Difference between revisions of "TERRAIN"
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atlantis Atlantis 77 | atlantis Atlantis 77 | ||
barracud Barracuda 46 | barracud Barracuda 46 | ||
− | blanks | + | blanks All 2 |
cargo1 Cargo Ship 103 | cargo1 Cargo Ship 103 | ||
cargo2 Cargo Ship 13 | cargo2 Cargo Ship 13 | ||
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grunge3 Artifact Site 10 | grunge3 Artifact Site 10 | ||
grunge4 Artifact Site 37 | grunge4 Artifact Site 37 | ||
− | hammer Hammerhead | + | hammer Hammerhead 44 |
island1 Island 50 | island1 Island 50 | ||
island2 Island 50 | island2 Island 50 |
Revision as of 03:34, 19 November 2005
This folder contains the information used for tiles in the battlescape view, both statistical and graphical.
Each of the three files used for each tileset contains a variable amount of records. PCK files and their respective TAB files should always contain an equal amount of records.
MCD
General Information
- MCD stands for Map Control Data.
- MCD files have a variable amount of records, each of 62 bytes.
- Each record defines one of four possible terrain items (see [54]):
- ground tile,
- north wall,
- west wall, or
- object
- For example, DESERT.MCD defines a number of desert terrain items such as sand (ground tiles), sand dunes, rocks, and cacti.
- The PCK and TAB files work hand-in-hand with MCD records to define what each terrain item looks like.
- These MCD terrain items are subsequently combined to make "3D" maplets in the MAPS\DESERTnn.MAP 10x10 or 20x20 tilesets.
- The MAP tilesets are then selected from, to make a "random" desert map when a new battlescape is created.
- Sometimes more than one collection is used for a given map type; farms are made from the CULTIVAT (fields) and BARN (farmhouse) sets.
- More complex terrain types, especially UFOs and bases, tend to have many more MCD records (terrain items) and/or more than one MCD set.
Structure
0-7: Animation of the tile.
The eight bytes refer to images on the PCK files which are used in a sequence (from the first byte to the last) to animate tiles. This animation is used by several tiles on both games, such as doors (see [46]), bubbles on TFTD, blinking lifts, etc. If all eight frames are the same, it's a static tile.
8-19: Line Of Fire Template (LOFT) for the tile. 12 values, each references into LOFTEMPS.DAT file.
Each LOFT record is a 16x16 grid; these are stacked one over the other, with mcd[8] being the bottom. Used to create a 3D map (16x16x12) of the tile, for LOS. For more info, see LOFTEMPS.DAT.
20-21: Reference into SCANG.DAT file. Two-byte integer ([20] + [21] * 256 + 35 = offset). 4x4 bmp images for the top-down map; see SCANG.DAT.
22-29: Unknown.
30: Boolean: Is sliding door? See [46]
31: Boolean: Can't be seen through?
32: Boolean: Can't be stood on? For ground tiles: non-flying units fall through. I only see two XCOM MCD ground tiles with this set; not sure if either tile is actually used: BLANKS MCD id 0 and UFO1 MCD id 0 -MTR
33: Boolean: Is Wall? Used for Objects intended to act as Walls; used to make UFO, Skyranger, and Avenger outer "walls" that aren't otherwise possible as "real" North or West walls. Used for a few other things, too. Called "BigWall" in MapView.
34: Boolean: Is Grav lift? Up/Down of Lifts is determined by whether there is another one above or below in the .MAP.
35: Boolean: Is hinged door? See [46]
36: Boolean: Blocks fire?
37: Boolean: Blocks smoke?
38: Unknown - Always 3.
39: Time units used to walk across the tile. (255 means unpassable)
40: Time units used to fly across the tile. (255 means unpassable)
41: Time units used to slide across the tile. (255 means unpassable) (Used for aliens like Snakemen and Silacoids. Tanks?)
For [39] to [41], values range from 0 to 8, or are 255. There are only a few places where they are not all the same ([39]=[40]=[41]):
Walk Fly Slide File Description 2 0 2 Avenger Middle ramp object (but you can't fly there because they're on the ground anyway, no? - MTR) 255 255 4 Arctic Water pools in ice (18 ground MCDs) (huh! like water snakes, eh? -MTR) 2 2 0 U_Base Death objects for large round containers in alien bases (four quadrants)... thus, their remnants don't add TUs for sliders 1 1 0 U_Base Little green plant objects found on black "base garden" flooring 2 2 0 Urbits Two death objects (splinters on ground) for city's tall green picket fence (one is a North-wall fence, the other is a West-wall fence)
42: Armor of tile.
- Tile must take this amount of damage to be destroyed, at which point it changes to mcd[44].
- Terrain items do not "remember" damage (like units); terrain is either destroyed (if damage >= armor) or not.
- Some things are set to 255 to mean "indestructible" but actually, anything >100 is indestructible in a non-hacked game, and anything >127 (for explosives, 255/2) or >191 (firearms, 255x.75) cannot be destroyed, even in a hacked game (see Damage re: Damage to terrain).
- Armour of 0 means actual indestructibility!
- With explosions, all four terrain items in the tile are hit by the same strength, but firearm shots target only one of them.
- For a loopy exception to explosions being equally applied (due to erroneous data), see Mountain Madness.
- NKF: I suppose you could make a gate out of this by creating two tiles, each easily destroyed, which change to the other when hit. One could be walked across, the other could not.
43: HE Blockage
44: Tile becomes a tile of this type (i.e., this other MCD record in the same MCD file) when destroyed. Also known as the death tile. Also see [53].
Note: If [44]=0, it means there is no death tile per se; it reverts to a "raw earth" tile if on ground, or nothing if in air. (It does not revert to the MCD id 0 record in the current collection.)
Is the "no death tile" raw earth tile found in BLANKS.MCD? -MTR
Yes, it is. BLANKS[01] is for ground; looks like dirt. BLANKS[00] is for non-ground; in other words, it's completely empty! --Danial
45: The higher this is, the less likely the tile will be set on fire.
46: If the tile is a door ([30] or [35]), the tile will become this tile number when opened. Animation [0] (see [0] to [7]) is shown until someone walks through the door, in which case it cycles through its animation stopping and holding Animation [7]. Then it will return to a closed door next turn.
47: Unknown - Always 0. MCDEdit calls this "Keycode".
48: Signed value; add this to the y offset of units or objects on this tile. A.k.a. terrain level.
49: Subtract this value from the y offset of the tile image (used for hills).
Why "y"? If this means up and down, isn't that the z axis? (Or just say up/down?) -MTR
It's the Y-axis because UFO is a 2D game. It would be the Z-axis if it were 3D. --Danial
50: Unknown - Always 0.
51: From 0 to 10, amount of light blocked by tile.
0 Blocks no light. ... up to ... 10 Blocks all light.
52: Footstep sound effect. Most likely an index to the .CAT file RAW wave -BladeFireLight
0 Not used in XCOM (makes a metal sound if hacked); is used on TFTD for some objects -Hobbes 1 Metal 2 Normal (Grass, Wood, Dirt) 3 Three mountain ground tiles, and some city apt. furniture objects that can't be walked on? (six furniture objects might've been - but they're death tiles that nothing points to) Uses same sound as 6. 4 Pool of water (Not used in XCOM) 5 Sand (Desert) 6 Martian 7 Snow (Not used in XCOM, Arctic actually uses 2)
53: Tile type:
0 Floor 1 West Wall 2 North Wall 3 Object
As for the potential for change in tile type when becoming death tile ([44]): There are 22 instances of Mountain Madness (ground to object), 1 instance of North Wall becoming an object (XCOM1 northwall door becomes rubble), one MCD record with tile type of 10 (Barn 7 which looks like a North Wall and becomes northwall when killed; obviously a typo'd Tile Type), and 31 total instances on 18 different tilesets where objects become ground upon dying (probably to "scorched earth", but this was not checked).
BladeFireLight adds this comment on Tile Type: "When this type of tile is in the DieMCD ([44]) or OpenMCD ([46]) flags, this value is added to the tile coordinate to determine the byte in which the tile type should be written." Can anybody explain this to me? -MTR
54: Explosive type; [55] must be >0:
0 HE 1 Smoke
Notes:
- To see explosive objects in XCOM, see Explosions#Explosive Map Objects.
- Type 0 (HE) explosions follow the usual rules for explosions (average damage to units decreases by 10 per tile outward, etc.).
- Hackers: Type 0 (HE) terrain items with little or no armor ([42]=0) are obliterated before exploding (i.e., they won't explode, no matter how high [55] is). Probably also depends on, if it was a very big blast relative to the armor.
- Chain reactions are exceedingly difficult to set up (per Hobbes). Most of the time when you see e.g. the four sections of the Navigator's table explode, it's because you used explosives that actually set off each one individually. It has to do with a balance of, among other things, not obliterating the object (see previous point).
- Type 1 (Smoke) explosives are strange, and mainly only affect aliens - and very haphazardly at that. XCOM units are only very rarely affected; I could only get it to work if they were 1) unarmored, 2) on a diagonal, and 3) no other objects are "in the way" between the blast moving "over and up" or "up and over" to the diagonal (blast propagation never moves directly diagonally per se; see Explosions#Playing With Fire). -MTR
- Chain reactions are not possible with Type 1 (Smoke) explosive objects.
- Also, when dealing with smoke damage, remember that if there is already tons of smoke on the map (filling up the smoke table) such that no new smoke can appear, you might get unexpected results (or no effect). Hobbes: One strange thing that can happen when there's already too much smoke on the map and an object with [54]=1 explodes is that the alien dies and in the dying animation there's smoke on that square. Just in the dying animation, not after he's down? -MTR
- I can't remember right now if the smoke remains afterward. Next time it happens I will check it Hobbes 12:00, 18 Nov 2005 (PST)
- TFTD uses both values for [54], 0 (more common, like the barrels on Port) and 1 (the Synomium device on Grunge/Artifact Site).
There are no "naturally occuring" HE explosives tiles in UFO. All explosive objects are MCD[54]=1!! --Danial
55: Strength of explosion when tile is destroyed.
56: Smoke blockage. This is set to 0 for all UFO tiles!
Perhaps [36] is used only? A varying [56] might have been where the 2 un-used smoke sprites would have come in. --Danial
57: The amount of turns this tile will burn for.
58: Brightness of tile. Amount of light produced.
59: Special properties of tile. Determines what is salvaged at end of mission:
0 No Special Properties 1 Starting Point (place to Abort mission) 2 UFO Power Source 3 UFO Navigation 5 Alien Food 7 Alien Entertainment 8 Alien Surgery 9 Examination Room 10 Alien Alloys 12 Dead Tile 13 End Point (from surface of Mars to base) 14 Alien Brain (final mission victory condition)
60: Set to 1 for most (but not all) non-death-tile XCOM base objects (TileType=3). All other MCD records set to 0. MCDEdit calls this "Victory Points" - so presumably you lose VPs based on how much of your base is destroyed?
61: Almost half (560 of 1317) MCD records have widely varying values here, from 1 to 255 with no apparent pattern or preferred value. The remaining MCD records are 0. Some kind of pointer?
List of MCD Files
Here are the 27 MCD files in XCOM. Here's a list of the number of MCD records in each (1,317 total):
File Terrain Records avenger Avenger 59 barn Farm 29 blanks All 2 brain Alien Base 4 cultitav Farm 37 desert Desert 66 forest Forest 83 frniture City 26 jungle Jungle 82 lightnin Lightning 42 mars Cydonia 36 mount Mountain 78 plane Skyranger 65 polar Polar 81 roads City 23 ufo1 UFOs 20 urban City 112 urbits City 25 u_base Alien Base 67 u_bits UFOs 8 u_disec2 UFOs 17 u_ext02 UFOs 34 u_oper2 UFOs 15 u_pods UFO/Alien Base 11 u_wall02 UFO/Alien Base/Cydonia 47 xbase1 X-COM Base 97 xbase2 X-COM Base 62
And here's the same list for TFTD:
File Terrain Records asunk Sunken Galleon 50 atlantis Atlantis 77 barracud Barracuda 46 blanks All 2 cargo1 Cargo Ship 103 cargo2 Cargo Ship 13 cargo3 Cargo Ship 6 coral Coral 28 crypt1 Crypt 45 crypt2 Crypt 49 crypt3 Crypt 12 crypt4 Crypt 7 debris Seabed 50 deckc Liner Ship (Top) 18 entry Entry 12 grunge1 Artifact Site 38 grunge2 Artifact Site 8 grunge3 Artifact Site 10 grunge4 Artifact Site 37 hammer Hammerhead 44 island1 Island 50 island2 Island 50 island3 Island 35 leviath Leviathan 47 linera Liner Ship 99 linerb Liner Ship 24 linerc Liner Ship 40 linerd Liner Ship 23 manta Manta 44 msunk1 Sunken Ship 50 msunk2 Sunken Ship 29 mu Mu 80 organic1 Alien Base/Level/Entry 96 organic2 Alien Base/Level 10 organic3 Alien Base/Level 4 pipes Pipes 55 planes Sunken Plane 79 port01 Port 95 port02 Port 78 psynom Alien Base/Level 2 pyramid Artifact 24 rocks Artifact/Seabed/Galleon 15 sand several 20 sea several 18 triton Triton 46 uext1 ? 4 uext2 USO/Entry 9 uext3 USO/Entry 25 ufobits several 5 uint1 USO 41 uint2 USO 11 uint3 USO 14 volc Volcanic 80 weeds Artifact/Coral/Seabed 10 xbases1 X-COM Base 87 xbases2 X-COM Base 42 xbases3 X-COM Base 37 xbases4 X-COM Base 43 xbases5 X-COM Base 42 xbits Cargo Ship 39
Additional Information
BladeFireLight's MCD Info
Another in-depth look at MCD (and more) can be found on this message by BladeFireLight. His post also contains a HexWorkshop template for viewing MCD files in a logical manner.
MCD Editor
Koralt's MCDEdit can view or modify MCD files. Find it here: mcdedit.zip. To see a screencap, scroll to the very bottom of BladeFireLight's MCD posting (above). MCDEdit needs vbrun200 to run!
MapView
DaiShiva has an excellent utility called MapView for viewing or editing maps. However, it does not allow editing of MCD terrain items per se, AFAIK; just moving/placement of them. Caution: You must install the extensive Microsoft .NET platform to use MapView; see DaiShiva's site.
BombBloke's Hacked Desert Terrain
Bomb Bloke has a numerical (ground) tileset which makes weapon damage blast testing easy as pie. It also has a little applet that lets you edit MCD variables Armor [42], HE Block [43], and Explosion Strength [55] (but not type, [54]), and it includes all four types of terrain item. Find his hacked terrain here or bundled with a savegame here. To see a screencap of the tiles in action, see this message.
PCK / TAB
General Information
Graphical tile data. The TAB file is made up of two byte values, each stating the starting offset of the respective graphic in the PCK file.
PCK decoding is fairly simple: the first byte in the data stream tells you how many rows you should skip. Then you just draw each byte afterwards directly onto the screen (which should be using a 256 color palette).
Values 254/255 are not to be drawn. If you encounter a byte with a value of 254 (FE), then the next byte tells you how many pixels you should skip. If you encounter a byte with a value of 255 (FF), then you're done.
While simplistic, I've found that the best way to use PCK files is to store them 'as is', then decode them straight onto the screen as needed (as opposed to pre-rendering them and storing the completed graphics in memory). This makes lighting effects that much easier to implement.