SRTT (Or SRIV)Is map editing possible? Or ill it ever be?

Would it be possible to change Navpoint type stuff in a way that wouldn't require such a massive change to the tools? Like placing parking spaces for instance?
The zone format is chunked, so it would be easy to alter a specific chunk if you knew the content of it. This makes it orders of magnitude simpler to edit something than the chunk_pc format of SR2. I posted some of the basics of the format back in July here. This gave information about how to get to the object section and what each object looked like. With this information you could add or move objects like navpoints,
 
Could it be possible to clone Stilwater from SR2 to SRTT next to Steelport without insane amount of work?
That would be sweet if it was possible, and will take a lot of patience. I myself as a mapper for the Unreal Tournament community knows it takes lot of patience ;)
 
It is possible to add Interiors from SR4 to the SR3 for some buildings? For example: secret employee room from the Lets Pretend shop (SR4) to the Lets Pretend shop (SR3). Or maybe export whole Church building from SR4 to the SR3, and so on..:oops:
 
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It is possible to add Interiors from SR4 to the SR3 for some buildings? For example: secret employee room from the Lets Pretend shop (SR4) to the Lets Pretend shop (SR3). Or maybe export whole Church building from SR4 to the SR3, and so on..:oops:
It wouldn't be easy at all. I would think that the Havok version changed, so the data isn't compatible. If you could get around that, interiors like Let's Pretend were what we called "small interiors" on SR3. We removed that concept on SR4 and had everything as a "large interior". This meant changes to the data and layout and the world itself.

Say you figured all that out, then you'd only be able to really change an entire zone at a time. This isn't just a building, but an arbitrary chunk of the world. Interiors are a zone, so swapping one Let's Pretend for another wouldn't be bad, but adding an interior or building that didn't exist in SR3 would be a massive can of worms.
 
It wouldn't be easy at all. I would think that the Havok version changed, so the data isn't compatible. If you could get around that, interiors like Let's Pretend were what we called "small interiors" on SR3. We removed that concept on SR4 and had everything as a "large interior". This meant changes to the data and layout and the world itself.

Say you figured all that out, then you'd only be able to really change an entire zone at a time. This isn't just a building, but an arbitrary chunk of the world. Interiors are a zone, so swapping one Let's Pretend for another wouldn't be bad, but adding an interior or building that didn't exist in SR3 would be a massive can of worms.
Thanks a lot for this information!:)
 
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Since the SDK will be coming out, why not give the end user the information as to how and what tools/software used to produce said maps. I can almost guarantee some users would be more than willing to create the solution if given enough information. After all nothing is foolproof to a sufficiently talented fool.

If it takes 12 guys 4 months with funding, I would imagine 150 modders and script kiddies could get it done in 2 for free... maybe...

I agree, they should enlist the help of hundreds of modders here to get this rolling.
 
I have written a program which will successfully parse SR3 zone files according to Knobby's SR3 zone file format documentation. Right now, it just displays all the parsed data in a human readable format (including all string properties in the object section data) as much as I could from Knobby's documentation, but it also displays the file offset of each block so you can at least find data easier. If you think it would be useful, I can upload it to the forum. It's an executable file written in C# and the code is abysmal, but it seems to work and it's interesting to see the zone file's blocks listed even if I don't know what the data means.
 
I agree, they should enlist the help of hundreds of modders here to get this rolling.
I'm all for this and that is why I have spent the time to get the file format information out there. If there is something missing please let me know and I'll fill in any pieces I can.
 
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