Ok I started looking at the .bmf files in the PersonalXXXXXXXXX. They have blocks of spawns laid out in groups, ex Looping Sounds, Globals etc. It also seems each block has a different layout.
public class BlockHeader //Size = 64
{
public string BlockName; //Chars[32]
public int ObjectCount;
public int Unknown;
public int Unknown;
public int Unknown; //chars[4] Data?
public int Unknown;
public byte[] Padding; //12 bytes
}
You're just looking at a game state dump (bmf = blam memory file, my best guess). It's been used since day one of the engine (in it's polished form that is, can't say the same for day one of development...) and hasn't changed much since then.
kornman00 wrote:You're just looking at a game state dump (bmf = blam memory file, my best guess). It's been used since day one of the engine (in it's polished form that is, can't say the same for day one of development...) and hasn't changed much since then.
Just in the second paragraph of his post I could tell that what he was asking would require mainmenu map modding. If he could pull that off in the first place, why in the world would he need to forge campaign?
kornman00 wrote:Publicly? Not that I'm aware of, which is actually surprising and ironic since its been almost 7 years since the release of the engine...
If you would like to be the first to release it then that would be awesome
When he referred to something looking like the forge placement data? I guess, but the way objects are stored in a game dump is in no way related to the way the forge object placement and palette is done
kornman00 wrote:When he referred to something looking like the forge placement data? I guess, but the way objects are stored in a game dump is in no way related to the way the forge object placement and palette is done
Ive noticed, maybe I have the wrong one. Let me double check.