ADT/v18: Difference between revisions
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== MHDR chunk == | == MHDR chunk == | ||
struct SMAreaHeader // 03-29-2005 By ObscuR | |||
{ | { | ||
/*000h*/ UINT32 pad; | /*000h*/ UINT32 pad; | ||
Line 32: | Line 32: | ||
/*03Ch*/ UINT32 pad7; | /*03Ch*/ UINT32 pad7; | ||
/*040h*/ | /*040h*/ | ||
}; | }; | ||
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. | 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 23:32, 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
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*/
};
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.