SEC files contain the navigation mesh of a map. It is used for pathfinding an for calculating the field of view (view cone).
|841||number of vertices|
|1354.74 3554.83||vertex 0|
|1331 3592.17||vertex 1|
|1297 3573.5||vertex 2|
|1295 3503.71||vertex 3|
|552||number of sectors|
|4 0 0 0 2 0 0 384||#Vertices, kx, ky, bz, Type, Height, Offset, Flags|
|1||number of bridge sectors|
|4 0 0 0 0 0 0 386||(same structure as regular sectors)|
|1||number of areas|
|61 CAMP||number of sectors, area name|
|0 17||sector type, sector index|
|0 18||(sector type 0 = regular sector, 1 = bridge sector)|
|1||number of connected sectors (used for climbable areas)|
|8 20||first sector, second sector|
XY coordinates on the map, e.g: 415.685 625.946
Hint for programmers:
In Commandos the player looks down at the map from an angle of 40 degrees. That means that the y-coordinates have to multiplied by sin(40) to get the correct screen coordinates.
A Sector is a convex polygon defined by multiple vertices.
kx, ky, bzEdit
kx = the tangent of the angle to the X-axis
ky = the tangent of the angle to the Y-axis
bz = the intercept for Z-axis
equation for the plane of a sector:
z = kx * x + ky *y + bz
Defines the terrain type of a sector
|2||snow or sand (characters leave footprints)|
|4||conveyor (used in mission 19)|
Height and OffsetEdit
Height = height of the sector
Offset = final height of a stair or a ramp.
|1||sector is stair (or ramp)|
|2||sector is bridge|
|4||not enterable by all units (used for fences)|
|8||not enterable by enemies|
|16||blocks sight (used for walls, rocks and buildings)|
Normal sectors have the flag 384.
Blocked sectors have the flag 276.
Sectors that cannot be walked on (but can be looked through) have either the flag 260 (view cone is not visible) or flag 4 (view cone is visible on this sector).
These special sectors lead over the normal sectors, you can walk on and under them. They have the
same structure like ordinary sectors, except for the additional flag set (see Flags).
Areas are used for the enemy AI. When the same soldier reacts in another way after he spotted you (for example inside or outside a base), this happens due to the different areas. How the enemy reacts is actually defined in the mission file MIS.
0 = regular sector
1 = bridge sector
This information is used to tell the Green Beret which walls he can climb, e.g. the huge wall to the east in the mission 'Blind Justice' has been declared this way. Nearly all walls already are defined in the sector information with the flag 448.
Differences between BEL and BCDEdit
SEC files in BCD have a different file format but they contain nearly the same information. BCD can read both formats, BEL can't read the BCD format.
Additional information in the SEC files from BCD:
- Vertices kx ky bz Type Height Offset Flags TokenLength Token
Most sectors don't have a Token so the TokenLength is 0. If the TokenLength is not zero, there will be
an entry in MIS file with the Token.
For more information see: BCD File Format