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  1. #1
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Scene (.scn) files

    Hi guys! Maybe somebody can help me with scene files.
    I'm trying to avoid reading the Scene SNO records on-the-fly from the memory, so I'm trying to pre-build a database of the .scn files.
    I found the structures in DarthTon's framework, but I'm not sure in a few things.

    Code:
    class SNOScene
    {
    public:
    	MemHeader header;			// 0x000
    	AABB AABBBounds;			// 0x010
    	AABB AABBMarketSetBounds;	// 0x028
    	NavMeshDef navmesh;			// 0x040
    	DataPtr2 Exclusions;		// 0x168
    	DWORD pad_170[14];			// 0x170
    	DataPtr2 Inclusions;		// 0x1A8
    	DWORD pad_1B0[14];			// 0x1B0
    	DataPtr2 MarkerSets;		// 0x1E8
    	DWORD pad_1F0[14];			// 0x1F0
    	char lootlink[64];			// 0x228
    	DataPtr2 MapTrigEvent;		// 0x268
    	DWORD pad_270[4];			// 0x270
    	NavZoneDef NavZone;			// 0x280
    	DWORD SNOAppearance;		// 0x304
    	DWORD SNOPhysMesh;			// 0x308
    };
    So, this is the structure of the .scn file and I have to add 0x10 to each offset because the "deadbeef" prefix of the files. Am I right?
    NavMeshDef and NavZoneDef are embedded sub-structures, so that should be no problem - but what should I do with pointers, like NavZone's NavCells field ?
    Last edited by KillerJohn; 03-03-2013 at 01:44 PM.
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    Scene (.scn) files
  2. #2
    aadidassler's Avatar Private
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    Mooege can probably set you right.

  3. #3
    DarthTon's Avatar Contributor
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    So, this is the structure of the .scn file and I have to add 0x10 to each offset because the "deadbeef" prefix of the files. Am I right?
    Yes, file header is 0x10 bytes larger than it's part in the memory.

    but what should I do with pointers, like NavZone's NavCells field ?
    These are just offsets in the file. Look how cells are retrieved in CD3Scene constructor in my project.

    And, as aadidassler said, I've taken most of that from Mooege, so it may give you more complete picture.

  4. #4
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Thank you, I'll look into mooege's source!

    EDIT: Nice, it is working properly, I can read structures and fields

    And a new question of the day: how the neighbours works?
    I find some strange values in the neighbour list (NavZoneDef.NavCellNeighbours)
    Most values (I mean NavCellLookup.WCell) are zero, and some values are bigger than the NavCellCount in the Zone.
    Even when I get to read the NavCells, there are cells which has for example 10 neighbours, and all of those NavCellLookups has WCell = 0. :confused:
    Last edited by KillerJohn; 03-04-2013 at 11:30 AM.
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  5. #5
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Well, I did what I wanted completely without neighbours, just based only on walkable navcells. So now TurboHUD has a "maphack" feature too, but I'm still interested in those "neighbours" because I still don't have a solution how to draw a nice outline around the walkable areas.
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  6. #6
    thefinalZ's Avatar Member
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    Neighbors are any adjacent cell (walkable, collision, etc). It wouldn't be useful if it was only walkable anyway because navcells differ in size so much. Best work with edges.

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