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Posted

The tiles seem to be in some form of nibble compression with a compression rate of about 50%.

Right, it's 4 bits per pixel.

Olaf found a different version of the tile decompression C code

It's C++, and I wrote it myself.

Posted

okay... so why doesn't XCC support that then? :-

XCC Mixer?

It's a very specific format. And how could XCC Mixer support it? It might be able to export each tile into a separate file, but that's not very useful.

Posted

The same way it displays C&C1/RA1 tile files?

I mean, it displays all other graphical formats in the WW games...

Hmm. I think it's easier to just export them to PNG once then to add support to XCC Mixer. How about that?

Posted

There was that Dune 2 data extractor that came with the earlier versions of Dune Legacy (like the one downloadable here) which could convert the tiles into BMPs. But it was specifically designed for Dune Legacy.

Posted

Well ... I've designed a Tile Viewer that can extract all the tiles in single 16 x 16 x 256 bitmaps. Currently it's hardwired to a specific folder but it's no problem changing that. My Tile Viewer allows mega-zoom of each tile and it can also read / display the structures built from the tiles - specific data is found in the ICON.MAP file and I've also placed a few pointers on that file aswell as on GRAYRMAP.TBL at my site: www.dune2.dk

If anyone needs to get the tiles extracted I can pack up a copy of my Tile Viewer - just let me know :)

[edit: may 4th '10] Changed the URL to the correct new site

Posted

www.junkyard.dk

Nice.

Some of the entries in the first table reference to landscape tiles - they might be ordered identical to allow for index shifting like the structures are ordered. I have not yet checked this but it seems logical.

The wall tiles are ordered somewhat differently tho. They might be index shifted aswell but I currently lack the tool to get a clear picture.

I think it's easy. Substract the base number from all numbers and show them as bitstrings. They're four bits long. Bit 3 says the tile above has wall too. Bit 2 says the tile right has wall too. Bit 1 says the tile below has wall too and bit 0 says the tile left has wall too.

BTW, it'd be nice not to require JS on your site. ;)

Posted

I've disabled the collapsable menus but removing the rest of the javascript requires a reprogramming of the design handling. Since virutally all sites use javascripts in some way or another I didnt figure it would be a problem.

Posted

Hmm. I think it's easier to just export them to PNG once then to add support to XCC Mixer. How about that?

I dunno... we're probably planning to mod it, eventually. Would make a nice quick preview tool.

Posted

I dunno... we're probably planning to mod it, eventually. Would make a nice quick preview tool.

That's true, but I can compile a tool for you that does it easily.

Posted

ah, right. Has the format been disassembled to the point where pngs can be converted TO a *.ICN file too? Or will this just be like the WSA support in XCC? ('read-only', view and convert to general image formats)

(Ultraq at the C&C Techcenter forum wrote a working convertor for WSA, btw)

Posted

ah, right. Has the format been disassembled to the point where pngs can be converted TO a *.ICN file too? Or will this just be like the WSA support in XCC? ('read-only', view and convert to general image formats)

I don't have plans to write an encoder. But the format is fully known.

(MrFlibble at the C&C Techcenter forum wrote a working convertor for WSA, btw)

Nice.

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