gaqkc.blogg.se

Total annihilation maps folder
Total annihilation maps folder








To combine these map modules together to create an actual battlefield, the associated MCD files must also be combined to create on single giant MCD array. If no "ground tile" is set for a location at ground level, the game will automatically place dirt there (from the second entry of BLANKS.MCD). If a given offset is set to 0, then no tile of that type exists at that location (for example, not every map position has to have a wall in it). The fourth byte links to the tile that represents an abstract object (eg, a fridge, a haybale, a tree, a chair, etc).The third byte links to the tile that represents the north-facing wall (eg, a barn wall, brick wall, fence, etc).The second byte links to the tile that represents the west-facing wall (eg, a barn wall, brick wall, fence, etc).The first byte links to the tile that represents the ground (eg, grass, dirt, pavement, etc).

total annihilation maps folder

Each of the four bytes maps to a separate index within the associated MCD array: MAP files use the same format as MAP.DAT:Įach "position" of the map (that is, each tile you can move your mouse cursor over) is stored in order of left to right, top to bottom, top floor to bottom floor, and is represented by four bytes (so the filesize for each map module file will be equal to the map dimensions multiplied together, further multiplied by four).

total annihilation maps folder

These are filled in with tiles from corresponding MCD files in the TERRAIN folder, and are combined in a semi-random fashion to create each battlefield your soldiers fight in.Īside from a three byte header indicating their height, width and depth (in that order).

total annihilation maps folder

This folder contains pre-designed Battlescape terrain blocks (.MAP files).










Total annihilation maps folder