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Unit reader utility
Posted: 18 Apr 2006, 16:30
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.
Posted: 18 Apr 2006, 17:46
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 ^.^
Posted: 18 Apr 2006, 17:52
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.

Posted: 18 Apr 2006, 21:24
by Pocus
excellent, thinks!
In which units is expressed the speed, reload time and range? pixels or seconds?
Posted: 18 Apr 2006, 22:51
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.
Posted: 19 Apr 2006, 01:05
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.
Posted: 19 Apr 2006, 04:26
by Argh
Elmos are 1/8th of a footprint, square.
Posted: 19 Apr 2006, 04:39
by Das Bruce
How many heightmap pixels is one footprint square?
Posted: 19 Apr 2006, 20:28
by Pocus
projectile velocity? In ancient revised fraction footprint, submodel 4.3 I presume? :)
Posted: 19 Apr 2006, 22:55
by SinbadEV
Posted: 19 Apr 2006, 23:36
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...
Posted: 20 Apr 2006, 20:42
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