Alright. Thanks Arty. It turns out the measurements are in feet and need to be converted to meters (as you suggested). I checked it against a couple of tiles that had roads on them to be sure and attached a picture of one of them here. Also, the origin is on the bottom left corner of the image, cX (see above post) is along the vertical direction, and cY is along the horizontal.
Latest posts made by figtherAce92
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RE: Rules for creating *. THR and editing texture.bin?
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RE: X52 mousewheel scroll problem
could it be that the click is to differentiate between fast and slow scrolling??
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RE: Rules for creating *. THR and editing texture.bin?
It helps; however, the numbers are still above 1000. Here for a little more context are the areas in one particular tile: HFARMH5C.DDS; the numbers are in the following format: (type: rad, cX, cY)
7: 183.22702, 1012.44293, 3030.9324
7: 176.13339, 2063.3408, 2608.0115
7: 320.26636, 332.765, 506.35507
7: 244.84515, 237.09071, 628.7299
7: 218.24489, 237.09071, 3107.827
7: 156.41449, 2973.2612, 2127.8245
7: 210.19444, 2954.0237, 2499.0774
7: 193.72612, 3133.4585, 2838.6956 -
RE: Rules for creating *. THR and editing texture.bin?
So, im trying to make sense of the numbers in the *.BIN file. From the perl scripts over at http://tactical.nekromantix.com/ i got the structure of the file. Each tile has a set of areas and a set of paths. The areas on the tiles have 4 numbers associated with them. the first is an integer with the area type, the second is a float representing the radius, the third is a float for the x coordinate, and the fourth is a float for the y coordinate. What i want to know is what is the units of these last 3 measurements (radius, x, and y) are as they don’t appear to be in pixels (the tile owns coordinates) because they have rather large numbers, in some instances grater than the tile’s dimensions.
Hope this clarifies what i’m looking for
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RE: Terrain File Formats and Definitions???
Thanks Arty. I had read those ones already, but read them again just to make sure i wasn’t missing anything. What i’m looking for is the structure of the binary files (what each byte is and how they are arranged). I haven’t been able to find that on the wiki yet; do you know where they could be?
Thanks again
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RE: Rules for creating *. THR and editing texture.bin?
Hi Guys,
I realize this is a very old thread but if any of you is still around; in what units are the coordinates of the areas (x, y, and radius) given in??
Thanks.
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Terrain File Formats and Definitions???
Hi Guys,
I have been reading and looking around for a while now (here and over at http://tactical.nekromantix.com/forum/viewforum.php?f=12) trying to find the file definitions for the terrain files. I have found quite a bit about L2/O2 files but i have been unsuccessful with the *.NRM, *.SBI, *.TDI, *.MAP, and *.MEA. Do you know where i can find the structure/definitions of these binary files??
Thanks :),
Harold -
RE: Setting Head Position without using Trackir or POV hat
Thanks a lot!! I finally got it to work.
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RE: Setting Head Position without using Trackir or POV hat
So, this might be a noobie question. But, how do I use opentrack’s output in BMS to move the camera?
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RE: Setting Head Position without using Trackir or POV hat
Thanks again for the quick reply. This helps quite a bit.