Forum posts: 6
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. Some simple experiments: 1) I entered Barad Gularan simultaneously with two characters on two separate accounts. Their /loc output on entering was identical except for this number. 2) I entered the public dungeon Minas Elendur on the two accounts. This area features dynamic layers. The characters could see each other without being grouped. /loc for both characters reported the same instance number. 3) I went to the Treasure Field, where dynamic layers were reported. No instance number was shown by /loc.
So, there is no universal indication of dynamic layers nor of content layers in the /loc output.
Last edited by Rigantona : 02-18-2018 at 08:36 PM.