Regarding v60 of the SCMAP file format...
As best I can tell, the only difference is the addition of a section that places textures in the sky background (i.e. stars, planets, moons, etc) and a section that adds some sort of atmosphere texture. You can only see these textures with free cam on and the camera positioned correctly. I think they were put there to make 3D screenshots and vids look better (i.e. POV and close up shots looking out across the map).
The location of that data in the SCMAP file is what causes problems for Hazard's code. It's right after the TerrainType data and before the prop information. Hazard's map loading code has no logic for handling that, and it tries to load it as prop information (which fails and crashes). Unfortunately, the length of this data section appears to be variable, so a minimal understanding of it will be required to properly handle it (or use it, if someone feels like figuring out how).
Sample from SCMP_037...
- v60.png (57.81 KiB) Viewed 2605 times
From the top, my best guess so far is...
(00 00 00 43): A float value set to half the map width (or maybe the height).
(00 00 00 00): A spacer I guess. Not really sure. Seems to always be four zero bytes though.
(00 00 00 43): A float value set to half the map height (or maybe the width).
-The meaning of the next 52 bytes is anyone's guess.
-Next, we've got a null terminated string containing the path to the texture.
-That's followed by another null terminated string containing the path to another texture.
-Next, we've got a 32 bit integer containing the number of items in the subsequent data structure (whatever that is). There are 14 in this example. The items in the structure appear to be 40 bytes in length. I suspect these are some sort of values for positioning parts of the texture in the sky.
-So, 14x40=560 bytes, so moving 560 bytes down, we find some sort of header for the cloud texture (cirrus).
It seems to always start with (00 00 00 66), and it's 19 bytes long.
-The header is followed by another null terminated string containing the path to the cloud texture.
-That is followed by 89 bytes of something, and ends with 00 00 00 00 (which isn't shown in the picture).
After that, it's back to props (if there are any in the map).