Thread: Size of the 317 map

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  1. #1 Size of the 317 map 
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    I don't want to post this in the help section because that's where "her eror plz fix plz bump bump bump" posts go.

    I was just curious to know what the dimensions of the 317 map were. What's the size of the overworld? What's the size of the rest of the map (dungeons, basements, etc.)?

    I mainly want to know about the overall size of the map and the size of the "basements." If you can provide any information, that would be cool. I think other people could possibly want to know this in the future so it'd be nice to have an answer in this section.

    I don't know if I have enough rep to really affect your rep, but I'll rep for an answer to my questions!
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  2. #2  
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    i've never actually bothered to check, but the size of the main islands is around 3500 x by 5000 y iirc

    for any dungeons we can assume it's using the ladder system for them (current y + 6400)

    so we can estimate with dungeons it's around 3500 x by 11400 y tiles
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    104 x 104 for each landscape?
    10816 * amount of landscapes loaded to form the map.
    All landscapes ≈ Cache Index n-4 (total files / 2)
    ≈ 1338 / 2
    ≈ 669 * 10816 = 7235904 Tiles;
    ≈ 69576 x 69576?
    LOL

    Oh yeh, based on 377 maps
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  4. #4  
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    Quote Originally Posted by Pb600 View Post
    104 x 104 for each landscape?
    10816 * amount of landscapes loaded to form the map.
    All landscapes ≈ Cache Index n-4 (total files / 2)
    ≈ 1338 / 2
    ≈ 669 * 10816 = 7235904 Tiles;
    ≈ 69576 x 69576?
    LOL

    Oh yeh, based on 377 maps
    1. landscape files aren't 104 tiles by 104, they're 64x64 which is why to find the region id you divide by 8 and if you multiply by 8 (this entire operation is rounding) then you get the base coordinate of the region. 3222 / 8 = 402 * 8 = 3216
    2. 104 / 8 = 13, which is the number of regions the client loads
    3. the map isn't a perfect square
    4. i've never even seen coordinates higher than maybe 14000.


    i appreciate the response but i don't think the calculations are correct.
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    Quote Originally Posted by Supah Fly View Post
    1. landscape files aren't 104 tiles by 104, they're 64x64 which is why to find the region id you divide by 8 and if you multiply by 8 (this entire operation is rounding) then you get the base coordinate of the region. 3222 / 8 = 402 * 8 = 3216
    2. 104 / 8 = 13, which is the number of regions the client loads
    3. the map isn't a perfect square
    4. i've never even seen coordinates higher than maybe 14000.


    i appreciate the response but i don't think the calculations are correct.
    Oh well since client has colisionFlag for 104 tiles just like GroundTiles and GroundItems instances, so I tough it were 104 tiles per landScape.
    But there could be a landscape at height 0, 1, 2, 3, so it would have a large amount of total map tiles but in a less coordinate range? Idk Can't think now, later I'll look better into this.
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    Quote Originally Posted by Pb600 View Post
    Oh well since client has colisionFlag for 104 tiles just like GroundTiles and GroundItems instances, so I tough it were 104 tiles per landScape.
    But there could be a landscape at height 0, 1, 2, 3, so it would have a large amount of total map tiles but in a less coordinate range? Idk Can't think now, later I'll look better into this.
    map files are per "region." the data they store includes all the different height levels for the region. the height is just another plane on which tiles can reside. take only one plane (floor, or 0) then multiply by 4 (0, 1, 2, 3)
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