New answers tagged file-format
here appears to be a 4096 block limit. use a larger bit size like an int for 2 billion blocks, Notch severely underestimated several things when first creating minecraft and we are still paying for a lot of those decision. My game uses strings to represent block ids, not integers. create a map and save it along with the world, that way ...
Creating a save file/format is not so difficult, essentially what you are doing is saving your memory structure to disk so that you later can read it and recreate the same memory structure. The main issue you need to consider is how to make sure that a world saved with an earlier version can be loaded by a later version. To that end it is a good idea to ...
What do you want to prevent? Editing or reading? Preventing reading is impossible. Your client has to be able to read and display the images and text files to allow playing the game, so everything someone would need to crack any protection you add would always have to be included in your client software. If you want to make it less tempting for a user to ...
As the game executable has to be able to decode the data to use it, there is no protection from an user determining the decryption key and doing the same to read the data. You can get limited protection from modifying files by encrypting them with a private key server-side, as the user will not be able to encrypt new data in a manner that is decryptable by ...
If you need to, you could use the Assimp file import library's 3ds export function to create the 3ds files directly. The procedure would be as follows: Load Image Process it into a vertex and index list. Add those to the aiScene structure. Export it using the 3ds exporter. Also, if you are writing your game's code, or if the engine supports it, consider ...
I haven't worked with 3DMax in several years, but it should be pretty simple to generate a 2D grid primitive/object and apply displacement texture (your heightmap image) to it along the vertical axis. Then freeze the geometry.
As tkausl suggests, it should be trivial to program a simple tool: Construct 2D grid Apply heights from the image Write it to OBJ format file Import into 3DMax
That is right idea for reading/writing images but you'll want to get your "ImageLoader" class from a library, which will then give you a regular bitmap in memory to work with. The layout of that bitmap class is going to depend on the library you use. To see why, or what you need to handle if you want to write your own, see the W3C PNG Specification.
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