The
Character Data Map is an ascii file (.CAL) with 256 lines of data. The different lines are referred to by the 256 indexed colors of the detail map, the same way as for the 64x64 tiles of the texture & texture elevation maps... Here are a few sample lines...:
- Code: Select all
null,0
Dt2,0
Rk2,0
Sd3,0
Rk2,0
Dt2,0
Sd3,0
Dt2,0
Dt2,0
Dt2,0
Dt2,0
Dt2,0
Each line consists of 2 or 3 values. First there's an alphanumerical code, describing type of terrain, for instance "Dt", which means Dirt. Then there are two integer values, separated by a comma. Whenever there are only 2 values in a line, the first two values are replaced by a "null".
I've figured out all the terrain type codes, and also one of the numerical values, I believe, but all of that was done years ago, and the forum I wrote about it in, was hacked only a few days ago, so until we can get hold of the admin to restore a backup, I won't have access to the data.
EDIT #1...:
Found the terrain type codes in a file on my hard disk...:
- Code: Select all
null=?
Sd=Sand
Dt/Drt=Dirt
Gs/Grs=Grass
Rk/Roc=Rock
Sw/Snw=Snow
Md/Mud=Mudd
Ie/Ice=Ice
rd=(rail)Road
Ct/Cmt=Cement
Also found something I wrote in another forum in March 2004, but I'll have to test further to know if it's correct or not...:
However, what do the 2 numerical parameters represent...?
- Could the 1st one be the volume (of footsteps)...?
- Could the 2nd one be the amount of echo/ambience (of footsteps)...?
(The last one has almost always a value of zero... Only exception to that is for the Ct/Cmt lines... AND in the snowy DMS2 terrain, where the last parameter often has values in the range between 15 and 50, or thereabouts...)
Anyway, the first parameter (terrain type) indicates to the game engine which sounds it should play for footsteps and bullet hits, but also if some dirt should be thrown into the air when bullets hit the ground, or if sparks should appear if the terrain type is for instance rock.