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map to bmp

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Newbie Spellweaver
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Caution
- This is a method that I personally use.
- This may be not a precise way.

1. Open the map file in a hex editor. (ex. Temoz(..\ZoneData\map\1))
2. Necessary data is 262144 bytes from the end of the file.
3. Separately 262144 bytes in each 4 bytes, and then do the following.
- a. The first byte X 0x8000
- b. Express the result in reversed hex 3 bytes.
- c. Attaching to continue the 3 bytes of the result.
4. 196608 bytes of data are generated as a 3rd result. I called this BITMAPLINE.
5. BITMAPHEAD = '424D380003000000000036000000280000000001000000010000010018000000000002000300120B0000120B00000000000000000000'
6. BMP = BITMAPHEAD & BITMAPLINE
7. Save the results(BMP, 196662 bytes). Extension to the bmp.


Result of files that have been converted map number 1 to bmp.
View attachment 1.bmp
 

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Newbie Spellweaver
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What happens after conversion? the map is viewablw like a picture? I dint get what exactly you are teaching us.:?:
 
Newbie Spellweaver
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What happens after conversion? the map is viewablw like a picture? I dint get what exactly you are teaching us.:?:

The result is a bmp file of 256 by256.
The bmp file is capable of matching with the x-coordinate y-coordinate of map.n_ndt file.
Therefore, it is possible to summon the monster in the correct position.

And seen the exact form of the map, and also have been found hidden space in some cases. (ex. Map # 26)
ma - map to bmp - RaGEZONE Forums
 

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