Fractal or other height-field data is usually a power-of-two +1 in size. To
make a 64x64 grid out of triangles would need 64*64*2 tris obviously, but
it'd need 65*65 vertices. Just draw a 4x4 grid of dots on paper and see that
it encapsulates 3x3 squares, not the 4x4 you might expect.
Sorry if this is dumb-**** answer, I'm real tired and need to go to bed
--
Regards,
Paul Johnson
www.applewoodhouse.com
"Dave Eberly" <eberly@magic-software.com> wrote in message
news:YeWNb.10008$q4.5904@newsread3.news.atl.earthl ink.net...
> "Kevin Fishburne" <Kevin_Edward_Fishburne@hotmail.com> wrote in message
> news:3de59d6f.0401160951.7dc7061a@posting.google.c om...
> > I'm working on a program to assist me in figuring out the way
> > elevation data is stored in a small section of a data file for the
> > game Morrowind. I'm going to be creating a mod for it and need to
> > create a landscape generation program first. This IS a legal endeavor,
> > just a difficult one.
>
> The Morrowind web site mentions editors you can get. Have
> you not tried this approach?
>
> > Disturbingly, the string of bytes describing a cell's
> > elevation is 4225 bytes long (65x65 bytes), in contrast to the game's
> > 64x64 vertex cells. There is an extra row and column for an unknown
> > reason. Each cell has it's own global elevation offset as well, which
> > is added to each vertex.
>
> The initial development of the game used NetImmerse, although
> what you describes indicates the final version of the game uses a
> modified terrain system different than what I had originally
> implemented. The original version used the algorithm in
> Real-time, continuous level of detail rendering of height fields,
> P. Lindstrom, D. Koller, W. Ribarsky, L.F. Hodges, N. Faust, G.A. Turner
> Proceedings of SIGGRAPH 1996, pp. 109-118
> The requirement for tiling the terrain without the CLOD causing
> cracking at the tile boundaries is that each tile be of the size
> (2^n+1)-by-(2^n+1). In your case, n = 6.
>
> > My program displays the results of my "formula" for interpreting the
> > data graphically and numerically to assist in cracking the format.
>
> Has Bethesda Softworks not provided the format at its website?
> If legal, why would you need to "crack" the format?
>
> --
> Dave Eberly
> eberly@magic-software.com
> http://www.magic-software.com
> http://www.wild-magic.com
>
>