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FPSC Classic Product Chat / FPSC Map File Format

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The Zombie Killer
15
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 30th Mar 2013 11:26
I've been diving through the FPSC source lately and taking a look at the map file format, just thought I'd share the info I've found so far:

FPSC map files are zip files passworded with "mypassword", they contain 9 files which are:
cfg.cfg
header.dat
map.ele
map.ent
map.fpmb
map.fpml
map.fpmo
map.seg
map.way

Header.dat

Header.dat is an encrypted text file which contains a few numbers, by default, these are the numbers that are actually used and what they are:
20 - Maximum number of layers
40 - Maximum segments on x axis
40 - Maximum segments on y axis
100 - layers + x + y
0 - Is multiplayer map

The early adopter file format is the same except it does not contain the multiplayer flag. The X10 format is the same as well, except instead of the number of layers being the first value in the file, it is the version of the map format, which explains why it wasn't backwards compatible with X9 in the past, it also has a bunch of other values for water level and screen effects.

Early adopter header.dat = 16 bytes
Current header.dat = 32 bytes
X10 header.dat = >32 bytes

Map.fpmb, fpmo and fpml
Map.fpmb is described as "main map data" in the source, while the other two are described as "main array data".

All three files are each loaded into three different arrays:
map.fpmb = map()
map.fpmo = mapolay()
map.fpml = olaylist()

This is all I know about these files for now.

Built maps
Built maps are also zip files passworded with "mypassword", judging by the source, they contain 31 files + lightmaps.

header.dat
map.ent
map.way
20 obstacle data (.obs) files
map.fpmb
universe.eff
universe.dbo
universephy.dbo
universe.dbu
universe.ele
universe.lgt

Judging by this, you could possibly recover parts of a built map by copying the header.dat, map.ent, map.way, map.fpmb and the ele file into a folder, and renaming universe.ele to map.ele, but I'm unsure as to whether it would actually be readable.

I'll post more information as I find it out.

-TZK

ASTECH
18
Years of Service
User Offline
Joined: 18th Jul 2007
Location:
Posted: 30th Mar 2013 15:57
Sorry for showing my ignorance, but what you are you trying to accomplish with this? Are you trying to import the map as an outsourced model or something else entirely?

The reason I ask is because if you already have the .fpm on your computer and the resources it needs... I don't see the point; unless you are trying to rebuild the .fpm, then that is certainly a head scratcher! This is interesting non-the-less.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
The Zombie Killer
15
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 31st Mar 2013 00:05
@Astech
I'm working on a new map format for a custom source mod that may or may not get released.

-TZK

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