From: "Al Amzeen (Alexandr Amzin)" Newsgroups: comp.os.msdos.djgpp Subject: Re: maps with games Date: Tue, 28 Mar 2000 22:32:52 +0400 Organization: Fidolook Express page http://fidolook.da.ru Lines: 28 Message-ID: <8bqv0n$10fa$1@gavrilo.mtu.ru> References: <8bql1o$kk4$1 AT gavrilo DOT mtu DOT ru> NNTP-Posting-Host: ppp106-49.dialup.mtu-net.ru X-Trace: gavrilo.mtu.ru 954269528 33258 212.188.106.49 (28 Mar 2000 18:52:08 GMT) X-Complaints-To: usenet-abuse AT mtu DOT ru NNTP-Posting-Date: 28 Mar 2000 18:52:08 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Fidolook Express V1.51rus for MS OE 5.0 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Greetings, Yannick Benoit ! You wrote: > hey > > I mean those maps that i see in many games loading as .dat > > id like to know how do they make those? Oh, that kind of stuff... It's very simple. Any game is a system with relations between objects, right? So, we can produce our description language to write it out: all the objects, all maps, all relations. It would be our data storage formate. Our _own_ data storage format, I mean. So, for example, Quake uses kind of raw array with links which are longfilenames\just\like\that\sentence up to 54 bytes in path len. So, your task to build your own map is creating reorganized writing of your system. After all that just dump it out to the file. There are some hints, of course. You can concatenate a couple of files and write length of each one. So you'll get 2 .dat files:all graphics and music and maps and characters and plot in first and index in second. Very neat for realisation on any language. ps. but i'm afraid we are going to off-topic. Send me a private mail if you got some questions on that topic.