Map data format
by John Devoy · in Torque Game Builder · 03/04/2005 (11:29 am) · 2 replies
Hello,
Is the format for the storage of map data given anywhere?
I'd like to add the ability to make T2D maps in my own map editor.
John Devoy
Is the format for the storage of map data given anywhere?
I'd like to add the ability to make T2D maps in my own map editor.
John Devoy
#2
We will definitely be changing the tilemap format soon, and it'll be in an easier to document state at that point. (It's a good format right now, it's just complex). As Melv says, reading the load / save code is probably the best bet for now. We can't spend time documenting this atm, since any doc we write now will be subsumed shortly.
03/04/2005 (4:51 pm)
Hi John,We will definitely be changing the tilemap format soon, and it'll be in an easier to document state at that point. (It's a good format right now, it's just complex). As Melv says, reading the load / save code is probably the best bet for now. We can't spend time documenting this atm, since any doc we write now will be subsumed shortly.
Associate Melv May
All in all, it's a pretty complex format but is clearly defined in the code and is encoded by the T2D stream which deals with endian issues to correct for the platform its running on.
You can follow it by looking at the console method in "fxTileMap2D.cc" (approx line 829) and following the stream saves.
At this point, we'll not be issuing such info as it's likely to change, besides, we've provided the well-documented code. There is a bunch of work to be done on the tilemaps, including work on active-tiles so I'd be careful there.
- Melv.