[User:MikeTheRed|MikeTheRed]] 12:27, 17 Nov 2005 (PST)
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Each MCD entry has 12 LOFT references, with each one pointing to the 16x16 bitmaps (the 112 entries on the LOFTEMPS.DAT file. The shape of the tile is thus built from the entries on the LOFTEMPS file. Those entries can have several shapes, like this: | . _ (I'm using punctuation marks that resemble it). Those are very simple shapes: if you want to 'draw' a wall you would use something like this: | | | | | | | | | | | | (the 12 LOFT references on the MCD file, each refering to an entry on the LOFTEMPS). When the game stacks them one over the other it produces a wall.
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For a very technical explanation check this post by BladeFireLight: [http://www.strategycore.co.uk/forums/lofiversion/index.php?t1468.html Map Control Data (MCD)]
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[[User:Hobbes|Hobbes]] 13:24, 17 Nov 2005 (PST)

Revision as of 21:24, 17 November 2005

Danial or BombBloke - thanks for making this. I am curious about how these files work...

"There are 112 entries, each of which are 32 bytes long. ... In Binary, the file creates 16x16 bitmaps, where 1 is solid and 0 is empty. These are then layered using the 12 loft references in the MCD files to create a 16x16x12 3D object."

I can see how 16x16 bits = 32 bytes for a 16x16 bitmap. But why are there "112" entries? How does this fit in with the "12 loft references" from MCD? (112/12=9.33... does it mean there there can be up to 9 "whole" 12-high objects in LOFTEMPS.DAT?)

Also: We're talking about the battlescape map, I presume... How does the "112" fit with the total number of objects in the game and/or max that can be on the battlefield at any given time? Is there any relationship?

And, BB you've said LOFT probably = Line Of Fire Table. What might EMPS mean?

As you can see, I know almost nothing about how the graphics are set up. So I have questions. :) If either of you can fill in any, please do so. If all the above can be addressed, delete this comment. Thanks! ---MikeTheRed 12:27, 17 Nov 2005 (PST)

Each MCD entry has 12 LOFT references, with each one pointing to the 16x16 bitmaps (the 112 entries on the LOFTEMPS.DAT file. The shape of the tile is thus built from the entries on the LOFTEMPS file. Those entries can have several shapes, like this: | . _ (I'm using punctuation marks that resemble it). Those are very simple shapes: if you want to 'draw' a wall you would use something like this: | | | | | | | | | | | | (the 12 LOFT references on the MCD file, each refering to an entry on the LOFTEMPS). When the game stacks them one over the other it produces a wall.

For a very technical explanation check this post by BladeFireLight: Map Control Data (MCD)

Hobbes 13:24, 17 Nov 2005 (PST)