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File lists for Sole Survivor MIX files
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MrFlibble
Cyborg Firebomber


Joined: 28 Feb 2005
Location: 3,000,000 years away from Earth

PostPosted: Sat Nov 18, 2006 7:11 pm    Post subject:  File lists for Sole Survivor MIX files
Subject description: Results of my own research
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Since the current version of XCC Mixer doesn't identify file names in Sole Survivor's MIX files, so I did a little research, and, as a result, was able to identify almost all files. Also, I have found the names for some Tiberian Dawn files, which are described as well. I have checked the file names and corresponding MIX IDs, so the filenames should all be correct.

BTW, I have just posted the lists on XCC Forum, hoping that Olaf van der Spek will use them for XCC Mixer Rolling Eyes



MIX Knowledge Base.txt
 Description:
The map file names have been corrected.

Download
 Filename:  MIX Knowledge Base.txt
 Filesize:  8.79 KB
 Downloaded:  27 Time(s)


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Last edited by MrFlibble on Sun Nov 19, 2006 11:24 am; edited 1 time in total

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MrFlibble
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Joined: 28 Feb 2005
Location: 3,000,000 years away from Earth

PostPosted: Sun Nov 19, 2006 11:21 am    Post subject:   Reply with quote  Mark this post and the followings unread

Whoops! Shocked I've made one big mistake! The correct names for Sole Survivor maps are SCS??EA.* and not SCM??EM.* The trick is that both these filename patterns give the same MIX IDs! Sorry. I was thinking that the maps should begin with SCM..., as in C&C, and that utterly mislead me. Only after posting it occured to me that map names can be seen in the in-game menu, so I checked that. The correct version of the list is uploaded now.

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Sun Nov 19, 2006 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speaking of this...is there a way to get Sole Survivor maps opened in CCMap?

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Nyerguds
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PostPosted: Mon Nov 20, 2006 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

not that I know... they seem to be .ini and .bin pairs like normal C&C, but what's their maximum dimension?

If Olaf would just adjust the maximum width x height his editor can open (C&C has 64x64), it should be abe to handle SS maps...

[edit]

This is bizarre... not only do the .bin files not have a uniform file length like in C&C... they also don't seem to fit the dimensions set in the INI files.
C&C has 64x64 maps, with 2 bytes for each cell. This translates to 64x64x2 = 8192 bytes

However, while all SS maps seem to be 126x126, most of the actual maps (which, as far as I can see internally, have the same 2-byte cell system), are way too small to fit the terrain.

Now I'm going to assume that the maximum map dimensions are in fact 2 cells less than the actual map size in both dimensions, like in C&C (where they're max. 62x62)
So the actual map size in SS should be 128x128 then, which seems pretty logical since it's a power of 2.

128x128x2 should be 32768. But all of the maps are all rougly between 18000 and 33000 bytes long.. one of em is even over 46000 bytes, which is totally weird.

As far as I know, SS doesn't have any more or less terrain tiles than C&C, so I really can't explain what could be causing this.

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Last edited by Nyerguds on Wed Jan 10, 2007 12:36 am; edited 3 times in total

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IcySon55
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Joined: 19 Nov 2003
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PostPosted: Tue Nov 21, 2006 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

What about maps that are overly triggered or contain a bunch of buildings or something...

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Nyerguds
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PostPosted: Tue Nov 21, 2006 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

that's all in the INI file. The .bin ONLY contains the raw terrain

And SS is multiplayer only... even though triggers could theoretically work if enough of the original C&C code has been copied (which wouldn't surprise me - it even has an internal list of the C&C95 movies), none of the maps actually HAVE triggers.

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MrFlibble
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Joined: 28 Feb 2005
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PostPosted: Tue Nov 21, 2006 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe the sizes differ becuase SS maps contain teleporters, CTF zones and such stuff?

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Clarkson
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PostPosted: Tue Nov 21, 2006 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

CTF zones would appear in CCMap anyways, though, since the flag and the tiles(I beleive they are the 'Concrete tiles', They're used in Nyer's second Tib mission) ARE in the game, and i beleive graphics for the teleporter do exist in TD..

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Nyerguds
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PostPosted: Wed Nov 22, 2006 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

No Carno, they're not. And I made those concrete tiles myself for my mission, before I ever saw SS, and they were modeled after the Dune II pavement.

MrFlibble wrote:
Maybe the sizes differ becuase SS maps contain teleporters, CTF zones and such stuff?

Irrelevant, since
1. these are the kind of elements put in the INI file
2. placement of teleporters is randomized AFAIK

The map is really 100% raw terrain. Nothing more or less. I could maybe make a rough program to check out where the lines of cells meet though, to determine the dimension

what I mean is converting the file's cells

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
to
01 02 03 04 05
06 07 08 09 10
11 12 13 14 15

to see how the tiles fit together. As I said, in C&C these rows are 64 tiles long... I'll see if I can find out what it's like in these maps.

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