Ok...
BWT2 has a bunch of tables and I only need the 2nd one to get what I need.
I actually don't even needs this. I could get the prefix locations from the .cdata file names.
At the start of the section there are 6 numbers (int32s and floats) I don't need.
All the grids MUST BE 100meters x 100meters.
Using the location numbers and offsetting by 50 in x and y I get the centers of each grid.
Code: Select all
:fffcfffc:fffdfffc:fffefffc:fffffffc:0000fffc:0001fffc:0002fffc:0003fffc:
:fffcfffd:fffdfffd:fffefffd:fffffffd:0000fffd:0001fffd:0002fffd:0003fffd:
:fffcfffe:fffdfffe:fffefffe:fffffffe:0000fffe:0001fffe:0002fffe:0003fffe:
:fffcffff:fffdffff:fffeffff:ffffffff:0000ffff:0001ffff:0002ffff:0003ffff:
:fffc0000:fffd0000:fffe0000:ffff0000:00000000:00010000:00020000:00030000:
:fffc0001:fffd0001:fffe0001:ffff0001:00000001:00010001:00020001:00030001:
:fffc0002:fffd0002:fffe0002:ffff0002:00000002:00010002:00020002:00030002:
:fffc0003:fffd0003:fffe0003:ffff0003:00000003:00010003:00020003:00030003:
Code: Select all
( 350.0:-350.0) ( 250.0:-350.0) ( 150.0:-350.0) ( 050.0:-350.0) (-050.0:-350.0) (-150.0:-350.0) (-250.0:-350.0) (-350.0:-350.0)
( 350.0:-250.0) ( 250.0:-250.0) ( 150.0:-250.0) ( 050.0:-250.0) (-050.0:-250.0) (-150.0:-250.0) (-250.0:-250.0) (-350.0:-250.0)
( 350.0:-150.0) ( 250.0:-150.0) ( 150.0:-150.0) ( 050.0:-150.0) (-050.0:-150.0) (-150.0:-150.0) (-250.0:-150.0) (-350.0:-150.0)
( 350.0:-050.0) ( 250.0:-050.0) ( 150.0:-050.0) ( 050.0:-050.0) (-050.0:-050.0) (-150.0:-050.0) (-250.0:-050.0) (-350.0:-050.0)
( 350.0: 050.0) ( 250.0: 050.0) ( 150.0: 050.0) ( 050.0: 050.0) (-050.0: 050.0) (-150.0: 050.0) (-250.0: 050.0) (-350.0: 050.0)
( 350.0: 150.0) ( 250.0: 150.0) ( 150.0: 150.0) ( 050.0: 150.0) (-050.0: 150.0) (-150.0: 150.0) (-250.0: 150.0) (-350.0: 150.0)
( 350.0: 250.0) ( 250.0: 250.0) ( 150.0: 250.0) ( 050.0: 250.0) (-050.0: 250.0) (-150.0: 250.0) (-250.0: 250.0) (-350.0: 250.0)
( 350.0: 350.0) ( 250.0: 350.0) ( 150.0: 350.0) ( 050.0: 350.0) (-050.0: 350.0) (-150.0: 350.0) (-250.0: 350.0) (-350.0: 350.0)
This image's coordinates are inverted because its drawn with OpenGL from DirectX model data.

All maps are square.
Not all playable areas are centered on the map. A good example is Himmelsdorf.
I'd love to change the world but I can't get my hands on the code.