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Mods

Featured mods. To get your mod listed, please contact me at neonext@msn.com

Mod Name/Link, ETA, Percentage Done

Tiberium Dawn*, 1.1, 70%
Dune 2, 1.0, 97%
Star Wars*, 1.1, 90%
Total Annihilation*, 1.1, 80%



*For demonstration purposes only, no public release.

Data File Help. These are example entries in aircraft.txt with notes added explaining each line.

Aircraft data file (aircraft.txt)
{AIRCRAFT} - Tag that signals start of data sequence
[0] - Unit number, for reference only (not used)
Name: Fighter The name of the unit, as shown on the sidebar. Max 20 chars, but only short names will fit in the sidebar boxes
Hitpoints: 800 The maximum number of hitpoints this unit can have. Max 65535
Cost: 2400,0,2 The cost of the unit of resource 1, resource 2, and resource 3. Max 32767
Build Time: 4 Amount of multiples to the amount of time a unit takes to be built. Max 255
Speed: 4 The speed factor of this aircraft. Higher number means faster. Max 255, but anything past 10 is probably too much
Type: 3 The location of this unit in aircraft.bmp (starting with 0). Max 9
Weapons: 4,4,6 Each aircraft gets 3 weapon slots. Use item numbers from weapons.txt, plus 100 = Paratroop, 101/102 = Drop Off
Ammo: 99,0,0 This will be the max number of clips an aircraft can carry of each weapon it holds. This number is also used for special weapon functions (100-103)
Death Ani: 0 This is not used yet
Properties: 12 The sum of these properties: 0=None, 1=Solo (only 1 of this type of unit per side may exist at one time), 2 = Retreats (aircraft will retreat off the map after using a special weapon function), 4 = Baseless (aircraft will only enter if player is lacking a base or the means to make one), 8 = Hovers (aircraft hovers like a helicopter)
Commands: [8xYes/No] This allows you to control which commands a unit can do, as seen on the sidebar (not used yet)

Campaign data file (camp1.txt)
{SETTINGS} - Tag that signals start of settings data sequence
MessageSound= "d2msg.wav" The name of the sound file used for chat messages
Fast Air Entry: No If enabled, reinforcement aircraft will arrive traveling at a very high speed, but will slow down to normal speeds quickly, creating an effect like "warping in"
{REGIONS} - Tag that signals start of regions data sequence
[00]: - Region number, for reference only (not used)
Name: Region 1 Name of the region, maximum of 20 characters
Speed: 4 The speed factor of this aircraft. Higher number means faster. Max 255, but anything past 10 is probably too much
Owner: 3 The starting owner of this region. From 1-4, 0 means no owner
Exits 1,2,6 The numbers of all the regions that can be attacked from this region. Max 8 exits
Icons 230,300,145,144,350,133 The x and y locations of the map icons for this region. Format: Ships X, Ships Y, Troops X, Troops Y, Aircraft X, Aircraft Y
Locations: 06,07 The centers which provide additional troops and fighters for the region. Max of 3 locations
Terrain: sand.bmp The file name of the terrain to be loaded when there is a battle in this region
Properties: 3 The sum of these properties: 0=None, 1=Land Based, 2=Craters

Game Settings (game.txt)
Redux 3 Mod Options - Heading, no data is read from this line but it must be here
------------------- - This line must also be here, but provides no data
Terrain1 = Arrakis, sand.bmp The name of the terrain style as seen on the skirmish menu, and the file name of the terrain art which must be followed by a comma and a space
Terrain2 = Caladan, grass.bmp See Terrain1. This line must be used
Terrain3 = Giedi Prime, ash.bmp See Terrain1. This line must be used
Terrain4 = Ordos HW, snow.bmp See Terrain1. This line must also be used, you must have all 4 terrain file lines
Side1 = Atreides The name of side 1. This is used at a few different places in the game
Side2 = Atreides The name of side 2. This is used at a few different places in the game
Side3 = Atreides The name of side 3. This is used at a few different places in the game
Side4 = Atreides The name of side 4. This is used at a few different places in the game
Color1 = 000,000,200 Side 1's color, used when alpha blending the map in campaign mode. Red, Green, Blue
Color2 = 255,000,000 Side 2's color, used when alpha blending the map in campaign mode. Red, Green, Blue
Color3 = 000,255,000 Side 3's color, used when alpha blending the map in campaign mode. Red, Green, Blue
Color4 = 255,000,200 Side 4's color, used when alpha blending the map in campaign mode. Red, Green, Blue
Music Tracks = 12 Number of normal gameplay music tracks (does not include menu/campaign tracks). Max 13
Player1 Side = 1 The default side for player 1
Player2 Side = 2 The default side for player 2
Player3 Side = 3 The default side for player 3
Player4 Side = 4 The default side for player 4
DefaultPlayer = 1 The default player slot (the user will be this #/color by default)

Map data file (map.txt, etc)
{LOWER} - Tag that signals start of 1st data section, which is currently used for the skirmish game mode. Other sections are {MID} and {UPPER} and must come after {LOWER} in that order
[STRUCTURES] - Tag that signals beginning of data sequence.
01: Player 1, Side 00, Health 01200, LocX 04, LocY 04 Line # (not used) followed by: Player/Attacker/Defender Player#, Structure's type number, Structure's starting health (if 0, then will be built by AI players), X cell location, Y cell location. All values MUST be located at exact positions
02: Player 2, Side 00, Health 01200, LocX 04, LocY 42 The previous line put a construction based on player 1's side onto the top left of the map. This line will do the same for player 2, but puts it on the bottom left of the map.
03: Player 3, Side 00, Health 01200, LocX 58, LocY 00 This line puts player 3's starting structure at the top right. Put Player for ownership to go to that exact player. Put Attack for ownership to go to the attacker in campaign mode, or Defend for the defender
04: Player 4, Side 00, Health 01200, LocX 58, LocY 00 This line puts player 3's starting structure at the top right. If starting health is zero, the AI player (in this case player 4) will build a structure of this type here whenever there already isn't something else in the way
[UNITS] -/td> The tag signaling the start of the second data sequence. These are units that start out on the map. You don't need to have any unit entries after this line, just go onto the next tag
01: Defend 1, Uni 02, Health 00200, LocX 52, LocY 32, Ammo 99,99,99 Owner, Unit number (Uni for vehicles, Inf for infantry), Starting hitpoints, X cell location, Y cell location, Starting ammo for weapon slots 1, 2, and 3
[OBJECTS] -/td> The tag signaling the start of the third data sequence. These are objects that start out on the map. Objects have special functions, enabling to act as very different things, providing unique features to the game. So far there are objects that 1) Provide large ships for the sky battle mode, 2) Provide FPS-style spawn points for ground engagements, 3) Provide aircraft reinforcment markers. The following lines are examples of each
01: Attack 3, Ship C, Health 02200, LocX 09, LocY 11 This is a large ship object for the attacker at the top left of the map. This is for sky battle mode only and object will only be destroyed once all structures owned by this player are wiped off the map
02: Attack 1, Spawn I, Health 02200, LocX 09, LocY 04 This is a spawn point object for the attacker at the top left of the map. Spawn points will trade ownership to whoever has the most infantry near it
03: Attack 3, Re 12 A, Health 02200, LocX 00, LocY 00, Side 0 This is a aircraft reinforcement marker for player 3 at location 0,0. The aircraft will come in facing southeast (there are 32 angles, #12 faces directly southeast). Aircraft of type 0 + the attacker's side will come in. If you do not want to add the player's side to the type, use Type instead of Side
[LIMITS] - The tag that signals the beginning of the fourth data sequence. This is where you provide the limits to the number of each type of unit each player can build. This is only used in campaign mode. For skirmish mode, set limits in the menu
Attack 1: Infantry 064, Vehicles 024, Aircraft 004 The maximum number of infantry, vehicles, and aircraft the attacker can have at once. Max 128 infantry, 48 units, and 30 aircraft for all sides combined
Defend 3: Infantry 064, Vehicles 024, Aircraft 004 The maximum number of infantry, vehicles, and aircraft the defender can have at once. Max 128 infantry, 48 units, and 30 aircraft for all sides combined


Structure data file (structs.txt)
{STRUCTURES} - Tag that signals start of data sequence
[0] - Structure number, for reference only (not used)
Name: Barracks Name of the structure, as seen on the sidebar. Max 15 characters
Image One: Yes Is this structure found on structs1.bmp (not structs2.bmp)?
From X: 0 Starting X location of structure images on structs1.bmp or stucts2.bmp
From Y: 244 Starting X location of structure images on structs1.bmp or stucts2.bmp
Cost: 1000, 0, 200 The cost in resources 1, 2, and 3
Build Time: 4 Amount of multiples to the amount of time a unit takes to be built. Max 255
Width: 3 The width of the structure in cells
Height: 2 The height of the structure in cells
Actions: 3,0 Actions performed by the structure. 0 = None, 1 = Build Structures, 2 = Build Vehicles, 3 = Build Aircraft, 4 = Provide Power, 5 = Provide Radar, 7 = Build Infantry, 8 = Provide Resources, 10 = Spawn Aircraft, 11 = Fire Weapon
Requires: 4 The structure required for this structure to be built
Ani Frames: 3 Number of frames of animation when structure is not active
Busy Frames: 5 Number of frames of animation when structure is active
Start Frames: 8 Number of frames of animation when structure is becoming active
Death: 1 0 = Nothing, 1 = Rubble, 2 = Explosion, 4 = Rubble & Explosion
Menu Types: 1,1,1,1,1,1 The types of items in this structure's build menu. 0 = Vehicles, 1 = Structures, 2 = Aircraft, 4 = Power, 5 = Radar, 7 = Infantry
Menu Items: 6,9,5,10,14,7 The unit numbers of this structure's build menu. May also contain values used for special functions
Commands: [8xYes/No] This allows you to control which commands a structure can do, as seen on the sidebar (not all commands are used yet)
Sound: march The name of the sound (minus the .wav) used when this structure activates

Vehicles data file (vehicles.txt)
{VEHICLES} - Tag that signals start of data sequence
[0] - Vehicle number, for reference only (not used)
Name: Barracks Name of the vehicle, as seen on the sidebar. Max 15 characters
Is Large: Yes Is this vehicle 48x48 and stored on units_l.bmp? (not 24x24 on units_s.bmp)
Turret YLoc: 1 The location of the turrent over the base of the vehicle. 0 means no turret
Hitpoints: 500 The maximum amount of hitpoints this vehicle can have
Cost: 400, 0, 200 The cost in resources 1, 2, and 3
Build Time: 4 Amount of multiples to the amount of time a unit takes to be built. Max 255
Speed: 3 The speed factor of the vehicle. A larger number means the unit will be slower (0 is the fastest)
Base Type: 5 The location of the vehicle on units_l.bmp or units_s.bmp
Turret Type: 2 The location of the turret on action_l.bmp or action_s.bmp
Weapons: 0,255 Each vehicle has two weapon slots. Put the weapon number, or 100 for deploying into a structure. Put 255 for no weapon
Ammo: 99 The max number of clips this vehicle can be armed with. If weapon is 100, this is the number of the structure to be made when vehicle deploys
Death Ani: 0 This is not used, but must be here
Properties: 4 The sum of these properties: 0 = Nothing, 1 = Leaves track marks, 2 = Usees 2 extra animation frames for movement, 4 = This unit builds with special build menu
Commands: [8xYes/No] This allows you to control which commands a structure can do, as seen on the sidebar (not all commands are used yet)















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