Author Topic: World specifics
-whoracle- 
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Subject: World specifics
Anyone know where i can find out facts about the AC universe? Specificly the math behind the game or the size of the world in some unit?

 

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UnDecimus 
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Subject: World specifics
That's a LOT of territory. Any specific info you are looking for?

Example: The world of Dereth is 101 X 101 units in size, but a unit is divided into 10 decimal units, each of which is about 1/2 the width of a radar unit on screen.



 

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-whoracle- 
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Subject: World specifics
You hit the nail on the head. What else do you know wink

 

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Digero 
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Subject: World specifics
This is taken from David Simpson's Dereth Cartography page. It's a comment at the top of mapac.c (at the bottom of the page). Note it was written in 2001. Some of the details about the file format have changed with ToD.

David Simpson posted:
// CELL.DAT
//
// Cell.dat, along with portal.dat, contains the majority of the data used in
// Asheron's Call. Cell.dat is the storage area for Turbine's own file system.
// The file is essentially a collection of sectors (or cells). Each sector is
// 256 bytes in length. The first 1KB of the file is different though. Each
// "file" is made up of multiple sectors, though the sectors are not necessarily
// contiguous. The "files" are indexed from a directory. The first word of
// each sector is a pointer to the next sector of that "file." A NULL pointer
// indicates that this is the last sector in that file.

// The Map
//
// The map in Asheron's Call is 254 by 254 landblocks. Each landblock contains
// a 9 by 9 grid of data points which makes for an 8 by 8 group of land squares
// in game. Each landblock has a unique id, which is a word in length, and
// has the format xxyyFFFF. In game, xx is the east-west position, and yy is the
// north-south position. Landblock 0000FFFF is located in the southwest corner of
// the map. Use /loc to find out which landblock you are on. Each square in a
// landblock is 0.1 wide and tall, making each landblock 0.8 by 0.8. Although
// each landblock contains 9 by 9 points, the points on the edges are redundant
// with adjacent landblocks. The entire map is 2041 by 2041 data points, making
// 2040 by 2040 squares. Lastly, each square is 24.0 by 24.0 units, whatever
// they may be.

// Landblock Data
//
// The topography data for each landblock is stored in just one sector. It's
// data format is as follows:
//
// uint Next sector pointer (will be 0)
// uint Landblock id (xxyyFFFF)
// uint Object Block Present
// ushort Topo[9][9]
// uchar Z[9][9]
// uchar Pad (always 0, I think)
//
// Object Block Present is a flag which signifies that there is an object block
// associated with this landblock. The id of the object block is xxyyFFFE.
// The Z data is exactly what it sounds like: height information. In game,
// the height of a point is 2.0 * Z.
// The Topo contains the land type, road information, and what I believe is
// vegetation type and/or density. It is as follows:
//
// bits
// 0 Road
// 1 Unknown (draws a road though)
// 2-6 Land Type
// 7 Unknown (may be more land type, always 0 though)
// 8-15 Vegetation
//
// Roads always have an underlying land type. Bit 1 is very rare in the data,
// but in tests, just draws a road like bit 0. Currently, most of the land
// types are used, except those of 0x60, 0x70, 0x74, 0x78, and 0x7C which are
// not currently found in game. Recently, 0x6C was added and 0x68 was changed.
// I don't know much about the vegetation bits other than that is what they
// seem to be.

 

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[LotRO] Digero (Guardian), Digrim (Burglar), Dignite (LM), Azrea (Hunter) - Landroval
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