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I'm not entirely sure if this will be useful to anyone on here, so it's more for reference for myself and a few other developers, but I couldn't find any information for superpoint.bin format in english so...

 

superpoint.bin is used for preset waypoint movement via AI for some npcs, for those who don't know.

 

The format of the file is as follows

DWORD nSuperPointCount;
{
DWORD nNameLength;	// Name length without terminating null
WCHAR wcName;		// Name without terminating null
DWORD null;		// ALWAYS 0
DWORD nNodeCount;	// Total number of nodes
{
	DWORD nNodeID;	// Index of the node
	DWORD X;	// X of the node - int not float
	DWORD Y;	// Y of the node - int not float
	DWORD Z;	// Z of the node - int not float
	DWORD nDelay;	// Delay of the node
}
DWORD nConnectionType;	// 0 for can't move, 2 for can move
{
	IF nConnectionType == 2
	{
		DWORD nNode1ID;
		DWORD X;
		DWORD Y;
		DWORD Z;
		DWORD nNode2ID;
		DWORD X;
		DWORD Y;
		DWORD Z;
	}
}
}

 

Total number of connections per superpoint is ((nodes^2)-nodes).

 

The connection data is how the server knows how an npc can move between each node, for example if you create a connection type #2 between node 1 and 2, the server knows that the npc can move from node 1, to node 2, but you must also create a connection between node 2 and 1 otherwise the npc won't be able to move back to node 1 from node 2.

 

You can create connections between any node, such as node 1 and node 5, so that the npc can move directly from node 1 to node 5.

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  • 4 years later...

Just wanted to say thanks for taking the time to post this information.

 

I'm planing to release a GUI SuperPoint editor soon:

http://puu.sh/jedHt/ac22a962fd.png (Incomplete!)

 

You've really helped me out!

Edited by tk422
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On 1/23/2018 at 5:56 PM, UnAfraid said:

Does anyone knows how did they generate that file?

Especially the connections part

the superpoint data is contained in superpointinfo.txt i researched the format to be able to generate a superpoint.bin from the leaked freya scripts so i just used that to generate the connections, but you basically just need a waypoint path and then generate a connection to be able to go from point 1 to point 2, from point 2 back to point 1, from point 2 to point 3, from point 3 back to point 2, and so on, and if you do it in a big circle then do 3<>1 also, it's probably not necessary to define connections back and forth like that but that's how some of the retail node connections were done so i just copied it

Edited by Anarchy
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