Hmmm, had a read over at Monsters Tools site, the format makes sense now.
64/128 Segment theatre size options, possibly even 256.
A segment = how many tiles? 16 by my calcs, makes Korea theatre 1024km x 1024km.
It looks like the height field data is 16bit and hard coded to feet, so 0-65536ft!
It also appears the grid is a pure square grid with each tile uv mapped to fill it, so a tile per polygon basically.
I’m guessing the grid size is hard coded at 1km which is pretty wide, that is the biggest shame overall. Even Tornado had higher poly density hehe
Such a shame that we can’t increase poly count since getting nicer hills would be nice
So it seems like we will be stuck with mainly updating textures.
PS I have a 3ds max script that pretty much makes the Topo map format from a mesh. Not sure how useful it might be. I’d probably model terrain in max, possibly even paint tiles. The lod0 format is quite basic to script a raw hex output.
Just gutted it’s only 1km res, but such were the limitations back in the 90s. Im certainly not gonna get tight low-level flying looking nice (ie Mach Loop) Time to see how rivers/bridges and buildings etc are defined… Is it all x/y coord based in essence?
Looks like a fairly flat inland area is best if you want it to all feel as realistic as possible
Perfect for a Tornado mini map
Thanks
Dave