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PostPosted: 17 Jul 2009, 05:22
by Krom
You say "These are all the trees for which that bool(or rather byte) is nonzero", but this is 4byte boolean, isn't it?

No need to worry, we have such export feature now. Still its results are not all that determining..

Unwalkable - did you tested that in game? Cos there are many objects with doubtfull neighbours:
1 vs 9 (small rock and big rock have same byte)
58..60 vs 54..57 (corn vs vine are different?)
0 is walkable, 9 is not ...
big tree 173 vs big tree 170 - they have different values
etc..

Quad:
That looks like MultipleInstances, agreed :)

PostPosted: 17 Jul 2009, 05:46
by JBSnorro
You say "These are all the trees for which that bool(or rather byte) is nonzero", but this is 4byte boolean, isn't it?
Yep, you're right, sorry about that confusion.

And no, I did not test anything in the game, but for instance the difference in walkability between cornfields and vineyards are there in the original.(You can't walk diagonally through a vineyard). But I don't know about your other examples. I might be wrong about the meaning, so please be my guest to guess anything else....

now @ Lewin

And as I already made these images for myself, I might as well upload them:

bool0(Choppable)
bool1(UnWalkable)
bool2(Unknown)
bool3(Vineyard_or_Cornfield)
bool4(Growable)
bool5(PreservePlantingDistance)
bool6(after the byte)(Buildable)


And with the bool PreservePlantingDistance I mean what it says.... In KaM the woodcutter never plants directly next to a sceneryobject whose PreservePlantingDistance is true, it will plant at least two tiles away.

PostPosted: 18 Jul 2009, 08:03
by Lewin
Thank you very much JBSnorro. I have corrected the Remake to use these names for bools.

I know what bool2(unknown) is. It means: This tile blocks all moving, building, walking, etc. I call it AllBlocked. If you remember in KaM you can't walk through those big rocks or certain bushes. (and some flowers are always blocked)

That means that we now know what all of these values are! :D Great. No more mysteries in mapelem.dat...
Lewin.

PostPosted: 18 Jul 2009, 13:47
by JBSnorro
But what about those four last flowers in the "AllBlocked"? They're practically everywhere in KaM and aren't blocked at all.

PostPosted: 19 Jul 2009, 01:27
by Lewin
Ah but you're forgetting that there are two types of each flower which look exactly the same. One is blocked, one isn't. There was a discussion about this for Nick's mission Smart, because he used the wrong flowers and people couldn't build their village. If you look in the latest version Krom's map editor you will see that some flowers have a red cross through them to show that you can't build there.

The only specific KaM example of these blocked flowers that I can think of is mission 5 tsk. Above the gold hill near the yellow base there is a bit of land extending into the water which is blocked to prevent luring the enemy farmers from it. It has a few flowers on it all of which are blocked.
Check it out if you don't believe me.

PostPosted: 19 Jul 2009, 02:07
by harold
Learn something new every day :)
I wonder why they did it like that..

PostPosted: 21 Jul 2009, 08:52
by JBSnorro
Yes, they could have specified their unwalkability in the map file, why create flowers for it. Well, that probably means the maps were made way before the scripts were.