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#21 herbert3000

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Posted 08 May 2019 - 06:08 PM

I haven't figured out all the BCOD flags.

But it usually helps if you look at the flags as binary numbers.

 

000000000001       1    sector is stair (or ramp)
000000000010       2    sector is bridge
000000000100       4    not enterable by all units (used for fences)
000000001000       8    not enterable by enemies
000000010000      16    blocks sight (used for walls, rocks and buildings)
000000100000      32    (never used)
000001000000      64    climbable wall
000010000000     128
000100000000     256
BCD only:
001000000000     512    ?
010000000000    1024    must crawl (used in BCOD tutorial)
100000000000    2048    ?

often used flags:
000110000000     384    normal sector
000100010100     276    blocked sector
000100000100     260    can walk / cannot see through

other combinations:
000110010000     400 = 384 + 16
000100000101     261 = 260 + 1
000110000100     388 = 384 + 4
000010000100     132 = 128 + 4
010100101100    1324
010110011000    1432
100000010100    2068

 

The best way to figure out the unknown flags is by changing the flags on an existing SEC and see how the units behave. Is the view cone visible? Can all units walk on it? etc.



#22 vasacomm

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Posted 08 May 2019 - 09:31 PM

Thanks.

#23 vasacomm

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Posted 08 May 2019 - 09:36 PM

O and thanks for sec editor 3 it's very stable.

#24 AndrewT

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Posted 26 March 2021 - 11:43 PM

Excuse me for the possibly dumb question, but could you please help me out with the location of water (pond, river, ocean, etc) textures in Commandos 2? Thank you.


Edited by AndrewT, 27 March 2021 - 09:09 AM.


#25 herbert3000

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Posted 27 March 2021 - 07:20 PM

That's really a dumb question :lol:

Just kidding!

 

The water textures are stored in the *.h2o files.

ImageConverter.exe can extract/import the bitmap.



#26 AndrewT

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Posted 19 March 2022 - 03:30 PM

Well, almost a year later... : ) Do I have to insert the modified water texture back into the archive or is it possible to run it extracted? Thank you.



#27 herbert3000

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Posted 20 March 2022 - 08:06 PM

Yes, the modified texture has to go back into the h2o file. But you don't have to repack the PCK file (I think?)



#28 AndrewT

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Posted 22 March 2022 - 10:08 PM

Yep, it works, indexed bmp back into h2o, h2o into data\misiones\folder\, many thanks @herbert3000!






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