Unit reader utility

Unit reader utility

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Pocus
Posts: 73
Joined: 14 Apr 2006, 09:40

Unit reader utility

Post by Pocus »

Hi,

I would be glad if someone can give me some pointers on how to read and retrieve the units datas. I'm not a modeller, I just want to get the various numbers (rate of fire, damage per hit, ballistic or direct hit etc.)

I downloaded the TA unit Editor, and it can't read the various files in the mods directory. I then downloaded Seven Zip, and it can't uncompress these files.

Any clues would be much appreciated.
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

all parameters of the units are in FBI files. and you can use any text program to open them (notepad is commonly used). Just open de .sdz or .sd7 file in the mod folder and go to the 'units' sub directory. There you will find a FBI file for each unit in the mod.

happy modding ^.^
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Though weapopn details such as 'rate of fire, damage per hit, ballistic or direct hit etc.) ' Are found in the .tdf file of the weapon the unit is using. :-)
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Pocus
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Post by Pocus »

excellent, thinks!

In which units is expressed the speed, reload time and range? pixels or seconds?
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Reload and such is seconds, yes. reload=1; is a 1 second reload. Decimals are allowed.

In OTA, Range was in pixels, however I'm not sure how they translate to spring. The best way to get a feel for ranges in the engine is to compare various other weapons you're comfortable with.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Gnome wrote:Reload and such is seconds, yes. reload=1; is a 1 second reload. Decimals are allowed.

In OTA, Range was in pixels, however I'm not sure how they translate to spring. The best way to get a feel for ranges in the engine is to compare various other weapons you're comfortable with.
'Elmos'. Can't remember for the life of me what fraction of a footprint they are, mind.
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Argh
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Post by Argh »

Elmos are 1/8th of a footprint, square.
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Das Bruce
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Post by Das Bruce »

How many heightmap pixels is one footprint square?
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Pocus
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Post by Pocus »

projectile velocity? In ancient revised fraction footprint, submodel 4.3 I presume? :)
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SinbadEV
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Post by SinbadEV »

Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Das Bruce wrote:How many heightmap pixels is one footprint square?
I don't think you can really fairly use that as a comparison basis due to -x and -n. Very few maps are compiled with an exact difference of 256, I'd say...
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SinbadEV
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Post by SinbadEV »

not the y part of the heightmap, the z part of the heightmap... you know the "texture map divided by 8 + 1 thing"... My guess is 1 to 1
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