Difference between revisions of "Network Specs/INI Network & Bridges"
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− | + | {{NetSpecsNav}} | |
+ | This file covers items related to the INI Network file & Bridge RUL files. Not all aspects of these files will be covered though.<br> | ||
+ | INI Network file – 0x00000000/8A5971C5/8A5993B9<br> | ||
+ | Bridge RULs – 0x0A5BCF4B/AA5BCF57/00001000 to 0x0A5BCF4B/AA5BCF57/000010##<br> | ||
+ | * Note: The game originally only came with 5 Bridge RUL files. Other Bridge RULs other than the original 5 have been known to be valid though, hence where there is ‘##’ at the end.<br> | ||
+ | |||
+ | ==Remapping== | ||
+ | ===Paths=== | ||
+ | <font face="Courier New"> | ||
+ | [UK path remapping]<br> | ||
+ | <font color="green"> | ||
+ | <nowiki>;</nowiki> Format:<br> | ||
+ | <nowiki>;</nowiki><br> | ||
+ | <nowiki>;</nowiki> <anything> = <match-id>, <match-mask>, <new-id>, <add-mask><br> | ||
+ | </font> | ||
+ | 1 = 0x09201000,0xFFFFF000,0x09209000,0x00000FFF<br> | ||
+ | <br> | ||
+ | 1 = 0x09209000,0xFFFFF000,0x09201000,0x00000FFF<br> | ||
+ | </font> | ||
+ | |||
+ | |||
+ | This section is mostly used in conjunction with the IntersectionOrdering RUL file. Basically, this section is used to replace particular path file or sets of path files at run-time for any given in-game tiles. Each line contains 2 main parts.<br> | ||
+ | <font face="Courier New"> | ||
+ | 1 = 0x09201000,0xFFFFF000,0x09209000,0x00000FFF<br> | ||
+ | </font> | ||
+ | This says; any Path files with IDs of 0x09201### be replaced with the Path files that exist in 0x09209###, for UK (or left hand side) driving orientated games. The “F”s denote masking of an ID. These, as too the IIDs, can be changed &/or shifted over, but in practise are not. The following would also be a valid & work (assuming the Path files are in place for these)<br><font face="Courier New"> | ||
+ | 1 = 0x09210000,0xFFFF0000,0x0929000,0x0000FFFF<br> | ||
+ | </font> | ||
+ | ===Textures=== | ||
+ | <font face="Courier New">[Texture remapping]<br></font> | ||
+ | This particular section controls the texture remapping of an item when the network is being drawn. Or in other words; the '''Preview''' of an ordinary in-game tile of the network before you release the mouse button. This does not cover Bridges & interchange items.<br> | ||
+ | |||
+ | ==Bridges== | ||
+ | ===Exemplar files=== | ||
+ | Bridges are a little different from other network items in the game. Unlike normal network aspects, Bridges are first called from the INI Network file.<br> | ||
+ | <font color="green" face="Courier New"> | ||
+ | [RoadBridgeExemplars]<br> | ||
+ | ; 0x2821ED93<br> | ||
+ | 1 = 0x6534284a, 0xa82ca30f, 0x00000001, level road bridge<br> | ||
+ | 2 = 0x6534284a, 0xa82ca30f, 0x00000002, raised road bridge<br> | ||
+ | 3 = 0x6534284a, 0xa82ca30f, 0x00000003, undertruss road bridge<br> | ||
+ | 4 = 0x6534284a, 0xa82ca30f, 0x00000005, wooden covered road bridge<br> | ||
+ | 5 = 0x6534284a, 0xa82ca30f, 0x00000006, medium suspension road bridge<br> | ||
+ | 6 = 0x6534284a, 0xa82ca30f, 0x00000007, stone arch road bridge<br> | ||
+ | 7 = 0x6534284a, 0xa82ca30f, 0x00000008, small steel arch road bridge<br> | ||
+ | 8 = 0x6534284a, 0xa82ca30f, 0x00000009, cantilever truss road bridge<br> | ||
+ | 9 = 0x6534284a, 0xa82ca30f, 0x0000000a, overdeck truss road bridge<br> | ||
+ | </font> | ||
+ | This section here is the starting point for bridges. Each of the different networks that have bridges contains entries similar to this.<br> | ||
+ | Format;<br> | ||
+ | <font color="green" face="Courier New">[RoadBridgeExemplars]</font><br> | ||
+ | This is the header for this section, & the network names are engine specific.<br> | ||
+ | <font color="green" face="Courier New">1 = 0x6534284a, 0xa82ca30f, 0x00000001, level road | ||
+ | bridge</font><br> | ||
+ | Number = TypeID, GroupID, InstanceID, Name<br> | ||
+ | <br> | ||
+ | Number – These should be unique, as they can & are used as a point of reference in the Bridge RUL files.<br> | ||
+ | Name - insignificant. Name can be anything.<br> | ||
+ | Type/Group/InstanceID; this is an actual Bridge Parent-Exemplar file that this is pointing to. This referenced Bridge Parent-Exemplar file then follows on to reference Child-Exemplar files. These Child-Exemplar files not only fall under the GroupID specific format, but also a specific InstanceID format as well (which is believed to subsequently be controlled by the INI file itself, namely the section under Shadow Remappings).<br> | ||
+ | If you have a look at the <font color="green">Level_Road_Bridge</font> Exemplar file (find the Exemplar file using the above referenced TGI ID, level road bridge), you’ll notice it contains many properties, among them the following properties;<br> | ||
+ | 0x482CB443<br> | ||
+ | 0x482CB445<br> | ||
+ | 0x482CB449<br> | ||
+ | (not all of these three will be in every Bridge Exemplar)<br> | ||
+ | |||
+ | |||
+ | These properties contain the pointers, or InstanceIDs, of the Child-Exemplar files mentioned above. Essentially, the INI Network file & the referenced Bridge Parent-Exemplar file, controls the “ability” to actually build a bridge (Hint: A bridge can be built, carry commuters, & still not be visible. This would indicate a GroupID &/or InstanceID problem with the files involved, &/or possibly a S3D file problem). The Bridge RUL files are only supplementary after this; most of the bridges work this way. | ||
+ | |||
+ | |||
+ | ===RUL files=== | ||
+ | Bridge RULs have a format all to themselves, & are very different from all the other RULs. The Bridge RULs have their format within them. | ||
+ | {{NetSpecsNav}} |
Revision as of 13:34, 1 January 2009
This file covers items related to the INI Network file & Bridge RUL files. Not all aspects of these files will be covered though.
INI Network file – 0x00000000/8A5971C5/8A5993B9
Bridge RULs – 0x0A5BCF4B/AA5BCF57/00001000 to 0x0A5BCF4B/AA5BCF57/000010##
- Note: The game originally only came with 5 Bridge RUL files. Other Bridge RULs other than the original 5 have been known to be valid though, hence where there is ‘##’ at the end.
Remapping
Paths
[UK path remapping]
; Format:
;
; <anything> = <match-id>, <match-mask>, <new-id>, <add-mask>
1 = 0x09201000,0xFFFFF000,0x09209000,0x00000FFF
1 = 0x09209000,0xFFFFF000,0x09201000,0x00000FFF
This section is mostly used in conjunction with the IntersectionOrdering RUL file. Basically, this section is used to replace particular path file or sets of path files at run-time for any given in-game tiles. Each line contains 2 main parts.
1 = 0x09201000,0xFFFFF000,0x09209000,0x00000FFF
This says; any Path files with IDs of 0x09201### be replaced with the Path files that exist in 0x09209###, for UK (or left hand side) driving orientated games. The “F”s denote masking of an ID. These, as too the IIDs, can be changed &/or shifted over, but in practise are not. The following would also be a valid & work (assuming the Path files are in place for these)
1 = 0x09210000,0xFFFF0000,0x0929000,0x0000FFFF
Textures
[Texture remapping]
This particular section controls the texture remapping of an item when the network is being drawn. Or in other words; the Preview of an ordinary in-game tile of the network before you release the mouse button. This does not cover Bridges & interchange items.
Bridges
Exemplar files
Bridges are a little different from other network items in the game. Unlike normal network aspects, Bridges are first called from the INI Network file.
[RoadBridgeExemplars]
- 0x2821ED93
1 = 0x6534284a, 0xa82ca30f, 0x00000001, level road bridge
2 = 0x6534284a, 0xa82ca30f, 0x00000002, raised road bridge
3 = 0x6534284a, 0xa82ca30f, 0x00000003, undertruss road bridge
4 = 0x6534284a, 0xa82ca30f, 0x00000005, wooden covered road bridge
5 = 0x6534284a, 0xa82ca30f, 0x00000006, medium suspension road bridge
6 = 0x6534284a, 0xa82ca30f, 0x00000007, stone arch road bridge
7 = 0x6534284a, 0xa82ca30f, 0x00000008, small steel arch road bridge
8 = 0x6534284a, 0xa82ca30f, 0x00000009, cantilever truss road bridge
9 = 0x6534284a, 0xa82ca30f, 0x0000000a, overdeck truss road bridge
This section here is the starting point for bridges. Each of the different networks that have bridges contains entries similar to this.
Format;
[RoadBridgeExemplars]
This is the header for this section, & the network names are engine specific.
1 = 0x6534284a, 0xa82ca30f, 0x00000001, level road
bridge
Number = TypeID, GroupID, InstanceID, Name
Number – These should be unique, as they can & are used as a point of reference in the Bridge RUL files.
Name - insignificant. Name can be anything.
Type/Group/InstanceID; this is an actual Bridge Parent-Exemplar file that this is pointing to. This referenced Bridge Parent-Exemplar file then follows on to reference Child-Exemplar files. These Child-Exemplar files not only fall under the GroupID specific format, but also a specific InstanceID format as well (which is believed to subsequently be controlled by the INI file itself, namely the section under Shadow Remappings).
If you have a look at the Level_Road_Bridge Exemplar file (find the Exemplar file using the above referenced TGI ID, level road bridge), you’ll notice it contains many properties, among them the following properties;
0x482CB443
0x482CB445
0x482CB449
(not all of these three will be in every Bridge Exemplar)
These properties contain the pointers, or InstanceIDs, of the Child-Exemplar files mentioned above. Essentially, the INI Network file & the referenced Bridge Parent-Exemplar file, controls the “ability” to actually build a bridge (Hint: A bridge can be built, carry commuters, & still not be visible. This would indicate a GroupID &/or InstanceID problem with the files involved, &/or possibly a S3D file problem). The Bridge RUL files are only supplementary after this; most of the bridges work this way.
RUL files
Bridge RULs have a format all to themselves, & are very different from all the other RULs. The Bridge RULs have their format within them.