Is it an image file?

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coolmib
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Is it an image file?

Post by coolmib » Mon Feb 13, 2006 6:53 am

I already used TrID-http://mark0.net/soft-trid-e.html (file Identifier) to identify this file to figure out whatever is it a image file or other (but have no luck). Anyone can Help me ??
I extract this file from NexusTK (Kingdom of the wind) : Tile.Dat
there are 7 files : - sobj.tbl (176 KB)
- tile.epf (17,840 KB)
- tile.pal (157 KB)
- tile.tbl (56 KB)
- tilec.epf (15,542 KB)
- tilec.pal (134 KB)
- tilec.tbl (58 KB)
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Post by Dinoguy1000 » Wed Feb 15, 2006 4:10 pm

Well, if I understand you correctly, and you extracted the seven files from the Tile.DAT file, then I would say they have something to do with graphics - in my experience, files ending with a .PAL extension are often coler palette files of some sort. I'm not sure of the other extensions, although from the size, I'd say that the .EPF files contain the actual information for the tiles (as I assume the contents to be, working from the names). You might have some luck searching them at http://filext.com, though.
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coolmib
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Post by coolmib » Thu Feb 16, 2006 6:54 am

Dinoguy1000 wrote:You might have some luck searching them at http://filext.com, though.
Yes I do, before using TrID, filext.com is the 1st place I visited.
Actually I have a Map Editor, that have some similiar file inside
Here is the links Map Editor
but there are still missing a lot of thing.

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Post by Omnilord » Sun Feb 19, 2006 3:31 pm

Any possibility that it is:

.tbl - describes the structure
.pal - describes the pallette
.epf - stores tile data as described in the .tbl and .pal files.

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Post by Xela » Sun Feb 19, 2006 8:01 pm

If you remove 12 byte header or pad that header with 12 empty bytes and then open front_tile .epf in GRAPHIC interface of hex editor in 24 bytes per row - you see those tiles clearly. I hope I am adding here something, or as it may happen, I do not quite understand what is all about.

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Post by coolmib » Mon Feb 20, 2006 4:22 am

Yes... if I view using AXE it will be like this...
Image
but since I'm not expert in this
I can't make the thing work... someone pls... :)

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Post by Xela » Mon Feb 20, 2006 4:30 am

Nearly you are there. Just delete the 12 bytes of header right on the start of this file and all will allign 24x24 pixels. Do you have any informations about any palette here?

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Post by coolmib » Mon Feb 20, 2006 5:06 am

Is this will help ? Map Editor

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Post by Xela » Mon Feb 20, 2006 1:42 pm

I have looked at the map editor but could not figure how to use it. Are the Tiles "A" and Tiles "B" of the editor the same tiles we see in the file we trying to open ?

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Post by Xela » Mon Feb 20, 2006 1:52 pm

Being the noob in this file exploration business, I use that AXE graphic editor shown above as one of my main tools. I explore hex content ghraphically mainly looking for regularities , patterns and recognisable picel pictures. One of the main desire for AXE or other HexEditor is to have "adjust hex number per row" slaved to left /right arrow key so I can change the width in one fluid motion just continuing to monitor for appearance of more meaniningfull and telling picture.

Is such a feature implemented and used any of the known Hex Editor?

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Post by coolmib » Tue Feb 21, 2006 5:54 am

Xela wrote:I have looked at the map editor but could not figure how to use it. Are the Tiles "A" and Tiles "B" of the editor the same tiles we see in the file we trying to open ?
Here I attached a Map File that created by using those Map Editor. This is a simple binary file.
The Structure is like this :
- 1st 4 bytes is a Map size ,
- the rest is for tile and Object information
(1st-2nd byte = Tile, 3rd-4th byte = Object).

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Post by Xela » Tue Feb 21, 2006 7:37 pm

I extract this file from NexusTK (Kingdom of the wind) : Tile.Dat
there are 7 files : - sobj.tbl (176 KB)
- tile.epf (17,840 KB)
- tile.pal (157 KB)
- tile.tbl (56 KB)
- tilec.epf (15,542 KB)
- tilec.pal (134 KB)
- tilec.tbl (58 KB)

This is how it all started here , but in attached zip you enclosed: 3 epf files only front_Tile.epf back_Tile.epf and info_Tile.epf. Where did they come from?

Anyway, after looking at the editor and map all is clearer now, but there are in use several color palettes (do not misundertand and mix them with Tile palettes of the Editor) here which makes little difficult to open and view those zipped files.
The palettes are in *.pal format, however it is custom 256 values plus header and it is not standard MS pal format. So we cannot load into the Photoshop to view the epf file opened in RAW mode and switched to indexed.

Road map of different palettes in relation to epf is in *.tbl file which is easy to read but too time consuming to apply by hand.

Tell me more what would you like to do with zipped epf files as they look to me as something " unfinished" or not quite "fitting" to Map Editor which is very interesting tool for me by itself , so I thank you .

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Post by coolmib » Wed Feb 22, 2006 4:16 am

Okay... I tell you the truth :)
Currently I'm coding an emulator for this game,
the basic of emulator I got from Here
They are using VB (Visual Basic) for this project.
Then I got an idea to Create one in Delphi (Just 4 fun/Education only)
I have 3 different version of client for this game (5.2, 5.33, 6.5)
now,the emulator only can run for client 5.33, if I using the other version
the graphic (map will appear in blank). So now I want to know the
secret inside the Tile.Dat. Maybe I can create a simple map Editor for each version
because The Current Map Editor only for client 5.33.
Xela wrote: This is how it all started here , but in attached zip you enclosed: 3 epf files only front_Tile.epf back_Tile.epf and info_Tile.epf. Where did they come from?
...
Tell me more what would you like to do with zipped epf files as they look to me as something " unfinished" or not quite "fitting" to Map Editor which is very interesting tool for me by itself , so I thank you .
first time I think that tile.epf is a simply graphic file with a custom header
(now I know it's not so simple). So I attached the zip file (using filecutter) here
and hope someone can convert it into....maybe BMP format or else. This problem will be
easly if I can contact the Author of Map Editor :D :P :mrgreen:

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Post by Xela » Wed Feb 22, 2006 5:15 pm

Omnilord wrote :
.tbl - describes the structure
.pal - describes the pallette
.epf - stores tile data as described in the .tbl and .pal files.
This is essence of all that. The only additional complication here is those multiple color palettes which are "road maped" in *.tbl file. But if anyone wanted to use that Map Editor for his/her own purpose, it can be done with just one single Color Palette *.pal containing 256 colors and one Tile Palette *.epf containing up to 256^2 tiles. Tiles can be stored in separate texture files. The product of Map Editor is the binary file listing labels of tiles which then can be keyed to textures. Size of the map unlimited (?)

All in all very good tool for some hand mapping application.

PS. this is good opportunity to list and discuss other Map and Terrain Editors which come with various games.

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Post by coolmib » Mon Feb 27, 2006 9:06 am

hi Xela,
did you know any good forum that discuss about "Map and Terrain Editors" ?

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