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Found 2 results

  1. AlexKimov

    GR Community SDK

    ------------------------------------------ What's SDK? Discussion is started here: www.ghostrecon.net/forums/index.php?/topic/61315-universal-mission-script-template/ ------------------------------------------ Gthub repository https://github.com/AlexKimov/RSE-file-formats ----------------------------------------- Photoshop x64 RSB plugin
  2. AlexKimov

    MAP file structure

    Glossary mn - magic number DATETIME - date and time 4 bytes UINT - integer 4 bytes UINT16 - 2 bytes BYTE - 1 byte FLOAT - real number 4 bytes char - chars array Sections 1. MAP Header (file id) 2. MaterialList section 3. GeometryList section 4. PortalList section 5. OccluderList section 6. LightList section 7. VFogList section 8. ObjectList section 9. RoomList section 10. TransitionLineList section 11. PlanningLevelList section File structure 1. File Header 1.1 MAP Header (file id) HEX "0D 00 00 42 65 67 69 6E 4D 61 70 76 2E 30" | TEXT "....BeginMapv4.0" UINT chars_count char BeginMapv4.0_string 1.2 MAP file dates DATETIME File_create_time Section size - 21 bytes 1.2 MaterialList section 2.1 Section header UINT SectionSize UINT MN UINT chars_count char Version_string UINT version_number UINT chars_count char MaterialList_string 2.2 Materials UINT Materials_count//--Array of materials-- UINT SectionSize UINT MN UINT chars_count char Version_string UINT version_number UINT chars_count char MaterialName_string FLOAT Opacity FLOAT Faceted FLOAT Red FLOAT Green FLOAT Blue FLOAT mn FLOAT Red FLOAT Green FLOAT Blue FLOAT mn FLOAT Red FLOAT Green FLOAT Blue FLOAT mn FLOAT SpecularLevel BYTE 2Sided2.3 Textures UINT Textures_count//--Array of textures-- UINT SectionSize UINT MN UINT chars_count char Version_string UINT version_number UINT chars_count char TextureName_string BYTE mn UINT chars_count char TextureFileName_string UINT AdvTransparencyType UINT Tiled FLOAT SelfIllumination 3. GeometryList section UINT SectionSize UINT MN UINT chars_count char Version_string UINT version_number UINT chars_count char GeometryList_string UINT RoomsCount; //--Array of rooms-- UINT SectionSize; UINT mn; UINT chars_count char version_string UINT number UINT StringLength char name_string UINT SectionSize; UINT mn; UINT chars_count char version_String UINT number UINT StringLength char room_name_string BYTE chars_count BYTE ModelName UINT Verticie_Count; //--Array of Vertice-- if Verticies_Count not 0 FLOAT X FLOAT Y FLOAT Z UINT Room_Object_Count if RoomObjectCount not 0 BYTE mn BYTE isUseDetailedDarkmap; BYTE DetailTexture UINT MaterialIndex UINT Textured if isTextured not 0 UINT TextureIndex UINT DetailTextureIndex UINT MN; UINT SelfIlluminationMap UINT SpecularMap UINT BumpMap UINT ReflectionMap UINT MapCount UINT FacesCount; //-- Array of face normals -- FLOAT X; FLOAT Y; FLOAT Z; FLOAT mn; //-- Array of FaceIndicies UINT16 P1 UINT16 P2 UINT16 P3 //-- Array of TextureIndicies UINT16 P1 UINT16 P2 UINT16 P3 UINT TextureVerticiesCount UINT TexturesCount //-- Array of Normals FLOAT X FLOAT Y FLOAT Z //-- Array of TextureCoordinates FLOAT U FLOAT V //-- Array of something FLOAT X FLOAT Y FLOAT Z FLOAT W ..... 4. PortalList section UINT SectionSize; UINT mn UINT chars_count char version_String UINT number UINT chars_count char PortalList_String UINT Count //-- Array of portals -- UINT SectionSize; UINT mn UINT chars_count char version_String UINT number UINT StringLength char room_name_string BYTE chars_count BYTE portalName UINT Vertices_Count // -- Array of Vertices FLOAT x FLOAT y FLOAT z UINT Room_Number UINT Oposite_Room_Number BYTE mn5. OccluderList section UINT SectionSize; UINT mn UINT chars_count char version_String UINT number UINT StringLength char OccluderList_string ...
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