However with less effort I still continue on working on Silkroad (ESRO) things. I have done some additional research of Topography maps, discovered few interesting things. Looked into surfaces, did another discovery. Good for me.
Topography
This time I am not going to describe format or anything. It is already described in previous post (however it is little wrong down there). And it should be easy to understand and correct from following
mapan
output.Screenshots
Some screenies from research (done on CSRO since ESRO server is not online yet).


Analysis (partial)
(Doubt anyone is interested though)
<HEADs data> 00 00 00 00 00 00 <CELLs list> < 95.254616> [ 9] 0|0|0|0|0|0 151 < 95.150909> [ 9] 0|0|0|0|0|0 0 < 94.895622> [ 9] 0|0|0|0|0|0 48 < 39.814507> [ 9] 0|0|0|0|0|0 173 < 34.398918> [ 9] 0|0|0|0|0|0 255 < 31.741215> [ 9] 0|0|0|0|0|0 253 < 30.212603> [ 9] 0|0|0|0|0|0 147 < 29.142269> [ 9] 0|0|0|0|0|0 147 < 27.314711> [ 9] 0|0|0|0|0|0 0 < 28.980433> [ 10] 0|0|0|0|1|0 102 F4 < 57.589970> [ 10] 0|0|0|0|1|0 119 F4 < 99.747597> [ 10] 0|0|0|0|1|0 135 F4 <111.529999> [ 10] 0|0|0|0|1|0 126 F4 <112.705101> [ 10] 0|0|0|0|1|0 148 F4 <110.057098> [ 10] 0|0|0|0|1|0 149 F4 <107.895660> [ 10] 0|0|0|0|1|0 151 F4 <102.116287> [177] 0|0|0|1|0|0 153 F3 ... too long → omitted data ... < 84.616913> [ 7] 0|0|0|0|0|0 71 < 86.001633> [ 7] 0|0|0|0|0|0 72 < 87.746216> [ 7] 0|0|0|0|0|0 0 < 87.350670> [ 10] 0|0|0|0|1|0 0 F4 < 87.209175> [ 10] 0|0|0|0|1|0 174 F4 < 15.944324> [ 10] 0|0|0|0|1|0 173 F4 < 12.501476> [ 10] 0|0|0|0|1|0 146 F4 < 10.208254> [ 10] 0|0|0|0|1|0 149 F4 < 8.148597> [ 10] 0|0|0|0|1|0 146 F4 < 7.875810> [ 9] 0|0|0|0|0|0 145 < 10.152893> [ 9] 0|0|0|0|0|0 145 < 11.087356> [ 9] 0|0|0|0|0|0 145 < 12.417652> [ 9] 0|0|0|0|0|0 145 < 10.967405> [ 9] 0|0|0|0|0|0 149 < 8.922949> [ 9] 0|0|0|0|0|0 41 < 9.426557> [ 9] 0|0|0|0|0|0 124 < 24.530247> [ 2] 0|0|0|0|0|0 36 <DATAs head> 00 03 00 00 48 42 <DATAs body> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 00 04 01 04 01 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 00 04 01 04 01 04 01 04 01 04 01 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 00 04 01 04 01 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 01 04 00 04 00 04 00 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 01 04 01 04 01 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 01 04 01 04 01 04 01 04 01 04 01 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 01 04 01 04 00 04 01 04 00 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 00 04 01 04 00 04 01 04 00 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 01 04 00 04 01 04 00 04 00 00 00 00 00 00 00 00 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 00 04 <DATAs more> a3 4c 10 43 c1 79 ad c0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Holy crap, that's a long line. I hope it helps the esro Project and i'm happy that you finally found time again to work on esro
ReplyDeleteKeep the good work up! =)
Well it can help for sure. I am getting closer to my "final" work, simv/sime (Silkroad map viewer/editor).
ReplyDeleteYea its nice to see you back up and running again. Love too see your simv and sime in work!
ReplyDeleteBut the server doesn't DC your char when it reach an un-playable spot with legit client?
ReplyDeleteNice work dude, as always ^^
I do not know; at all my character still moves based on navmeshes which define walkable areas (as well as walkable terrain height, etc.).
ReplyDelete