The following series of articles documents my findings on data formats in the real-time strategy game "Outpost 2: Geteilte Bestimmung", which was published by Sierra in 1997 and developed by Dynamix.
The following article documents my findings about the data formats in the real-time strategy game "Outpost 2: Divided Destiny", which was published by Sierra in 1997 and developed by Dynamix.
This article will show you how the basic structure of files within Outpost 2 is structured.
The volumes are a data container for the game, similar to an archive format like Tarball. At least in Outpost 2 the format only knows files - no folders.
The tiles are an Outpost 2-specific bitmap graphics format. They span 13 tile sets, called "wells" (well0000.bmp to well0012.bmp), located within the maps.vol volume.
What exactly 'PRT' stands for is unknown; it would be conceivable, for example, to assume 'Palette and Resource Table' - you can find it as op2_art.prt in maps.vol - would describe the function quite well.
Since the image data are available as indexed 8bpp bitmaps, it is necessary to interpret the data accordingly - this is controlled via the palettes.
To create graphics that do not belong to the landscape, Outpost 2 uses many small image elements. These elements are stored in the op2_art.BMP file.
In order for houses and vehicles to move, the bitmaps are cleverly assembled from the file op2_art.BMP.