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Started by BladeFireLight
Sat, 01 Nov 2003 20:56
Map Control Data (MCD) *Warning Long Post*
Author: BladeFireLight
Date: Sat, 01 Nov 2003 20:56
Date: Sat, 01 Nov 2003 20:56
2539 lines
66180 bytes
66180 bytes
This is probably going to get screwed up by google's word rap.. but
i'm going to post any way..
you can also find this information at
http://www.x-com.co.uk/forums/index.php?showtopic=1457
in a somwhat more readable format.
Understanding Map Control Data (MCD) Files
The MCD files are used by both UFO and TFTD to defined the TILE's used
in tactical to form the physical and visual battle map
Understanding the format of the MCD files allows us to create our own
TERRAIN and TILE SETS's and ultimately, new MAP SET's
The goal of this paper is to help the moding community understand how
to edit (or write utilities to edit) the MCD files in the UFO and TFTD
terrain directory.
all tho I will touch on PCK files I will not go in depth on their
format as their are plenty of utilities to edit them.
Each MCD file is named the same as the PCK and TAB files that it uses
graphics from. MCD files contain variable number of MCD records. Each
record is 62 bytes long and have the following format
typedef struct mcdentry
{
unsigned char Frame[8]; //Each frame is an index into the
____.TAB file;
// The frames is the visual part of the Tile,
// If all frames are the same than it's a static image
otherwise it's animated
unsigned char LOFT[12]; //Line Of Fire Template, The 12
levels of references into GEODATA\LOFTEMPS.DAT
// used to describe the 3D phisical make up of the
Tile
// (more on this later)
short int ScanG; //an index into the
GEODATA\SCANG.DAT (4x4 bmp images used for the overhead map)
// DaiShiva's PCKView.NET editor
can be used to view thease images
unsigned char u161D[8]; // UNKNOWN..
unsigned char UFODoor; //[On/OFF flag]If it's a UFO door
it uses only Frame[0] until it is walked through,
// then it animates once and
becomes OpenMCD. It changes back at the end of the turn
unsigned char StopLOS; //[On/Off flag]You cannot see
through this tile. (how it blocks is based on TileType)
unsigned char NoFloor; //[On/Off flag]If 1, then a
non-flying unit can't stand here (only valid on floor TileTypes)
unsigned char BigWall; //[On/Off flag]It's an object
(tile type 3), but it acts like a wall
// Used most often for unwalkable Tiles. IE. Tables
and Solid Rock
unsigned char Gravlift; //[On/Off flag] The up/down of a
grav lift is determined if their is
// another gravlift above or
below in the MAP file
unsigned char Door; //[On/Off flag]It's a human style
door--you walk through it and it changes to OpenMCD
unsigned char BlockFire; //[On/Off flag]If 1, fire won't
go through the tile
unsigned char BlockSmoke; //[On/Off flag]If 1, smoke won't
go through the tile
unsigned char u26; // UNKNOWN...
unsigned char TUWalk; //The number of TUs required to
pass the tile while walking.
// An 0xFF (255) means it's
unpassable.
unsigned char TUFly; //The number of TUs required to
fly through tile
// 0xFF means it's impassable!
unsigned char TUSlide; //Tu's for Sliding things like
snakemen and silacoids
unsigned char Armour; //The higher this is the less
likely it is that a weapon will destroy
// this tile when it's hit.
unsigned char HEBlock; //How much of an explosion this
tile will block
unsigned char DieMCD; //If the terrain is destroyed, it
becomes this MCD entry.
unsigned char Flammable; //How flammable it is (the higher
the harder it is to set aflame)
unsigned char OpenMCD; //If "Door" or "UFODoor" is on,
then when a unit walks through it the door it changes to this MCD
entery.
unsigned char u2F; // UNKNOWN..
signed char VDisplace; //When a unit or object is on
this tile, the unit is shifted by this number of pixels
unsigned char SubtractY; //The pck images are drawn this
many pixels lower when displayed. (used for hills)
unsigned char u32; // UNKNOWN..
unsigned char BlockLight; //The amount of light it blocks,
from 0 to 10
unsigned char SoundFX; //The Sound Effect set to choose
from when footsteps are on the tile
// This is mostlikly an index to
the .CAT file RAW wave
unsigned char TileType; //This is the type of tile it is
meant to be --
// 0=floor, 1=west wall, 2=north
wall, 3=object . When this type of tile is in the
// DieMCD or OpenMCD flags, this
value is added to the tile coordinate to determine
// the byte in which the tile
type should be written.
unsigned char HEType; //0=HE 1=Smoke
unsigned char HEStrength; //The strength of the explosion
caused when it's destroyed. 0 means no explosion.
unsigned char SmokeBlockage; //? Not sure about this ...
unsigned char Fuel; //The number of turns the tile
will burn when set aflame
unsigned char LightSource; //The amount of light this tile
produces
unsigned char TypeProperties;//The special properties of the
tile (like Aqua plastics.. or Synom device)
// This effects what is salvage
from a UFO/USO or base at the end of combat.
// some settings are used for
combat Win conditions (use MTT_nnn and MT_nnn )
unsigned char u3C3D[2]; // UNKNOWN..
}MCDEntry;
// MCD Tile properties for TFTD
#define MTT_Tile 0x00 // default, no special properties
#define MTT_StartPoint 0x01 // abort tile from 2part missions
#define MTT_IonBeamAccel 0x02
#define MTT_DestroyObjective 0x03
#define MTT_MagnaticNav 0x04
#define MTT_AlienCryo 0x05
#define MTT_AlienClon 0x06
#define MTT_AlienLearn 0x07
#define MTT_AlienImplant 0x08
#define MTT_Unknown9 0x09 // Not used in TFTD
#define MTT_AquaPlastics 0x0A
#define MTT_ExamRoom 0x0B
#define MTT_DeadTile 0x0C //used for tiles the are the destroyed
version
#define MTT_EndPoint 0x0D // Exit 'abort' tile
#define MTT_MustDestroy 0x0E // Ultimate Alien Power Sorces (only
used by final combats)
// MCD Tile Properties for UFO ** one of the unknows may the
AlienRepoduction **
#define MT_Tile 0x00 // default, no special properties
#define MT_StartPoint 0x01 // abort tile from 2part missions
#define MT_UFOPowerSorce 0x02
#define MT_DestroyObjective 0x03 // This is also used for
UFONavigaion
#define MT_UFONav 0x03 // Also the Destroy objective
#define MT_Unknown4 0x04 // Not used in UFO
#define MT_AlienFood 0x05
#define MT_Unknown6 0x06 // Not used in UFO
#define MT_AlienEntertain 0x07
#define MT_AlienSurgery 0x08
#define MT_ExaminationRoom 0x09
#define MT_AlienAlloys 0x0A
#define MT_UnknownB 0x0B // Not used in UFO.
#define MT_DeadTile 0x0C //used for tiles the are the destroyed
version
#define MT_EndPoint 0x0D // Exit 'abort' tile
#define MT_MustDestroy 0x0E // UFO = Alien brain (only used by final
combats)
Line Of Fire Teplates (LOFT)
The LOFT's are stored in loftemps.dat found in the GEODATA dir in UFO
and GEODATA and TERRAIN in TFTD
(I believe the TERRAIN one is not used)
for both games these files are exactly the same. It contains 112 LOFT
entries (0 through 111).
a LOFT entry is 16 unsigned shorts used as a binary mask. this makes a
16x16 bit square.
win 1 being a solid object and 0 being empty space.
for example. Entery number 4:
004: /----------------\
|0000000000000000|
|0000000000000000|
|0000000000000000|
|0000000000000000|
|0000000111000000|
|0000011111110000|
|0000011111110000|
|0000111111111000|
|0000111111111000|
|0000111111111000|
|0000011111110000|
|0000011111110000|
|0000000111000000|
|0000000000000000|
|0000000000000000|
|0000000000000000|
\----------------/
not very readable. so I'm going to display them with # for 1 and . for
0
(requires a fixed width font)
004: /----------------\
|................|
|................|
|................|
|................|
|.......###......|
|.....#######....|
|.....#######....|
|....#########...|
|....#########...|
|....#########...|
|.....#######....|
|.....#######....|
|.......###......|
|................|
|................|
|................|
\----------------/
This defines a solid circle in the middle of the tile.
Each MCD uses 12 LOFTS (starting at the bottom) to create a 16x16x12
bit mask
lets look at a simple object. the barrel from a TFTD Port mission
File: port01.mcd
Entery number 93
Offset: 0x00001686:
5D 5D 5D 5D 5D 5D 5D 5D
04 04 04 04 04 04 04 04 00 00 00 00
0047
04 00 18 54 04 00 25 54 00 00 00 01 00 00 00 01
03 FF FF FF 0A 0A 00 0A 00 00 EE 00 00 00 04 03
00 50 00 03 00 00 00 00
The first line is the 8 images.. all the same because this is not an
animation
The second line is our LOFT enterys. the first eight are 04. the
circle shown above.
the last four are 00.
000: /----------------\
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
as you can see it's empty space. This shows that the barel is not as
tall as the whole TILE.
Lets look at a more complex example
Tthe stone staircase along the warf of the TFTD Port terrain
Entery: 20
000004D8:
14 14 14 14 14 14 14 14
06 15 14 10 0E 0A 00 00 00 00 00 00
0074
04 00 18 54 04 00 25 54 00 00 00 00 00 00 00 00
03 01 01 01 3C 0F 13 7A 00 00 F8 00 00 00 02 03
00 00 00 01 00 00 00 00
006: /----------------\ 015: /----------------\ 014:
/----------------\
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|................|
|################| |################|
|................|
|################| |................|
|................|
|################| |................|
|................|
\----------------/ \----------------/
\----------------/
010: /----------------\ 00e: /----------------\ 00a:
/----------------\
|################| |################|
|################|
|################| |################|
|################|
|################| |################|
|................|
|################| |################|
|................|
|################| |################|
|................|
|################| |................|
|................|
|################| |................|
|................|
|################| |................|
|................|
|................| |................|
|................|
|................| |................|
|................|
|................| |................|
|................|
|................| |................|
|................|
|................| |................|
|................|
|................| |................|
|................|
|................| |................|
|................|
|................| |................|
|................|
\----------------/ \----------------/
\----------------/
As you can see the physical shape of the stairs obvious in the solid
parts of the LOFT masks
I hope this information will help others in modifying Terrains for new
maps in UFO and TFTD
Apendix1:
cense there is not easy to use editor for LOFT files I'm including all
112 entries below
LOFTemps enterys:
000: /----------------\
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
001: /----------------\
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|.......###......|
|.......###......|
|.......###......|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
002: /----------------\
|................|
|................|
|................|
|................|
|................|
|................|
|.......###......|
|......#####.....|
|......#####.....|
|......#####.....|
|.......###......|
|................|
|................|
|................|
|................|
|................|
\----------------/
003: /----------------\
|................|
|................|
|................|
|................|
|................|
|.......###......|
|......#####.....|
|.....#######....|
|.....#######....|
|.....#######....|
|......#####.....|
|.......###......|
|................|
|................|
|................|
|................|
\----------------/
004: /----------------\
|................|
|................|
|................|
|................|
|.......###......|
|.....#######....|
|.....#######....|
|....#########...|
|....#########...|
|....#########...|
|.....#######....|
|.....#######....|
|.......###......|
|................|
|................|
|................|
\----------------/
005: /----------------\
|................|
|................|
|................|
|......#####.....|
|....#########...|
|....#########...|
|...###########..|
|...###########..|
|...###########..|
|...###########..|
|...###########..|
|....#########...|
|....#########...|
|......#####.....|
|................|
|................|
\----------------/
006: /----------------\
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
\----------------/
007: /----------------\
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
|#...............|
\----------------/
008: /----------------\
|################|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
009: /----------------\
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
|##..............|
\----------------/
00a: /----------------\
|################|
|################|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
00b: /----------------\
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
|###.............|
\----------------/
00c: /----------------\
|################|
|################|
|################|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
00d: /----------------\
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
|#####...........|
\----------------/
00e: /----------------\
|################|
|################|
|################|
|################|
|################|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
00f: /----------------\
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
|########........|
\----------------/
010: /----------------\
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
011: /----------------\
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
|#########.......|
\----------------/
012: /----------------\
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
013: /----------------\
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
|############....|
\----------------/
014: /----------------\
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|................|
|................|
|................|
|................|
\----------------/
015: /----------------\
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|................|
|................|
\----------------/
016: /----------------\
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
|##############..|
\----------------/
017: /----------------\
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|################|
|################|
\----------------/
018: /----------------\
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
|..............##|
\----------------/
019: /----------------\
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|################|
|################|
|################|
|################|
\----------------/
01a: /----------------\
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
|............####|
\----------------/
01b: /----------------\
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
\----------------/
01c: /----------------\
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
|.........#######|
\----------------/
01d: /----------------\
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
\----------------/
01e: /----------------\
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
|.......#########|
\----------------/
01f: /----------------\
|................|
|................|
|................|
|................|
|................|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
\----------------/
020: /----------------\
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
|.....###########|
\----------------/
021: /----------------\
|................|
|................|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
|################|
\----------------/
022: /----------------\
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
|..##############|
\----------------/
023: /----------------\
|##..............|
|###.............|
|.###............|
|..###...........|
|...###..........|
|....###.........|
|.....###........|
|......###.......|
|.......###......|
|........###.....|
|.........###....|
|..........###...|
|...........###..|
|............###.|
|.............###|
|..............##|
\----------------/
024: /----------------\
|..............##|
|.............###|
|............###.|
|...........###..|
|..........###...|
|.........###....|
|........###.....|
|.......###......|
|......###.......|
|.....###........|
|....###.........|
|...###..........|
|..###...........|
|.###............|
|###.............|
|##..............|
\----------------/
025: /----------------\
|#...............|
|#...............|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|#...............|
|#...............|
\----------------/
026: /----------------\
|##............##|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
027: /----------------\
|##..............|
|##..............|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
028: /----------------\
|###.............|
|###.............|
|###.............|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
029: /----------------\
|####............|
|####............|
|####............|
|####............|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
|................|
\----------------/
02a: /----------------\
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Glosory:
Tile: MCD entry using Tile Images to define one placeable map item
(wall, floor, animated object).
Tile Set: colection of Tile's from one MCD file
Tile Image: pck image enterys used to make a tile
Terrain (set): A group of 1 to 5 Tile Sets used for a series of maps.
Map: A single .map file
Map Tile: a group of 4 tiles, each tile representing a ground, north,
west and content
Map Set: a group of map files with the same first 6 letters and
numberd 00 to 99 That all use the same terrain.
World Texture: the image used for geoscape quads representing real
world climates or sea depths
World Map set: a group of Map Sets that can be use on a specific World
Texture. (ie Farms on grass land.)
Ship Map: A single .map file for a UFO/USO with it's corispoinding
Terrain.
Default Ship: the original Ship Map from the Release version of
UFO/TFTD
Ship Set: a group of ship maps that are posible reandom replacments
for a single default ship. (terrain does not have to be the same)
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