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Extract (non)walkable tiles from .map

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Hi everybody

I want to extract the 256x256 matrix of walkable and not walkable tiles from every .map to build the adjacency matrix.

I need this information to apply the Dijkstra algorithm to compute (and traverse) the shortest path between 2 points. For example, between the coordinates at the safe zone in Nix Lake and the coordinates of a specific spot.

I already have the portal information to add to this matrix.

I need a tool (or instructions) to decode .map files. I know there are some viewers and editors, but a CLI tool would be perfect.

Thanks!
 
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quite hard to understand what u mean adjust the matrix
can u make examples with Images please?

and world editor https://forum.ragezone.com/threads/release-mu-world-editor-0-7-1-cracked.1207188/ works good if u know how to use it
u can use decoded files like from this release
https://forum.ragezone.com/threads/release-season15-maps-interfaces-items-objects.1172848/
and just get decoded world and object folder from nixies lake map

or use this tool to decode client files
 
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quite hard to understand what u mean adjust the matrix
can u make examples with Images please?

and world editor https://forum.ragezone.com/threads/release-mu-world-editor-0-7-1-cracked.1207188/ works good if u know how to use it
u can use decoded files like from this release
https://forum.ragezone.com/threads/release-season15-maps-interfaces-items-objects.1172848/
and just get decoded world and object folder from nixies lake map

or use this tool to decode client files
Hi KarLi

It's an "adjacency matrix", not "adjust".

The .map files contain information about what tiles in the map are walkable (either safe or battle zones) and what tiles are not (like buildings or any other object).

For the sake of simplicity, consider this 10x10 map. Gray tiles are not walkable (walls).

I want to travel from (3,1) to (8,9) (green tiles). The shortest path between these two points is in orange.

To compute this path, I need information about which tiles are walkable and which are not. The next step would be to build the adjacency matrix, which tells me, for example, that the tiles (3,1) and (4,1) are connected, but (3,1) and (5,3) are not (in a direct way).
Suppose there is a portal in (2,0) that transports the player to (9,6), then (2,0) and (9,6) would be connected in the adjacency matrix, which will let the algorithm find the even shorter path between (3,1) and (8,9) using the portal.

Screen Shot 2024-03-10 at 11.44.09 AM - Extract (non)walkable tiles from .map - RaGEZONE Forums


The same map with a portal in blue.

Screen Shot 2024-03-10 at 11.56.12 AM - Extract (non)walkable tiles from .map - RaGEZONE Forums
 

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I just know about older mu versions, but there you'd need the att-files. There is defined, which coordinate is walkable, and which not. map-files just contain information about the textures of a coordinate.
Some sources:
-
-
- https://forum.ragezone.com/threads/delphi-source-decrypt-att.700002/
 
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Hi nevS

You are right! .att have this information.

I got EncTerrainn10.att from OpenMu (folder Terrains) and observed it is a bit higher than 2^16 bytes. So I created a blank 256x256 .bmp with paint and replaced the last 2^16 bytes with those from the .att. This is the result (yes, it is Tarkan)

Sin-título-copia - Extract (non)walkable tiles from .map - RaGEZONE Forums


The black + red pixels are walkable zones (there are two slightly different red colors).

Now, I'm trying to do the same with some (client side) s18 files, but the .att files are double the size of those from OpenMu and this tool ( ) does not seem to decrypt the files correctly. These maps are different from previous seasons since there are new portals.

Is there any tool to decrypt them?

Are the files Enc1.dat and Dec2.dat related to this file encryption or their sole purpose is to (de)encrypt the communication with the server?

Thaks!
 

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