TMODataCopierReadme

TMODataCopier-Version1Readme By RAF_ROY
made for use with EAW 1.28b exe Tmod.dat

What it does

TMODataCopier- is made for use with EAW 1.28b Release version Tmod.dat file

the program makes a copy of an existing data slot in the TMOD.dat and puts that in a new data slot in TMOD.dat
this means your Tmods will use the data for that slot

It just can set new records for those objects in TMOD.dat

It can also name and set the 3dz model header pointer for the skin for the model and also copy the the 3dz to the new deired TMOD # name and skin rename for the GRND# slot appropriately

the possible options for slots to copy are from 1 to 255

to avoid compatibility issues it is recommended to use it to only make new slots for Tmods greater than the 74 default by the 1.28b

so this means you can have extra slots enable for use of your Tmods




The program GUI runs in a loop and has 3 different main operational modes or functions

triggered by either the A or B or C button

and an additional "Copy TMOD.dat back to root to use again" function by the D button

to Exit the program press Exit button

A button and function

"TMOD data make new plus files"

A button

This function does all that B does plus what C does

I built this elaborate 'plus files' feature mainly for use to make a new record slot,(Which is same as using the B button) and code a 3DZ for it and add a skin, (which is same as the C button) , all at the same time.

It does not need to be used necessarily every time, as once you have the new TMOD record number you want and a primary 3DZ for it done in the output folder, you can use the C button to just set up the additonal 3DZ and/or skins for the model

B button and function

"TMOD data new slot only"

B button

This function's basic use is to simply copy an existing record in the Tmod.dat to a new 'slot' or record.
that is all it does

This means you can use that TMOD number slot in game if you have the proper named Tmod 3dz files

It uses a Tmod.dat you place in the program's root folder for the input file

It copies the slot you select and writes it to a new slot in the output Tmod.dat which it will write in the "tmodataoutput" folder

if any previous Tmod.dat is present in the "tmodataoutput" folder it will be overwritten without warning
so be sure to save your Tmod.dat or move it back to the root if you want to add another record to it
for convenience you can use the D button to do that also later (which also makes a Tmod.dat.bak file backup of your old root Tmod.dat)

The program does this output each time for each record so if you want to reuse the Tmod.dat you make move it back to the root folder

C button and function

"3DZ and/or Skin only"

C button

This takes a 3DZ file you select, names it for the new record slot you select, and codes a new header pointer in it for the skin

It also gives you the select skin option, which will rename the skin you choose to the proper GRND(x). name used by convention

(It does not give only a skin option without selecting a 3DZ, as I did not create the program just to be a file renamer)

It does not make a Tmod.dat record

D button

"Copy TMOD.dat back to root to use again"

D button

This copies the Tmod.dat file if present in the "tmodataoutput" output folder back to the program's root folder to use again

You need to do this each time if you wish to keep adding more and more record slots to a Tmod.dat , since the "tmodataoutput" output Tmod.dat will only contain a copy of the original Tmod.dat obtained from the root folder, with the addition of the single new record line you made.

But you must be Warned; The Tmod.dat in your root folder will be overwritten so make sure you have a backups!

Everytime you run a A or B button function the Tmod.dat present in the "tmodataoutput" folder it will be overwritten without warning

so be sure to save your Tmod.dat or move it back to the root if you want to add another record to it

Exit button

EXIT button

This exits the program

automatic Tmod.dat.bak feature

When the program GUI is initially launched, each time, it will backup the Tmod.dat in the root folder as "tmod.dat.bak"
A prompt is provided for the options you have to overwrite or not the old .bak file

The easiest case you just select "Skip" to skip the backup if you wish to keep your existing .bak backup file as is

Your Tmod.dat in the root will not be changed, in any case, by this feature, just copied to the named .bak if desired

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input and output folders

The program makes 2 folders if they do not exist

"tmodsinput" is for the input 3DZ files and Skins, so place your input files there

"tmodataoutput" is for the output

The only exceptions to this is the program needs in it's root folder your Tmod.dat file

what it does not do

It does not edit actual tmod 3dz objects, nor does it edit Tardata.dat nor the EAW_ttd.dat files used by EAW to place target objects on the map

Tutorial 1 - A button

Tutorial for the "TMOD data make new plus files"

A button

which does all that B does plus what C does

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OK this first example I will take a Tmod42 which is halftrack US from Ray's pre-release SPAW

files and place that as a TMOD75
which is the first open slot in the 1.28b after default
(since slots used are from the default Tmod.dat included in 1.28b are 1 - 74)

Using the Tmod.dat extracted from the 1.28b Release Data.cdf

I've included MrJelly's 3dHeadFind.exe tool with this package so you can see the header pointers

the 3DZ files use to the skins for the models easily.

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Launch my program and select the A Button - "TMOD data make new files plus" option

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next the "Tmod / data line (Decimal#) to copy" box opens

- Enter 68 for the data record line (which is a 'house' in 1.28b) to copy

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next, in the "new Tmod.dat (decimal) slot" box

- Enter 75 which will be the slot for the new record

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next, the "Select TMOD .3DZ to use for slot" prompt box opens

Here I've selected a 3DZ I wish to use for the slot
It happens to be a Halftrak US from Ray's SPAW prerelease which is happens to be named Tmod42_h.3dz

I've choosen the Tmod42_h.3dz file

You'll see later that this file in the output folder will be renamed properly for the new slot 75

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The next prompt is the "extension for output" box

_H is the default that will be used unless you change it, but you do need something here as if you leave it blank your file would be named; TMOD75.3DZ

This function is primarily made for when you want to select a particular 3dz object file to use for the model, but you want to change it as the output type.

This allows you to quickly choose different model types from files as you like.

The subject of 3dz tmods and skins is beyond this tutorial but basically EAW uses a _H for the close-in view model seen in game, _L for long-distance, _D for damaged close or hi-res view, and _S for the shadow file.

Swapping these around with the proper header pointer string and skin allows different views for objects in game. But you have to know a bit more about how the game uses these files to do more complex tricks for your add-ons.

However for many simple models it is fairly simple, if you just stick with using the same as the original 3dz uses.

In any case you need one of the complete strings in here, _H or _L or _D or _S (including the underscore character),

.. in this case example I use the _H

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Next prompt "d,ds,s for for skin pointer?" may seem a bit confusing.
What it is is to append to the name string that will be written into the pointer header in the

3dz file you selected.
If you leave it blank no additional string will be added to the pointer.
In this case as can be seen in Jel's '3DZ Header finder' program included pic the existing .3dz

model I chose has simply in the header pointer string TMOD42.PCX
that is what i want to keep in this case so I leave it blank.
Thus TMOD75.PCX is the string my output .3dz file header pointer will be coded with.

This option is very useful for specifying the pointer string to use in the new file, so you can swap existing models and skins around if you have a bit of EAW editing knowledge.

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Next the name in the original pointer string is shown

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-Note; as a backup feature - if a 3DZ in the output folder by name name was already pre-existing

it will be renamed with the original name plus a generated string of numbers, just to make it unique.

Note that this only applies to 3dz not the Tmod.dat in output folder or skin files

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Ok then you see the message that the Tmod slot was done and the 3DZ

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(These previous prompts (for relative applicable steps) are similar in the other B or C Program

options)

At this point you have the "Skin Copy Option" message and option appear.
Note the warning.
Be sure to remove any Skin with same name as your end product (GRND(x).tpc or whatever

extension) in the output folder first as it will be overwritten by any new you make.
Choose Yes to use the option, or no if not. If no then all steps here done, and you will be

return to the Main GUI again.

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Ok now we have the "Select Skin to use for slot" prompt

This is where you select the Skin file (usually a .tpc) NOT a .3DZ

(Remember That.. as I still make the mistake a lot .. since the boxes similar)

here I've selected the TMOD42.tpc file

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You'll see a message box that the Tmod skin was processed and renamed for the new slot

like all output from the program it is placed in the "tmodataoutput" folder

Press Ok and you are done, you will return again to the program's GUI screen

end

Finishing up;

once you have a new slot Tmod.dat and TMOD(X)_H.3DZ and pointing to your primary skin
you simply repeat for the _L skin or other but just using the program's

C button "3DZ and/or Skin only"

since you don't need to make a new Tmod.dat you don't need to use A button

to complete your TMods, process all files needed and place any additon files into a folder with your new Tmod.dat, and put in EAW

then as long as you have that object coded (say TMOD100) in one of your scenario files (either Tardtata.dat for targetable objects or EAW_TTD.dat for terrain tile appearing objects) or by default 1.28b files
(i.e you copied a slot 1 "Oil Plant" slot to slot 68 to replace the "Housel" slot), it will appear in game

And of course depending on the 3DZ and skins you use what is supposed to appear there is up to you.

It is best really to only copy existing slots to new slots outside the 1-74 range, or you may get snafus to do with the default skins files and also can lose the original slot data since it will be overwritten.
But that is up to you!

Good Luck!

Custom tricks

There are a lot of ways to do custom tricks using thi program and some TMod object knowledge with a mix of files.

Like for example you can easily make damaged objects appear as the normal view by simply select to use a 3DZ made for damage,
(say filenamed Tmod42_d.3dz) enter at the "extension for output" prompt;
_H
then it will be renamed _H which is for the normal or close-in Hires view in game

then you would enter for the pointer at the "d,ds,s for the skin pointer?" box ;
d
or whatever skin file it is supposed to point to that is damaged

then do the same for L

now when you go in game you will see the damaged object skin

also you can often change shadow skins this way, unless they don't have a pointer in them