Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Development Thread #07 - Platoon##.OOB files explained

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Campaign Series: Middle East 1948-1985 >> Development Thread #07 - Platoon##.OOB files explained Page: [1]
Login
Message << Older Topic   Newer Topic >>
Development Thread #07 - Platoon##.OOB files explained - 9/29/2015 6:07:52 AM   
Crossroads


Posts: 17372
Joined: 7/5/2009
Status: offline
Development Thread #07 - Platoon##.oob files explained

There's already a lot of questions regarding the platoon data, so better get this one started too. As always, any questions just ask!

Why is this important? The game ships with a NoEncryption option (-X launch command for me.exe), so it is perfectly possible to modify the values and then enjoy the game play (vs. AI only).

  • Related reading: A Dev Diary written for JTCS2.0 on adding units with -X option is available HERE

    Note: Unit Viewer reads the unencrypted OOB files from /OOBs folder, and not the encrypted OBX files. It is your best friend when modifying platoon data.
    Note: Use JSGME! The game is very delicate to erroneous data. You have been warned.

    So here goes. First, a set of Egyptian units as they appear in the Unit Viewer, with SA-6 SAM selected:



    Here's the snippet of Platoon23.oob file as visible in the Unit Viewer listbox, with the SA-6 SAM selected in bold font:

    P238037 2 4 2 33 0 0 75 22 4 2 3 3 14 18 0 1 11 96 P238036 4 48 0 8195 72 24 48 1 56 12 0 0 0 Truck w/20mm AA Gun , Truck SPAAG Gun , 20mm SPAA Gun
    P238001 4 4 2 33 0 0 80 45 5 2 3 3 18 19 0 1 284 97 P238001 4 48 0 8195 72 24 52 1 85 12 2 1 1 BTR 40A w/14.5mm AAMG , BTR-40A SPAAMG , 14.5mm SPAAMG
    P238002 2 4 2 33 0 0 80 45 5 2 3 3 18 19 0 1 284 97 P238001 4 48 0 8195 72 24 52 1 85 12 2 1 1 BTR 40A w/14.5mm AAMG , BTR-40A SPAAMG , 14.5mm SPAAMG
    P238003 4 4 2 33 0 0 75 22 4 2 3 3 18 18 0 1 11 185 P238003 4 48 0 8195 72 24 61 1 85 12 0 0 0 GAZ-66 w/ZU-23-2 23mm AA Gun , GAZ-66 SPAA Gun , 23mm SPAA Gun
    P238004 2 4 2 33 0 0 75 22 4 2 3 3 18 18 0 1 11 185 P238003 4 48 0 8195 72 24 61 1 85 12 0 0 0 GAZ-66 w/ZU-23-2 23mm AA Gun , GAZ-66 SPAA Gun , 23mm SPAA Gun
    P238005 4 3 3 33 0 0 50 30 18 1 4 1 32 20 0 0 13 9 P238005 5 33 0 8195 8 24 71 1 85 12 3 1 1 ZSU-23-4 23mm SPAA Gun , ZSU-23-4 , Shilka
    P238006 2 3 3 33 0 0 50 30 18 1 4 1 32 20 0 0 13 9 P238005 5 33 0 8195 8 24 71 1 85 12 3 1 1 ZSU-23-4 23mm SPAA Gun , ZSU-23-4 , Shilka
    P238007 4 3 2 35 0 0 50 30 28 1 4 1 15 20 0 1 13 8 P238007 5 33 0 8195 8 24 61 1 85 12 3 2 2 ZSU-57-2 57mm SPAA Gun , ZSU-57-2 ,
    P238008 5 3 2 35 0 0 50 30 28 1 4 1 15 20 0 1 13 8 P238007 5 33 0 8195 8 24 61 1 85 12 3 2 2 ZSU-57-2 57mm SPAA Gun , ZSU-57-2 ,
    P238009 4 0 3 100 0 0 44 22 14 1 4 1 31 21 0 0 329 36 P238009 4 33 16 8323 0 1048592 71 1 85 12 3 1 1 SA-6 Gainful SAM , SA-6 ,
    P238010 2 0 3 100 0 0 44 22 14 1 4 1 31 21 0 0 329 36 P238009 4 33 16 8323 0 1048592 71 1 85 12 3 1 1 SA-6 Gainful SAM , SA-6 ,
    P236001 3 2 2 40 0 0 80 37 6 3 3 3 29 6 0 0 53 98 P236001 2 40 0 3 88 4194825 48 1 65 12 2 1 1 Marmon-Herrington Mk III Armoured Car , Marmon-Herrington ,
    P236002 3 2 2 40 0 0 73 37 6 3 3 3 29 6 0 0 171 99 P236002 3 40 0 3 88 4194825 48 1 65 12 2 1 1 Marmon-Herrington Mk IV Armoured Car , Marmon-Herrington ,
    P236003 2 3 2 40 0 0 72 24 7 2 3 3 29 6 0 1 171 100 P236003 4 40 0 1 88 2097167 48 1 65 12 2 1 1 Humber IV Armoured Car , Humber IV ,
    P236004 2 3 4 35 0 0 88 56 14 2 4 3 29 6 0 1 278 101 P236004 4 40 0 3 88 4194825 48 1 65 12 5 3 2 Staghound I Armoured Car , Staghound I ,
    P236005 6 2 2 40 0 0 80 50 6 3 3 3 4 6 0 0 335 16 P236005 3 168 0 3 88 4194825 61 1 85 12 3 1 1 BRDM-1 , BRDM-1 ,
    P236006 4 2 2 40 0 0 80 50 6 3 3 3 4 6 0 0 335 16 P236005 3 168 0 3 88 4194825 61 1 85 12 3 1 1 BRDM-1 , BRDM-1 ,


    Parameters Available

    #1 : platoon id <- Platoon ID: P + Nation ID + four digit identifier
    #2 : strength <- Strength, typically from 1 to 6, no of vehicles or guns, or for infantry 1 SP = half-a-squad
    #3 : assault <- Assault factor
    #4 : defend <- Defence factor
    #5 : firingcost <- Firing cost in action points, of 100 available in the beginning of turn
    #6 : loadingcost <- Loading cost in action points
    #7 : unloadingcost <- Unloading cost in action points
    #8 : speed <- Road / max. speed
    #9 : xcspeed <- Cross-country speed
    #10 : weight <- Weight in tons
    #11 : pressure <- Ground pressure
    #12 : concealment <- Concealment factor
    #13 : movesound <- Pointer to movement OGG file when sounds enabled
    #14 : firesound <- Pointer to weapon + explosion sounds
    #15 : countercell2d <- Pointer to 2D counter used for this particular unit
    #16 : basecell3d <- Pointer to 3D unit base used for this particular unit
    #17 : animate <- Animation available
    #18 : type1d <- Pointer to NATO icon (generic sheet for all nations)
    #19 : type2d <- Pointer to 2D unit icon (nation specific sheet)
    #20 : bitmap3d <- Pointer to 3D sheet containing the six facings
    #21 : points <- Victory Points available per each Strength point
    #22 : moveflags <- Flag indicating movement capabilities of the particular unit type
    #23 : carryflags <- Flag indicating carrying capabilities
    #24 : fireflags <- Flag indicating targeting capabilities
    #25 : otherflags <- Flag (tbc)
    #26 : moreflags <- Flag (tbc)
    #27 : startyear <- First year unit available
    #28 : startmonth <- Month per above
    #29 : stopyear <- Last year unit available
    #30 : stopmonth <- Month per above
    #31 : frontmod <- AFV front armor, when Armored Facing option = ON
    #32 : sidemod <- AFV side armor
    #33 : rearmod <- AFV rear armor
    #34 : name <- Long unit name
    #35 : short <- Short unit name
    #36 : nick <- Nick name, often not used

    < Message edited by Crossroads -- 9/29/2015 9:00:47 AM >


    _____________________________

  • Post #: 1
    RE: Development Thread #07 - Platoon##.OOB files explained - 9/29/2015 6:15:46 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    Platoon ID (Parameter #1)

    PLATOON CODES
    Jason Petho – November 5, 2014

    PXX0001 – PXX0999 Tanks, Light Tanks, Self-propelled Gun (as SU-100)
    PXX1001 – PXX1999 Artillery (Self-propelled and towed)
    PXX2001 – PXX2999 Infantry (All types)
    PXX3001 – PXX3999 Headquarters (All types)
    PXX4001 – PXX4999 Leaders (All types)
    PXX5001 – PXX5999 Off-map Airplanes (All types)
    PXX6001 – PXX6499 Reconnaissance Vehicles (Armoured Cars, Recce Jeeps, etc)
    PXX6500 – PXX6799 Helicopters and ON MAP aircraft (All types)
    PXX6800 – PXX6999 Naval Units (Boats, Landing Craft, etc)
    PXX7001 – PXX7999 Transport units (All types of Trucks, APC’s, IFV’s, etc)
    PXX8001 – PXX8499 Antiaircraft (Self-propelled, towed, man portable)
    PXX8500 – PXX8799 Spare
    PXX8800 – PXX8999 Misc Buildings, special units (Factories, News Crews, etc)
    PXX9001 – PXX9499 Antitank (Self-propelled, towed, man portable)
    PXX9500 – PXX9999 Spare

    XX code? Nation ID.

    France (08)
    UK (09)
    Pro-West (14)
    Israel (22)
    Egypt (23)
    Iraq (24)
    Jordan (25)
    Syria (26)
    Lebanon (27)
    Pro-East (28)
    Libya (29)
    Algeria (30)

    < Message edited by Crossroads -- 9/29/2015 7:20:22 AM >


    _____________________________


    (in reply to Crossroads)
    Post #: 2
    RE: Development Thread #07 - Platoon##.OOB files explained - 9/29/2015 6:15:55 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    Here, then are the Movement and Weapon parameters:



    Movement Categories (parameter #13)

    0movement* - Foot infantry
    1movement* - Fully tracked vehicles
    2movement* - Horse-drawn vehicles
    3movement* - Medium and heavy trucks
    4movement* - Cars, ligth armored cars and light trucks
    5movement* - Horses (mounted units)
    6movement* - Motorcycles
    7movement* - Half-tracks
    8movement* - Motorboats
    9movement* - Paddled boats
    10movement* - Ski units
    11movement* - Bicycles
    12movement* - Propeller-driven aircraft
    13movement* - Ships, ferries, landing barges
    14movement* - Jet aircraft
    15movement* - Trains and rail units
    16movement* - Canine (Scout dogs, mine dogs)
    17movement* - Helicopter, single rotor two blades
    18movement* - Helicopter, single rotor three or more blades
    19movement* - Helicopter, single rotor piston engine
    20movement* - Helicopter, tandem rotor
    21movement* - Aerosans

    Note: * refers to a running number, from 0 up to what ever the variety of sound files present. For instance: 0movement0.ogg, 0movement1.ogg, 0movement2.ogg, and so forth.



    Weapon Categories (parameter #14)
    Note: a corresponding *explosion*.ogg must be available as well

    Infantry
    -------------------------------------------------
    27weapon* - Bolt action rifles
    0weapon* - Selected-fire and automatic fire rifles
    1weapon* - Submachine guns
    2weapon* - High rate of fire medium machine guns
    3weapon* - Light and medium machine guns
    4weapon* - Heavy machine guns
    13weapon* - Anti-tank rifles
    28weapon* - Flame throwing equipment
    33weapon* - Snipers

    Mortars
    -------------------------------------------------
    5weapon* - Light and medium mortars (-90mm)
    6weapon* - Heavy mortars (90mm+)

    Rockets and missiles
    -------------------------------------------------
    16weapon* - Rocket artillery incl. multiple rocket launchers
    25weapon* - Man-portable recoilless rocket launchers
    30weapon* - Man-portable recoilless guns and rifles
    31weapon* - Missiles, incl. anti-tank and surface-to-air missiles

    Artillery
    -------------------------------------------------
    7weapon* - Light artillery (-75mm)
    8weapon* - Medium artillery (75mm to 120mm)
    9weapon* - Heavy artillery (120mm+)

    Note: Includes self-propelled artillery

    Tank main guns and anti-tank guns
    -------------------------------------------------
    29weapon* - Light anti-tank guns, tank main guns (-40mm)
    10weapon* - Medium anti-tank guns, tank main guns (40mm to 75mm)
    11weapon* - Medium anti-tank guns, tank main guns (76mm to 105mm)
    12weapon* - Heavy anti-tank guns, tank main guns (105mm+)
    17weapon* - Special purpose or very heavy anti-tank guns, tank main guns (AVRE, Sturmmörser, etc)

    Anti-aircraft weapons
    -------------------------------------------------
    14weapon* - Light anti-aircraft guns (-40mm)
    15weapon* - Medium anti-aircraft guns (40mm+)
    18weapon* - Twin/triple/quad anti-aircraft guns
    32weapon* - Minigun machine guns and rotary cannons

    Note: Heavy anti-aircraft guns used in anti-tank role should use a respective anti-tank gun category.


    Airstrike Weapon Categories
    Note: an Airstrike Weapon sound effect consist of first an engine sound then a weapons-firing sound in same sound file.
    A matching *explosion* sound required as well for the resulting explosions.

    19weapon* - Fighter aircraft (propeller driven)
    20weapon* - Ground attack aircraft (propeller driven)
    21weapon* - Dive bombers (propeller driven)
    22weapon* - Anti-tank aircraft (propeller driven)
    23weapon* - Biplanes, arty spotters (propeller driven)
    24weapon* - Medium and heavy bombers (propeller driven)
    26weapon* - Jet aircraft

    Note: On-map aircraft should use Movement + Weapon sound combinations.



    Sounds.DAT

    These parameters work hand in hand with the Sounds.DAT file, at /data subfolder. Here's the first five rows of the said file:

    quote:

    5 4 5 5 5 3 2 2 3 2 2 3 5 1 2 3 3 3 1 2 2 1 1 1 1 3 1 5 1 2 1 1 3 1 0
    5 4 2 2 1 2 1 5 1 1 1 1 5 1 1 1 1 3 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0
    4 1 1
    3 5 7 6
    0 0 0 0


  • The first row are the Weapon sounds and how many the game takes into account. The first value is "5", so the game will rotate between 0Weapon[0-4].OGG, and so forth.
  • Second Row: Movement sounds. The second value on second row is "4", so the game will rotate betwenn 1Movement[0-3].OGG, and so forth.

  • Note there are more OGG files for each category than specified in the Sounds.DAT. This is done on purpose, so you can alter the sounds if you so choose, by manipulating either the file names or Sounds.DAT to allow for more tunes per value.




    < Message edited by Crossroads -- 10/3/2015 11:49:39 AM >


    _____________________________


    (in reply to Crossroads)
  • Post #: 3
    RE: Development Thread #07 - Platoon##.OOB files explained - 9/29/2015 6:16:00 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    Placeholder

    _____________________________


    (in reply to Crossroads)
    Post #: 4
    RE: Development Thread #07 - Platoon##.OOB files explained - 9/29/2015 6:21:10 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    Placeholder

    _____________________________


    (in reply to Crossroads)
    Post #: 5
    RE: Development Thread #07 - Platoon##.OOB files explained - 4/10/2018 2:19:16 AM   
    TAIL_GUNNER

     

    Posts: 248
    Joined: 6/14/2004
    Status: offline
    #25 : otherflags <- Flag (tbc)
    #26 : moreflags <- Flag (tbc)


    Can you tell us more about these flags and what they do?

    (in reply to Crossroads)
    Post #: 6
    RE: Development Thread #07 - Platoon##.OOB files explained - 4/10/2018 3:48:37 AM   
    Jason Petho


    Posts: 15009
    Joined: 6/22/2004
    From: Terrace, BC, Canada
    Status: offline
    They are flags where one codes special abilities, like AAA firing, or engineering tasks, etc.

    _____________________________


    (in reply to TAIL_GUNNER)
    Post #: 7
    RE: Development Thread #07 - Platoon##.OOB files explained - 6/8/2019 11:06:52 AM   
    LittleBen


    Posts: 40
    Joined: 1/17/2009
    Status: offline
    Yes and it seems to be based on the power of 2, or binary concept, but we should know a little more to create correct new units...

    (in reply to Jason Petho)
    Post #: 8
    RE: Development Thread #07 - Platoon##.OOB files explained - 6/9/2019 9:34:12 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline

    quote:

    ORIGINAL: LittleBen

    Yes and it seems to be based on the power of 2, or binary concept, but we should know a little more to create correct new units...

    I'd recommend to select the values from a unit already existing that is similar in its capabilities to what you are adding. The flag setup is quite complex as it is. So that'd be the easiest way to do this.

    _____________________________


    (in reply to LittleBen)
    Post #: 9
    RE: Development Thread #07 - Platoon##.OOB files explained - 6/9/2019 10:56:07 AM   
    LittleBen


    Posts: 40
    Joined: 1/17/2009
    Status: offline
    Yes, I'm not stupid...the fact is that I want to take the platoons of West Front and to put them into CSME, because I really like West Front, but I really like what you have done with ME. I have read all I have found on this forum, and I must say you really explained well the things. I think I may do it even if it's quite a job, but in fact the most part is to change the platoon numberings...nevertheless as they are Panther V in ME too, I have seen that some values changed. The load and unload cost, easy it's just that in WF, we couldn't load a Panther, the years and months, obviously with the date….The NATO and Icons number, easy too, it's just that you have put an enormous number of new NATO symbols… Remains the digging and targetting, number 25 and 26, they are more complex ones...But effectively I may put the same number of something which looks like the same..

    < Message edited by LittleBen -- 6/9/2019 11:29:07 AM >

    (in reply to Crossroads)
    Post #: 10
    RE: Development Thread #07 - Platoon##.OOB files explained - 6/9/2019 11:34:42 AM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline
    quote:

    ORIGINAL: LittleBen

    Yes, I'm not stupid...the fact is that I want to take the platoons of West Front and to put them into CSME, because I really like West Front, but I really like what you have done with ME. I have read all I have found on this forum, and I must say you really explained well the things. I think I may do it even if it's quite a job, but in fact the most part is to change the platoon numberings...nevertheless as they are Panther V in ME too, I have seen that some values changed. The load and unload cost, easy it's just that in WF, we couldn't load a Panther, the years and months, obviously with the date….The NATO and Icons number, easy too, it's just that you have put an enormous number of new NATO symbols… Remains the digging and targetting, number 25 and 26, they are more complex ones...But effectively I may put the same number of something which looks like the same..

    LittleBen, I was referring to flag values when recommending copying them over, they have also not changed from JTCS as such, while new flags have been added. The Panther flag values hence should work. The flag system is way complicated was all I was saying.

    As for the new NATO icon etc values, there are Panthers in French CSME OOB iirc, so you could copy the values from there. Also, on your manuals folder, there's a pdf listing and explaining all NATO symbols.

    Hope this helps.

    Edit: here they are: ...\Campaign Series Middle East\manual\NATO Symbols Explained. There's a BMP with NATO icons numbered, and then the PDF explaining each one.

    < Message edited by Crossroads -- 6/9/2019 11:36:29 AM >


    _____________________________


    (in reply to LittleBen)
    Post #: 11
    RE: Development Thread #07 - Platoon##.OOB files explained - 6/9/2019 12:36:55 PM   
    LittleBen


    Posts: 40
    Joined: 1/17/2009
    Status: offline
    Yes I have seen all that, since 2 weeks I read all you have published since...many many years… I didn't know all that, I used to play this game in the 20th century :)

    But thanks a lot for all you have done !!!

    (in reply to Crossroads)
    Post #: 12
    RE: Development Thread #07 - Platoon##.OOB files explained - 6/9/2019 12:47:51 PM   
    Crossroads


    Posts: 17372
    Joined: 7/5/2009
    Status: offline

    quote:

    ORIGINAL: LittleBen

    Yes I have seen all that, since 2 weeks I read all you have published since...many many years… I didn't know all that, I used to play this game in the 20th century :)

    But thanks a lot for all you have done !!!

    You're quite welcome! And keep those questions coming, we are all happy to answer them

    _____________________________


    (in reply to LittleBen)
    Post #: 13
    RE: Development Thread #07 - Platoon##.OOB files explained - 6/9/2019 8:42:45 PM   
    LittleBen


    Posts: 40
    Joined: 1/17/2009
    Status: offline
    I spent some hours dealing with those #22 #23 #24 #25 and #26...yes I though at first some of them were really simple, but in fact they follow the same pattern. In fact I didn't know they were so many special abilities. You're really driving this game in the outer space. Until two hours I never heard "Daisy Cutter" !!! I think it's really time for me to read the manual carefully !!!

    (in reply to Crossroads)
    Post #: 14
    Page:   [1]
    All Forums >> [New Releases from Matrix Games] >> Campaign Series: Middle East 1948-1985 >> Development Thread #07 - Platoon##.OOB files explained Page: [1]
    Jump to:





    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts


    Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

    3.344