partytime wrote:Omnipotent, you seem to know a bit about it - besides the sky cube, do you know what other changes there were in v60 maps?
Yep, well the v60 maps are exactly the same as Demigod maps. They use the exact same version of .scmap . The only difference is that DG has a working Beta Version of a map editor whereas Supcom has "sweet FA". Literally.
Now looking into the subject the scmap is divided into different sections. What differs from the first gen (v56 + v56) is that they do not code for:
1) Better lighting generation, better skycubes, envcubes and water. Moving clouds, weather generation, everything you would want in your perfect map.
2) Better decal generation, no flickering decals. They are able to store more data thus more detailed decals can be used. Resizing etc does not affect the quality to the extent it does in v53 for example.
3) Better terrain generation, no flickering heightmaps. Glitches that occur when the edge of an elevation is not smooth. Also campaign maps have greater scripting capabilities as a result. This could be due to defining more playable areas.
4) Terrain efffects. The v60 scmap can utilize all terrain types and blend them unlike the other versions. You could have red sand blend nicely into white sand as it behaves like a strata brush of varying intensity. Not this "round1k_hard_interp" crap, that's either left or right.
.scmaps are read by the .lua files. Scripts, saves and scenarios contain extra information which make the map playable by the game. Which is why wreckage or placed map editor units can only be restored to a broken map if you manage to restore the save. The .scmap will not code for any information like that.
It's possible to edit map markers of a v60 by simply replacing the _save.lua without having to open it. You just need to know the coordinates or relative positions.
The scenario then paths all the files in the folders and dictates the name and description as well as the map size.
Attemtping to edit the heightmap by copying and pasting v56 heightmap information into the v60 will cause the map to crash on start. I've tried. I have not tried the other way around though. Not sure if Vanilla reads the information correctly. I think it does.
Apart from that I truly know nothing more about the .scmap, alot of the code is complete gobbledygook.
Kind regards.