Iran Posted September 15, 2013 Posted September 15, 2013 The .bin file of a map contains a template ID for every cell of the map, the ID maps to a template SHP file (e.g. a bridge or river). Does anyone have a list of the IDs for every template for C&C95? For a map preview generator tool.
pichorra Posted September 16, 2013 Posted September 16, 2013 http://nyerguds.arsaneus-design.com/cnc95upd/inirules/tilesets.ini
Iran Posted September 16, 2013 Author Posted September 16, 2013 Are they in the correct order? E.g. does template ID 10 in a .bin file map to SH13 like in that list?
Nyerguds Posted September 16, 2013 Posted September 16, 2013 The IDs in that list are exactly the high byte values in the .bin files, yes. Otherwise the file wouldn't be usable, and that IS the intention, eventually. Though number 10 in that list will be byte 0A, of course btw, there's a special case in the .bin files; "FF 00" is used for clear space.
Iran Posted September 16, 2013 Author Posted September 16, 2013 Nyerguds can you give me the color values for the 16 remap indexes for every unit color remap table the game uses (for every color you can play with ingame basically)? What I want to know is the value of these indexes into the palettes for every unit remap table: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
Nyerguds Posted September 17, 2013 Posted September 17, 2013 clear space? Open terrain is a 4x4 block or something, but the game automatically paves it so maps don't have to actually specify which cell of clear terrain each map cell is. There's one value used for all open terrain, and that's FF 00.
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