Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Tools and Guides Repository (Archive) » JSD file structure and misc info
JSD file structure and misc info[message #222090]
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Fri, 19 June 2009 23:58
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Shanga |
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Messages:3480
Registered:January 2000 Location: Danubia |
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I've decided to save as much info I can recover from the Russian forums, in case they vanish again:
SOURCE:
http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=gravediggers;action=display;num=1079266294;start=
Info is posted my Terapevt and IS translated with Google so so bits might sound funny. Later bits come from Pipetz (the author of that awesome JSD viewer and editor), VM and Black Dragon (which made JSDedit)
Some of this info has already been uploaded at v1.13 wiki, but in not such obvious places. I think it doesnt hurt anyway to have it listed here too.
Ah... and just for the trivia, here's a 2008 post by Chris Camfield, here at Bear's Pit:
Chris CamfieldSomeone in the community emailed me recently about the tool to create JSD files, which, if I remember correctly, were the Jagged Structure Data files, for representation of physical objects in the world. (I don't know why this would be needed to make animated trees. I've forgotten a lot.)
Unfortunately, after checking, I realized that I don't have any of the tools.
But, I can tell you our tool was pretty crappy - a text script converter. You guys have always been bright. With the definition of the structure information in the source code, it should be possible to make a tool better than what we had.
Taking a brief look at Structure Internals.h, it starts to come back to me.
Each object occupied one or more tiles. There'd be some information for each tile. I don't think that the tile for the origin had to come first.
The heart of each tile's info was LOS information stored in 25 bytes, in a 5x5 array. The bits in each byte represented whether the object occupied that sub-cell of the tile. There was stuff for flags and armour values and so on which determined all kinds of stuff like whether you could walk on a particular tile.
The file had a header, TAG_STRUCTURE_FILE_HEADER, which defined the number of structures defined
in the file, and contained a member variable with the # of bytes of the rest of the file in it, so the engine could load the rest of the file in one big chunk and then work with it.
The files could also contain "auxiliary data". And something else (usNumberOfImageTileLocsStored?). Unfortunately I don't remember what these were, and I don't have the complete source code.
Sorry if this isn't very helpful.
[Updated on: Sat, 27 June 2009 03:02] by Moderator Report message to a moderator
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JSD file structure and misc info
By: Shanga on Fri, 19 June 2009 23:58
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 00:13
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 00:15
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 00:33
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 00:40
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 00:47
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 00:53
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 00:55
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 00:56
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 01:23
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Re: JSD file structure and misc info
By: Shanga on Sat, 20 June 2009 01:26
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