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Vinylon

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  1. Yeah, it's just the automaps. The map data is stored with the same sort of coordinate filenames as the automaps, so I think it would be pretty doable to generate images of them if the assets were jpegs or something. I couldn't find out anything at all about the i2d format, though. C'est la vie.
  2. Hey all, I watched the Revenant video a few days ago and I didn't have much else to do (zing), so I figured I'd take a shot at generating images of the game's maps. It's got a nice art direction, so why not? The good news: I worked out the automaps! The bad news: I couldn't figure out the full-resolution maps. I'll post what I managed to piece together in case anyone else wants to give it a shot, though. So here are the actual maps; sorry that they're oddly-sized, I was lazy and used what I guess is the game's coordinate system, so I wound up just copy/pasting the map parts of some giant, mostly-black bitmaps. http://imgur.com/a/s77l5 I generated those from the .bmp files in the Ahkuilon.rvm/Automaps folder. At first I didn't see any images at all, so I tried just grepping for '[mM]ap' in that file since it was one of the biggest. It didn't have much information, but a bunch of lines started or ended in 'PK', and some googling told me that those were the initials of one of the creators of the .zip file format. So I tried unzipping it. Believe it or not, that actually worked - this game's resource files are just renamed .zip archives! I wouldn't be surprised if that's a pretty common practice - I mean, why write your own system to compress and index tens of thousands of files? So the module file contained about 3,000 64x64 pixel bitmaps with names like, '5_8_34.bmp'. It turns out that those numbers represent the map number, and an X,Y grid coordinate. So you can just loop through them and fill in a big image for each level one 64px tile at a time. This is the python script I used if anyone is interested, but it's hack-y and just does the bare minimum. http://pastebin.com/V6Xvz7hq I think the coordinates of maps in similar areas are relative to each other, so you could probably generate more complete maps by overlaying the right ones. You should be able to easily do that just by changing the range of 'n' and moving the 'new_im' creation and saving outside of the loop. Unfortunately, the automaps are really low-res. It's better than nothing, but the actual maps are stored in .DAT files under /Map which - and this is just guesswork - seem to specify coordinates for the placement of images and game elements. The 'imagery.rvi' file is also just a zip file, and it contains all of those images, but they are all in '.i2d' format. I have no idea what that is and neither does google, so it might be a proprietary format. The headers seem to always start with the same 4 bytes, 0x43 47 53 52, but that's not a lot to go on. I tried importing them as raw RGB data, but that just looked like gibberish no matter how I massaged it. The game was 16-bit though, so...well, I don't know. Image compression is black magic to me. The 3D character models are '.i3d' files which might be associated with a toolkit called Houdini, but I couldn't make heads or tails of them. Anyways, it was getting late at that point and I gave up. If anyone's seen those types of files before, I'd be interested to hear what they are. And hey, at least the automaps are something.
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