Cosmo Tile Attributes

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The structure of Cosmo's tile attribute format is very similar to the format used in the Duke Nukem II CZone Format, only this one uses UINT8 values instead of UINT16LE values.

The attribute data consists of 2000 UINT8 values (settings for the solid tiles), followed by another 5000 UINT8 values (five UINT8s for each masked tile). It seems like only the first UINT8 for each masked tile is actually used by the game.

Bit Description
7 can grab wall
6 sloped (auto-descend) - any tiles set with this bit will affect only adjacent tiles, not the slope-set-tile itself.
5 in-front
4 slippery
3 block right
2 block left
1 block up
0 block down


This file format was reverse engineered by K1n9_Duk3. If you find this information helpful in a project you're working on, please give credit where credit is due. (A link back to this wiki would be nice too!)