GND - Ground Field File

October 27th, 2005

Ground File, this file contains every polygon, textures and lightmaps of the ground.

* Field Size Type Description
0 Header 6 bytes Integer GRGN..
6 Size X 4 bytes Integer Size of field
10 Size Y 4 bytes Integer Size of field
14 Ratio 4 bytes Float Proportion Ratio usually 10.0
18 Texture Count 4 bytes Integer Number of textures used
22 Size of Texture 4 bytes Integer Size of Texture Path
{ Textures (Texture Path Size/2)
0 Path 40 bytes Char Path to file
40 ?? 40 bytes Char -
}
0 Nº of Lightmaps 4 bytes Integer -
4 Grid Size X 4 bytes Integer Size of lightmap grid X
8 Grid Size Y 4 bytes Integer Size of lightmap grid Y
12 Grid Size Cell 4 bytes Integer Number of cells by grid
{ Lightmaps (Header + Texture + Unknown + Tiles Offset )
0 Brightness 64 bytes char 8*8 Grid Bright Values
64 Color RGB 192 bytes char 8*8 Grid Color Values (RGB Triplets)
}
0 Nº of Tiles 4 bytes Integer -
{ Tiles (Header + Texture + Unknown Offset )
0 Texture Start 4 bytes Float Left Bottom
4 Texture Start 4 bytes Float Right Bottom
8 Texture Start 4 bytes Float Left Top
12 Texture Start 4 bytes Float Right Top
16 Texture End 4 bytes Float Left Bottom
20 Texture End 4 bytes Float Right Bottom
24 Texture End 4 bytes Float Left Top
28 Texture End 4 bytes Float Right Top
32 Texture 2 bytes Integer Nº of texture used
34 Lightmap 2 bytes Integer Nº of lightmap used
36 Tile Color 4 bytes char Tile Tint Color (RGBA)
}
{ Cubes (Header + Texture + Unknown + Tiles + Lightmaps Offset )
0 Cell 4 bytes Float Left Bottom
4 Cell 4 bytes Float Right Bottom
8 Cell 4 bytes Float Left Top
12 Cell 4 bytes Float Right Top
16 Tile Up 4 bytes Integer Number of Tile
20 Tile Side 4 bytes Integer Number of Tile
20 Tile Aside 4 bytes Integer Number of Tile
}


Info :
- - Designs a block type
{ } Designs a loop block

You can adjust scale of texture with Texture Start and Texture End

Nº of cubes are designed by Size X * Size Y

Credits
deufeufeu / ender (previous research)
Victor-san (Update)


5 Responses to “GND - Ground Field File”

  1. Paul on July 11, 2006 12:31 pm

    Hi,
    I think Texture Start and End in a Tile section corresponds to the 2D coordinates of the texture to be applied.

    for example, if the texture is 256×256,
    0.5 0.75 0.5 0.75 1.0 1.0 0.75 0.75 would be a square in the texture defined by :
    (128,255)-> (192,255)->(192,192)->(128,192)

    Am I right ?

  2. Ximo(Offline) on July 12, 2006 1:37 am

    Yes, texture coordinates are following standard texturing techniques, so 1.0 it’s end (max size) and 0 the start, you can also make mirroring by flipping this values.

  3. VictorSan on July 29, 2006 3:35 am

    Hello,

    36 ?? 4 bytes Integer ??

    -> I think that this field is really a 4 unsigned char field.

    If it´s taken as an integer, it´s usually a big number… i splited it into 4 unsigned chars. The result is 255 255 255 255, it repeats in every tile. I think it´s a RGBA value for that tile.

    The same strange value appears in the cubes, in the “tile” fields… i don´t know it it´s the same.

    Ximosoft give me credit or i kill you :D :D .

    Akuchimoya

  4. Estx on January 21, 2007 8:03 pm

    VictorSan, Ximosoft:

    The value is most likely ARGB. Alpha comes first in almost every programming language.

  5. GS on May 17, 2011 2:46 pm

    it’s actually a 32 bit integer, if you read it as char then the color order are reversed (because of little endian) and RGBA is an invalid format in most graphics libraries but ARGB is supporteprobably the most supported at the moment. So 0×8000FF00 would be a 50% transparent green but you would find as x00 xFF x00 x80 in the file, if I’m not wrong :)

    I want to thank you for all this information you provided here, it’s helping me a lot on my project and probably will help me more later. Maybe I can help you later to upgrade your editor, as I have some experience on graphics programming (and since two days ago, experience on RO files too).

    Regards.

    GS

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