worldmap quick question

phoenixxx

First time out of the vault
When you play Fallout 2 and you get to where the land ends and the sea begins (the shoreline) you're "magically" stopped. What I wanted to know is how this is done since I want to make a different worldmap with a different shoreline. Any ideas, clues or guesses are more than welcome. Thanxxx. 8)
 
The sea shore is implemented with masking-files with MSK extension (there are 7 such files in FO2, in data\ directory). These files are 352x300 1-bit pixel-maps. Bit with value 0 means that corresponding pixel in worldmap is "land", and 1 - "sea" (or the blocked area).
Worldmap's FRMs are 350x300, so last 2 bits in scanline of MSKs are not used, and filled with zero.
MSKs are bind to the worldmap through walk_mask_name parameter in data\worldmap.txt:
Code:
[Tile 0]
art_idx=339
encounter_difficulty=0
walk_mask_name=wrldmp00
You can specify your own masks for any worldmap tile, not ony for sea shore.
Here is an example of blocking around Arroyo and Klamath: http://return0.pisem.net/graph.html#msk
 
There is a "Pak" utility that can convert msk files to bmp and bmp to msk.
You can get it from FMC
Direct link here
I don't know who write it, maybe you Abel? ;)
 
jargo said:
There is a "Pak" utility that can convert msk files to bmp and bmp to msk.
Nice utility, but looks like it makes upside-down bitmaps. So you also need to flip the picture before/after conversion.
jargo said:
I don't know who write it, maybe you Abel? ;)
Nope. Never used LCC compiler, so it surely was not me :)
 
Nice utility, but looks like it makes upside-down bitmaps. So you also need to flip the picture before/after conversion.

Yep that's right, forgor to write abut this.
Every normal graphic program can do this so it's not a big problem.
 
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