Tool : Map Viewer

If you have an idea for a MOD to Outcast, then this is the place to post it! You can help others who have posted their ideas to actualy make the MODs. Discussions concerning the editing tools inside.

Moderators: Jami, SKEMETH, jfrey

Postby ocripper » 29 Oct 2002, 9:19

Hi,

Here is a new tool (still in beta version) that allow you to see .lnd file.
You can download it here :
OCMapViewer

Usage,
1) unpack a .pak file to a directory.
2) launch ocmapviewer and choose the .lnd file ;o)
3) navigate with the scrollbars
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Postby Olivier » 29 Oct 2002, 11:52

Thanks Ocripper ! [:)] [:)] [:)]
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Postby MR » 29 Oct 2002, 16:45

[respect] [respect]
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Postby SKEMETH » 29 Oct 2002, 16:51

Thanx man! continue int his way and we will be able to make mods soon [;)]
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Postby Olivier » 29 Oct 2002, 17:44

Well as you show me an interesting point Skemeth : Can we help you Ocripper ? [:)] [respect]
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Postby ocripper » 29 Oct 2002, 20:12

I think that it's too soon for talking about MOD but who knows?

We will go in a dead end if we want to use the engine
of Appeal because it's not easy to discover every file formats
from outcast. We need a new voxel or terrain engine.
What do you think?

Anyway, any helps are welcome. If there are poeple able to
crack the .mrk format it will be great ;o)
I think they contains informations about row, sitepath, sitehot,
contour, sitemon ... that we can see in the picture of the proprietary
tool of Appeal (Deus)
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Postby ocripper » 1 Nov 2002, 20:58

hi, a new beta version is available here
Zoom, oneshot-loading features & more titles informations
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Postby Antaeus ][ » 2 Nov 2002, 0:11

Well, from the screenshot I can conclude (and I'm taking a guess here), that this concerns AI and pathfinding. Right?
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Postby ocripper » 2 Nov 2002, 21:37

There is a new beta version (0.3) available here.
a) It load everything faster !
b) .map file supported (open and save)
c) Now you can choose a BTM in the preview box and drag it to the map.
You can then save your modification in .map format

PS: you can find exsiting .map files in the 11.pak file (temples.map & temples_new.map)
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Postby Olivier » 3 Nov 2002, 20:00

wow, this version is very faster than the first ! [respect] [respect] [respect]

But about Temples.map and temples_new.map, what are they ? They look so strange... [confused]

And what's the difference between .lnd and .map ? I think only .lnd are use in game so what is the use of .map ???
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Postby Dominion » 4 Nov 2002, 16:33

I think .map is a project file format lkike *.psd for Photoshop or *.rmf (or *.map ;)) for Worldcraft
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Postby ocripper » 4 Nov 2002, 19:45

Maybe Appeal use a application to assemble each VoxelTitle with the Title offset altidute information and save the result in .map format. Then they import the map in another application (maybe Deus) to add informations like 3d objets positions & textures (U & V offsets) etc.

In fact, every files stores in every archives are not necesary use in the game ...
I don't remember in wich .pak but there are still somes batch files that Appeal forget to delete.
If you extract all .bat files, you can see that Appeal use Alchemy tool to convert .tga files from 32bits to 8bits color and then use there own Btmconv tool ...
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Postby WiCKed » 12 Sep 2003, 19:34

Need another link PLZ [:)]
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Postby Jami » 13 Sep 2003, 11:41

We have to check that.
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Postby WiCKed » 13 Sep 2003, 15:48

file not found [:/]
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