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mikew

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Everything posted by mikew

  1. Let's start a thread to define a method of dealing with these things. Hopefully things will become clearer with a methodical approach. Step 1 will be to read the first 10 bytes (Block1), which according to current knowledge gives the following information: Byte 0 = Size of local variable block Byte 1 = Number of shapes Bytes 2 & 3 = Currently unknown, but would appear to be connected as one word Byte 4 = Currently unknown, but could help in defining ssd type Byte 5 = Currently unknown, but always in range 0-3 for TFX2 and 28-31 for TFX3, so can be used to differentiate them. Bytes 6 & 7 = always has value 0xFFFF Byte 8 = Number of 'Actions'---more later Byte 9 = Number of shape coordinates with 6 bytes per coordinate. To be continued...
  2. mikew

    Interpretation of SSD files

    Yes, AAAA can be considered as an ENUM to the list in stratval, but the same list is also in coll.dat and baked into the exe. TFX2 probably has a similar system although I haven't really looked for an AAAA list. Here's part of the EW site (early1.ssd) Similar problems can be seen to TFX3 in that the BBBB numbers don't stack up with the Block6 rotations, and the second word of TARGET_AREA_DATA doesn't correspond to the number of TARGETS. I still don't know which part of the game these are used for. ps. Awesome work enabling the EF2000 debug info. 🎆
  3. đŸŽĒ⛩ī¸đŸŒ—đŸ’ŊđŸŽŦ Are we going back to heiroglyphics? I suppose it's to be expected...
  4. His performance in Full Metal Jacket is stunning.
  5. mikew

    Weekend Music Thread

    Stuck in front of the PC for few hours, so time for few tunes.
  6. mikew

    Weekend Music Thread

    Great! It's still the weekend..
  7. mikew

    Interpretation of SSD files

    It's taken a while (!) for it to sink in, but it turns out he's right. ...well, mostly. If I try and cross-reference the coordinates in the TARGETS section with the Block3/6 etc information, we see some of the angles not tying up with the rotations defined in Block 6, although those angles seem valid for other objects. There are some other inconsistencies as well with the AAAA/Type numbers plus the 'extra' lines in the TARGETS section. Here's some analysis of Luxor. Luxor.ssd Block6 CBOX Block3 TARGETS Object Scale Rot. Shape Block2 TYPE Hex Coord. X Y Z TYPE Hex Coord. BBBB Angle 0 -4 20.0 RWYEND02 01 N/A 3eff9cff6cfe -194 -100 -404 1 -4 -160.0 RWYEND20 01 N/A 78009cffcc01 120 -100 460 2 -2 20.0 ADIS1P90 00 N/A a1ff9cff3afe -95 -100 -454 3 -2 32.0 ADIS2180 08 2e 07019cff5eff 263 -100 -162 2e 07019cff5eff 2000 32 4 1 20.0 _1WH90 08 2d f5fe9cff8cfe -267 -100 -372 2d f5fe9cff8cfe 1400 20 5 1 20.0 _2WH_180 08 2d 3eff9cff51ff -194 -100 -175 2d 3eff9cff51ff 1400 20 6 1 20.0 LUX_H_90 08 32 defe9cfff7fe -290 -100 -265 32 defe9cfff7fe 1400 20 7 1 24.0 KHA2HA90 08 32 0eff9cffa1ff -242 -100 -95 32 0eff9cffa1ff 1800 24 8 1 20.0 KHA1H_90 08 32 d2fe9cffb6ff -302 -100 -74 32 d2fe9cffb6ff 1400 20 9 2 33.0 LUX_T180 08 38 f2fe9cffa900 -270 -100 169 38 f2fe9cffa900 2100 33 10 1 33.0 LUX_C180 08 30 90fe9cff3600 -368 -100 54 30 90fe9cff3600 2100 33 11 -2 0.0 LUX_RADR 08 37 3e009cff80ff 62 -100 -128 37 3e009cff80ff 0000 0 12 1 38.0 FIREH180 08 35 05019cff9dff 261 -100 -99 35 05019cff9dff 2600 38 13 1 20.0 LIG_CD5B 00 N/A e7fe9cff7bfd -281 -100 -645 14 1 41.0 HDHA_180 08 32 b2ff9cff8601 -78 -100 390 32 b2ff9cff8601 2900 41 15 1 41.0 HDHA_180 08 32 8aff9cff5701 -118 -100 343 32 8affa6ff5701 2900 41 16 1 41.0 HDHA_180 08 32 9fff9cff6f01 -97 -100 367 32 9fffb0ff6f01 2900 41 17 1 20.0 _2WH_180 08 2d 4bff9cff74ff -181 -100 -140 2d 4bff9cff74ff 60ff -160 18 1 20.0 LUX_H_90 08 32 f1fe9cff2bff -271 -100 -213 32 f1fe9cff2bff 1400 20 19 1 110.0 _1WH90 08 2d fefe9cffa6fe -258 -100 -346 2d fefe9cffa6fe 6e00 110 20 1 -160.0 LIG_CD5B 00 N/A d1009cffc002 209 -100 704 21 -2 20.0 ADIS1P90 00 N/A 8eff9cff06fe -114 -100 -506 22 -2 20.0 ADIS1P90 00 N/A 97ff9cff20fe -105 -100 -480 23 -2 32.0 ADIS2180 08 2e 30019cff43ff 304 -100 -189 2e 30019cff43ff 2000 32 24 -2 32.0 ADIS2180 08 2e 1d019cff4fff 285 -100 -177 2e 1d019cff4fff 2000 32 25 -4 20.0 RWYMID01 01 N/A faff9cff7100 -6 -100 113 33 faff9cff7100 1400 20 26 1 20.0 TAXI_LUX 01 N/A 10009cff2500 16 -100 37 27 N/A N/A TLUXOR 01 N/A N/A N/A N/A N/A 28 1 20.0 LI2_LUXO 00 N/A 10009cff2500 16 -100 37 ;TARGETS Starts 10142 Length.480 54415247504f53000000 2e00 07019cff5eff 2000 54415247504f53000000 2d00 f5fe9cff8cfe 1400 54415247504f53000000 2d00 3eff9cff51ff 1400 54415247504f53000000 3200 defe9cfff7fe 1400 54415247504f53000000 3200 0eff9cffa1ff 1800 54415247504f53000000 3200 d2fe9cffb6ff 1400 54415247504f53000000 3800 f2fe9cffa900 2100 54415247504f53000000 3000 90fe9cff3600 2100 54415247504f53000000 3700 3e009cff80ff 0000 54415247504f53000000 3500 05019cff9dff 2600 54415247504f53000000 3200 b2ff9cff8601 2900 54415247504f53000000 3200 8affa6ff5701 2900 54415247504f53000000 3200 9fffb0ff6f01 2900 54415247504f53000000 2d00 4bff9cff74ff 60ff 54415247504f53000000 3200 f1fe9cff2bff 1400 54415247504f53000000 2d00 fefe9cffa6fe 6e00 54415247504f53000000 2e00 30019cff43ff 2000 54415247504f53000000 2e00 1d019cff4fff 2000 54415247504f53000000 3300 faff9cff7100 1400 54415247504f53000000 fe00 0dfe9cffaafd 0000 54415247504f53000000 fe00 78019cffb800 0000 54415247504f53000000 fe00 5b019cff8d00 0000 54415247504f53000000 fe00 e1019cff7500 0000 54415247504f53000000 fe00 e7fd9cffd1fd 0000 Anyway, the bottom line is that I could try to produce a TARGETS section from other object information, but there may not be much point.
  8. mikew

    Interpretation of SSD files

    It would certainly be nice to see the collision boxes. TARGET_AREA_DATA consists of two words, eg from 'luxor.ssd', ;TARGET_AREA_DATA Starts 10138 Length.4 8400 1800 0x84=132 decimal and ties up with the 'colour' parameter in campaign.trg ; Target File Created by WorldEd 95 V1.0 ; colour(0-255), x, y, rot, shapename, targetname .. .. rem "Airbases_EGYPT" 127 92 373 0 "Hurghada" 132 67 344 0 "Luxor" etc etc and that number can be considered an ENUM to this list that DrKevDog found: The second number (0x18) is somehow related to the number of entries in the following TARGETS section, but there are still some unknowns.
  9. mikew

    Weekend Music Thread

    ..and from 'Breaking Glass' to another cheesy 80's movie 'Streets of Fire' where we have an excuse to play some Jim Steinman.
  10. mikew

    Weekend Music Thread

    I think I preferred this lesser known O'connor' song from the 80's..particularly the sax solo at the end.
  11. mikew

    Weekend Music Thread

    Nice. This is from about the same time I think
  12. mikew

    Weekend Music Thread

    That video reminds me of the terrain in EF2000. ...so maintaining the theme, a clip of the Oslo-Bergen railroad. Probably going a bit too far into chill-out territory for a Saturday though...
  13. mikew

    Weekend Music Thread

    That was great, Stans. Fits in nicely with what I've been playing today...
  14. mikew

    Weekend Music Thread

    Sorry about the last one, had to concentrate on what I was doing for a while...
  15. mikew

    Interpretation of SSD files

    I haven't yet included the TARGET_AREA_DATA or TARGETS sections since I don't think TFXplorer uses them...but maybe it does. This whole process isn't much fun as there's a lot of pointers to calculate. One mistake and nothing will work.
  16. mikew

    Interpretation of SSD files

    I've been trying to create a terrain ssd file from the ground up in order to apply what we've learnt about the format. The first goal was to pick use a tile shape (tluxor) and put one object (tent_3) on it, then calculate appropriate COLLISION_BOX info and all the offsets needed to produce a viable ssd file at least as far as TFXplorer is concerned. Once the file was produced, the world files needed appropriate editing to put the new tile next to where we spawn in TFXplorer. One mistake I made was assuming that all airbase tiles are at 800 ft altitude like Luxor, but Gondor's (gen_1rwy.ssd, and where we spawn in TFXplorer) is at 640 ft which means I can't just taxi there from Gondor, but the COLLISION_TRIANGLES seem to work as I've landed near the tent. I can't destroy the tent with cannon fire though, so either my COLLISION_BOX info is wrong, or I need to 'activate' the target in some way similar to how it's done in TAW (by editing campaign.trg IIRC). Is there anything else I need to consider?
  17. mikew

    GTX590

    A word of warning to those who still might have one of these, as I did in my 6 year old Win7 PC which is still my daily driver. While the hole with the fan and the fan itself may look clean, difficult to see dust can build up in the first quarter inch or so of the heatsinks severely disrupting the cooling. This is the likely cause of its demise this week, where it also took out the DVI circuitry of my monitor. Luckily the DisplayPort interface was unaffected, so I'm back up and running with a GTX1060. So, instruct your cleaning staff to watch out for this...
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