Forum posts: 5
File comments: 2
Thanks Thurallor. I am pleasantly surprised that you found interiors.txt interesting. It really only scratches the surface of what I could have been written, I worried it was a useless "halfway house". Sometimes by being too brief you end up just being wrong.
1. My wording was too terse. I mean that the heightmaps for the 160m x 160m landblocks are 32 x 32 height data points. Briefly: with experience, by lowering game settings to minimum, and observing appropriate terrain, one can spot discrete steps in the ground and measure them with /loc. As you probably know, heightmaps have dimensions of some power of two. Think about three different heightmaps used to define a landblock mesh: 16x16, 32x32, or 64x64, for example. This results in a massive difference in geometric detail.
2. I believe the full /loc format is:
rN: always present, region N (1..4)
lxN lyN: always present, land coordinates. One 160m x 160m landblock is 8x8 of these coordinates
iN: present if in a private instance. Assumption: N identifies the instance for SSG, see below.
cInside: present if the player is in an interior
oxN, oyN, ozN: always present. ox and oy are in the range [0, 160) on the landscape, but can be negative in interiors.
hN: present in landscape; heading in degrees, 0 = north
Concerning the instance number. A simple experiment: I entered Barad Gularan simultaneously with two characters on two separate accounts. Their /loc output on entering was identical except for this number. For one character it was 31, for the other it was 163. It seems clear that this number is internal bookkeeping only useful to SSG, not to players.
As you can see, there is no indication of dynamic layers nor of content layers in the /loc output.
Last edited by Rigantona : 02-08-2018 at 08:28 PM.