TA3D is an attempt to bring TA into the world of true 3D, it is being developed by those who love to still play TA, and is by no means being backed by any large corporation. It is being developed in our spare time by a bunch of hobbiest programers with a love for the game.
That means TA3D uses resources from original Total Annihilation:
- to run in light configuration you`ll need:
totala1.hpi for resources and totala2.hpi for maps.
totala2.hpi can be replaced with any *.ufo,*.hpi,*.gp3 map or mappack.
(this will allow playing with TA set of units)
- to run in normal configuration you`ll need:
totala1.hpi for resources, totala2.hpi for maps, and ccdata.ccx from TA: Core Contingency CD.
(this will allow playing with TA: Core Contingency set of units)
totala2.hpi can be replaced with any *.ufo,*.hpi,*.gp3 map or mappack
several map/mapppacks can be in /ta3d/ folder at the same time
- to run in custom configuration you`ll need:
totala1.hpi for resources and any map/mappack.
Feel free to experiment with different mods (place mod resource files in /ta3d/ folder).
All TA formats are supported.
Note:do not use several different mods in the same time.
TA3D compatibility with mods hasn't been tested fully yet (it is only v.0.4.0), so the game might crash because, but the main goal is full compatibility with Total Annihilation and it`s mods.
Some mods may need a small correction before using in TA3D, that`s because of many "hack" stuff used for overriding original TA engine in some cases. TA3D have no need in such things, and modders will be able to adapt their mods in a couple of minutes.
TA3D runs on following platforms:
Windows 32bits
Windows 64bits
Linux 32bits (x86)
Linux 64bits (x86_64)
Official Site of TA3D: http://ta3d.sourceforge.net/
Feel free to post any suggestions and bugs info in our forum!
Use the menu on top of the page to browse help.
Modders support
TA3D is modders-friendly. Some of TA3D features are listed below.
1. Sky texturing
There are several sky types in TA3D. You can change texture, speed, texturing style in ta3d/sky/ *.tdf files.
Just open with any text editor.
2. Model changing
Now it`s easy to change models in TA3D !
TA3D supports all TA model formats and have own - 3dm. This format stores model information and texture in one file.
There are 3dmeditor.exe always in /ta3d/ directory. 3dmeditor support *.asc *.3do *.3ds models, converting them in *.3dm format. Also 3dmeditor allow texturing (adding alpha-channel for transparency), scaling, and much more.
When loading, TA3D looks if there is a replacement model for TA resources (*.3dm then *.3do), it will look for a file named [the_file.gaf]-[the_image_name].3do/3dm in the objects3d directory.
If you want to make a model for the metal01 image in moonmetal.gaf you'll have to call it moonmetal-metal01.3dm for TA3D to load it instead of the gaf image. You can also use one model for more than one image. There are a feature in TA3D to load an alternate model when reading a file, like a link, the first byte of the file must be set to 0 then the name of the replacement model in the form: objects3d\model_name.3dm (it must be a 3dm!!).
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