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Old 08-18-2004, 03:58 AM
fathernitwit
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Join Date: Jul 2004
Posts: 773
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Quote:
Originally Posted by KhaN
Also, you cannot convert a post luclin zone to a map file, so you would fix only LOS for "old world".
What is the reasoning behind this statement? Just because there are no programs allready to do it?


Here are my reasons for going from an intermediate file:
1. Somebody else allready wrote the LOS code... this has been proven to me to be wrong, since it dosent work very well.
2. It takes CONSIDERABLY longer to parse a .WLD file than reading in these map dudes... even though my map files are ending up larger. And there are a few places that I could make .map reading even faster.
3. It saves the quadtree directly, you dont have to calculate it. This is a very expensive operation. On big zones it takes up to 30 seconds for my machine to read a wld file and produce the quadtree. That wont work for zone bootups at all.
4. It increases the long term longevity of the conversion program. If the w3d/wld files change, somebody dosent need to touch the emu or conversion program, they can just change the util to extract the world object. Theres a lot more zone reading utils than any other 3rd party programs.

I also have not been able to find any C++ which will get a .wld out of a zone directly, without using the windows specific eqinside.dll. So there would be that step anyways on a zone update.


My original plan was to load directly from .wld and produce a quadtree, but something is majorly wrong with the old .wld reading code I have, because the bounding box of the zone is completely wrong (much larger)... so I am currently working off .obj files spit up from DZoneConverter. I havent been able to figure out how DZC is different than my own reading code, I looked it over pretty well.
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