ADT/v18: Difference between revisions
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A map tile is split up into 16x16 = 256 map chunks. (not the same as file chunks, although each map chunk will have its own file chunk :) ) So there will be a few initial data chunks to specify textures, objects, models, etc. followed by 256 MCNK (mapchunk) chunks :) Each MCNK chunk has a small header of its own, and additional chunks within its data block, following the same id-size-data format. | A map tile is split up into 16x16 = 256 map chunks. (not the same as file chunks, although each map chunk will have its own file chunk :) ) So there will be a few initial data chunks to specify textures, objects, models, etc. followed by 256 MCNK (mapchunk) chunks :) Each MCNK chunk has a small header of its own, and additional chunks within its data block, following the same id-size-data format. | ||
== | |||
== MHDR chunk == | |||
<math>struct SMAreaHeader // 03-29-2005 By ObscuR | |||
{ | |||
/*000h*/ UINT32 pad; | |||
/*004h*/ UINT32 offsInfo; | |||
/*008h*/ UINT32 offsTex; | |||
/*00Ch*/ UINT32 offsModels; | |||
/*010h*/ UINT32 offsModelsIds; | |||
/*014h*/ UINT32 offsMapObejcts; | |||
/*018h*/ UINT32 offsMapObejctsIds; | |||
/*01Ch*/ UINT32 offsDoodsDef; | |||
/*020h*/ UINT32 offsObjectsDef; | |||
/*024h*/ UINT32 pad1; | |||
/*028h*/ UINT32 pad2; | |||
/*02Ch*/ UINT32 pad3; | |||
/*030h*/ UINT32 pad4; | |||
/*034h*/ UINT32 pad5; | |||
/*038h*/ UINT32 pad6; | |||
/*03Ch*/ UINT32 pad7; | |||
/*040h*/ | |||
};</math> | |||
Header chunk. Contains offsets (relative to 0x14) for some other chunks that appear in the file. Since the file follows a well-defined structure, this is redundant information. |
Revision as of 23:31, 20 July 2007
Retrived from; http://wowdev.org/wiki/index.php/ADT
ADT Files
ADT files contain terrain and object information for map tiles. They have a chunked structure just like the WDT files.
A map tile is split up into 16x16 = 256 map chunks. (not the same as file chunks, although each map chunk will have its own file chunk :) ) So there will be a few initial data chunks to specify textures, objects, models, etc. followed by 256 MCNK (mapchunk) chunks :) Each MCNK chunk has a small header of its own, and additional chunks within its data block, following the same id-size-data format.
MHDR chunk
<math>struct SMAreaHeader // 03-29-2005 By ObscuR {
/*000h*/ UINT32 pad; /*004h*/ UINT32 offsInfo; /*008h*/ UINT32 offsTex; /*00Ch*/ UINT32 offsModels; /*010h*/ UINT32 offsModelsIds; /*014h*/ UINT32 offsMapObejcts; /*018h*/ UINT32 offsMapObejctsIds; /*01Ch*/ UINT32 offsDoodsDef; /*020h*/ UINT32 offsObjectsDef; /*024h*/ UINT32 pad1; /*028h*/ UINT32 pad2; /*02Ch*/ UINT32 pad3; /*030h*/ UINT32 pad4; /*034h*/ UINT32 pad5; /*038h*/ UINT32 pad6; /*03Ch*/ UINT32 pad7; /*040h*/
};</math>
Header chunk. Contains offsets (relative to 0x14) for some other chunks that appear in the file. Since the file follows a well-defined structure, this is redundant information.