dominus

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Jan 23rd, 2017
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  1. Advanced chunk'ing
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  3. As stated above the U7 world is made up of preformed chunks saved in the u7chunks file. The order of the chunk files used in the map, is saved in the u7map file. In ES when you change the order of the chunks, by adding or deleting a chunk, ES will automatically save the new order in the u7map file.
  4. But what if you really messed up existing chunks by accident and you want to reset the chunks?
  5. Unfortunately we do not have an option in ES for doing that. You will have to hex edit the u7chunks file.
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  7. NOTE: PLEASE MAKE BACKUPS OF YOUR u7chunks AND u7map BEFORE PROCEEDING WITH HEX EDITING
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  9. Our u7chunks file has two different formats.
  10. If you use < 1024 shapes (and/or < 32 frames), each chunk in u7chunks uses 512 bytes (256 shapes, first byte shape number, second byte frame number), starting with the first byte.
  11. If you use more shapes and/or shapes with more frames, u7chunks will have a ten bytes long header (0xff, 0xff, 0xff, 0xff, 'exlt', 0, 0 (FFFFFFFF65786C740000)) and each chunk will take up 768 bytes (each shape using two bytes for the shape number and 1 byte for the frame number).
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  13. You can then save an unchanged map with ES and compare the resulting pristine u7chunks file with your edited one to find little problems.
  14. NOTE: DO NOT DELETE A WHOLE CHUNK via hex editing from the u7chunk file - This would mess up your map very badly as the order of the chunks in u7map will then no longer match the actual order of the chunks.
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