While the distribution schema appears to be quite fixed, the client does not keep the semantics of which file is which and parses them all the same. To load a map, the client loads a set of three and treats them as one. ![]() ![]() adt (root), _tex%d.adt (tex) and _obj%d.adt (obj) with %d being the level of detail (0 or 1). īeginning with Cataclysm, ADTs are split into multiple files. DB/UIMapAssignment wins with defaulting to -10000000. DB/DungeonMapChunk seems to use -10000 for lower default. DB/ZoneLight appears to be using -6400 as the default if designers didn't put anything. If you don't use MFBO, there are some database files like DB/ZoneLight or world map related ones that also take height into account and may not be using floats depending on game version. The Z (height) limit is only implicit by stuff breaking slowly, like MFBO which is limited by using signed shorts, i.e. The previous section details on X and Y limits only. 2 An important note about the coordinate system usedĬonverting ADT co-ords to block X/Y can be done with the following formula (where axis is x or y): floor((32 - (axis / 533.33333))).
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