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Heroes Community > Heroes 5 - Modders Workshop > Thread: GroundTerrain.bin Format Analysis and Tool
Thread: GroundTerrain.bin Format Analysis and Tool
WindBell
WindBell


Hired Hero
posted December 23, 2009 03:22 AM

GroundTerrain.bin Format Analysis and Tool

Hello everyone.
I spend some days on analysis groundterrain.bin format and have some interesting result.

This is a Terrain Viewer
http://www.boxcn.net/shared/oi2pi1hak5
(with source code ,  written in C# , .net framework 2.0 needed. Localized in English and Chinese. The executable file is put in bin/debug folder)

Each block contains a block size information.
All size with a 1-Byte prefix , All base length with a 2-Byte prefix.
All data represent a VERTEX but not a GRID

Assume it is a 72*72 map:
1 Head. With File size, Base length
2 Texture.  Consist of some textures .  Each has a  block size, and base length (73 = 72+1 , 73 vertex for 72 grid) ,  an array of 73*73 8-bit unsigned byte (represent opaque) , a string represent the path of the texture dds.
3 Height.  32-bit unsigned float.  Only visualible effect in the map. represent height in visual . 0.0 is water , 2.0 in default.
4 Plateau. 8-bit unsigned byte. Only move-block effect in the map. 0x10 is normal , 0x00 is water ( it is automatically , you needn't have water texture for 0x00 Plateau and 0.0 Height terrain grid to show water ).
5 Ramp. 73*73 8-bit unsigned .   0x0 as default. Connect diffrent level in Plateau. If 1 grid with 4 ramp of vertex is 0x1 and connect 2 grid with different Plateau ( cannot pass normally ), then this grid is passible with both side.
A typical ramp on the map:
Height 4 3 2  Plateau 20 18 10    Ramp 01 01 01
          4 3 2               20 18 10              01 01 01
6 Water Depth. 8-bit unsigned. 0x0 default, 0xFF for deepest. represent the depth of water texture. It can also create water on the map - no need for plateau and height adjustment.
7 Passible . 8-bit unsigned. 0x0 for block. "Mask" in Map Editor manipulate this block.
8 End block. just a series of data (it is an arithmetic sequence in 8-bit unsigned), it keeps same in all different map(in 30 maps  I only found ONE exception in a undergroundterrain , BUT replace it with normal one didn't affect anything as what I see)

In the source code I have implement a class represent the terrain file, with create new one with any size (must be square), can be load from file ,  and after any edit it can be  correctly saved to a terrain.bin file which can be put into a h5m file and works .  I'd like  to add function like import bitmap to terrain next.

But I cannot continue my work because I will be busy in next month.  So I public this only partially finished work and hope that some one can use this to do something better than me.

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