SchnelleMeyer -> RE: WHeader file in Wrecks.zfx (2/20/2018 7:10:10 PM)
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Excellent, thank you very much! - I was thinking this might be asking too much, especially now with crunch time for TBG, so I am very pleasantly surprised at your answer[&o]. First of all good to know the hard code limit. quote:
ORIGINAL: Steve McClaire The file header is: 4 byte signed int - count of array entries used. Array of 100 x 13 char string - texture name. Array of 100 x 4 byte signed int - source id (Should usually be -1) Array of 100 x 4 byte signed int - vehicle class (appears contents in the file do not matter) So there is a hard coded limit of 100 entries in the file. From a quick look at the code it appears you must have the wreck textures in the same order the vehicles are in vehicles.txt or you will probably get the wrong wreck. The source id field looks like it was intended to allow multiple vehicles share the same wreck image. If the value of source id is >= 0 this indicates that the vehicle gets the wreck texture at that array index instead of its own. The contents of the vehicle class field in the file looks like it is overwritten in memory and ignored. Steve I appreciate you took a quick look and its probably years since last time, so I supply some info based on my tests as well: - Im sure that wreck textures follow the index number of its texture name string in WHeader - not that of the vehicles.txt. - Source ID field - this works exactly as you say, based on index number from texture name string. - Vehicle class field gets ignored - Yes, and I never understood anything from this part of the file so did not adjust anything in it. I think its not needed as the texture name list is working as an index. Thanks again Steve. - Now I have to import some nice wrecks to this old game[:D]
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