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For those who may be interested...
this is what I found out about the tod file format.
Maybe someone can help me to fill the gaps.

number            variable type            description
of bytes    

4                integer                  number of solid objects
4                integer                  number of alpha objects
n                                         objects data (see below)

for each object:
4                integer                  ?
4                integer                  number of vertices
4                integer                  number of triangle vertices = 3 * number of triangles
4                integer                  texture id ?
32 * number of vertices                   vertex data (see below)
2 * number of triangle vertices           triangle data (see below)
4                float                    ?
4                float                    object width ?
4                float                    object length ?
4                float                    object height ?
4                float                    rotation angle around z axis (in radians) ?
4                float                    ?
4                float                    object center position x ?
4                float                    object center position y ?
4                float                    ?
4                float                    ?
                                        
for each vertex
4                float                    position x
4                float                    position y
4                float                    position z
4                float                    normal x
4                float                    normal y
4                float                    normal z
4                float                    texture coordinate u ?
4                float                    texture coordinate v ?

for each triangle
2                short integer            vertex index
2                short integer            vertex index
2                short integer            vertex index

For testing purposes I extracted and displayed the object meshes from the vietnamC1.tod and vietnamG1.tod files (I think from the vietnam expansion pack). See the pictures below.
 

post-52028-0-46424500-1418308327_thumb.jpg

 

post-52028-0-86432100-1418308346_thumb.jpg

 

 

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That's excellent! If we could make an easier to use 3rd party TOD file editor it would really help in making terrains look better!

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don't forget, those shown are NOT the stock TODs. The location and size of the buildings and trees show they're Stary's. His city items tend to be one or more very large groups of buildings, unlike the stock single buildings.

What isn't shown are the locations (x/y coordinates), that are only available in that particular tiles tod ini.

 

But still, a good find!!

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don't forget, those shown are NOT the stock TODs. The location and size of the buildings and trees show they're Stary's. His city items tend to be one or more very large groups of buildings, unlike the stock single buildings.

What isn't shown are the locations (x/y coordinates), that are only available in that particular tiles tod ini.

 

But still, a good find!!

 

Sorry, I don't understand what you want to say?

There is no difference between stock and modded TODs. Both have the same format. Both are created by the Terrain Editor and can be read by the game engine.

The object coordinates can be read from the TODs. In the format description above I named them "object center position x" and "object center position y".

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ah! I must have read over that part! 'Cause I don't see the actual x/y references in the display above.

 

this is what I meant:

 

 

[VIETNAMC1-RR.bmp]
ObjectCount=432
Object000.TypeName=BoxBuilding1
Object000.MapClass=0
Object000.Chance=100
Object000.PositionX=5.250000
Object000.PositionY=128.750000
Object000.Angle=0.000000
Object001.TypeName=BoxBuilding1
Object001.MapClass=0
Object001.Chance=100
Object001.PositionX=16.750000
Object001.PositionY=120.000000
Object001.Angle=0.000000
Object002.TypeName=BoxBuilding1
Object002.MapClass=0
Object002.Chance=100
Object002.PositionX=38.250000
Object002.PositionY=128.250000
Object002.Angle=0.000000
Object003.TypeName=BoxBuilding1
Object003.MapClass=0
Object003.Chance=100
Object003.PositionX=30.500000
Object003.PositionY=103.750000
Object003.Angle=0.000000
Object004.TypeName=BoxBuilding2
Object004.MapClass=0
Object004.Chance=100
Object004.PositionX=27.500000
Object004.PositionY=231.750000
Object004.Angle=0.000000
Object005.TypeName=BoxBuilding2
Object005.MapClass=0
Object005.Chance=100
Object005.PositionX=53.000000
Object005.PositionY=252.250000
Object005.Angle=0.000000
Object006.TypeName=BoxBuilding2
Object006.MapClass=0
Object006.Chance=100
Object006.PositionX=13.000000
Object006.PositionY=204.000000
Object006.Angle=0.000000
Object007.TypeName=BoxBuilding2
Object007.MapClass=0
Object007.Chance=100
Object007.PositionX=9.750000
Object007.PositionY=223.500000
Object007.Angle=0.000000
Object008.TypeName=FlatBuilding3
Object008.MapClass=0
Object008.Chance=100
Object008.PositionX=16.250000
Object008.PositionY=244.250000
Object008.Angle=0.000000
Object009.TypeName=FlatBuilding3
Object009.MapClass=0
Object009.Chance=100
Object009.PositionX=3.500000
Object009.PositionY=245.250000
Object009.Angle=0.000000
Object010.TypeName=FlatBuilding3
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Object010.Chance=100
Object010.PositionX=4.250000
Object010.PositionY=252.750000
Object010.Angle=0.000000
Object011.TypeName=FlatBuilding3
Object011.MapClass=0
Object011.Chance=100
Object011.PositionX=3.750000
Object011.PositionY=195.250000
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Object012.PositionX=62.750000
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Object013.PositionX=77.500000
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Object014.Chance=100
Object014.PositionX=53.500000
Object014.PositionY=236.500000
Object014.Angle=0.000000
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Object018.PositionX=38.000000
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Object019.MapClass=0
Object019.Chance=100
Object019.PositionX=107.250000
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Object020.TypeName=BoxBuilding3
Object020.MapClass=0
Object020.Chance=100
Object020.PositionX=96.500000
Object020.PositionY=229.750000
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Object021.PositionX=107.250000
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Object022.MapClass=0
Object022.Chance=100
Object022.PositionX=96.250000
Object022.PositionY=219.000000
Object022.Angle=0.000000
Object023.TypeName=BoxBuilding2
Object023.MapClass=0
Object023.Chance=100
Object023.PositionX=120.250000
Object023.PositionY=221.500000
Object023.Angle=0.000000
Object024.TypeName=BoxBuilding2
Object024.MapClass=0
Object024.Chance=100
Object024.PositionX=140.750000
Object024.PositionY=234.250000
Object024.Angle=0.000000
Object025.TypeName=LongBuilding1
Object025.MapClass=0
Object025.Chance=100
Object025.PositionX=125.500000
Object025.PositionY=252.750000
Object025.Angle=0.000000
Object026.TypeName=BoxBuilding1
Object026.MapClass=0
Object026.Chance=100
Object026.PositionX=139.750000
Object026.PositionY=242.000000
Object026.Angle=0.000000
Object027.TypeName=BoxBuilding1
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Object027.Chance=100
Object027.PositionX=98.500000
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Object028.Chance=100
Object028.PositionX=177.500000
Object028.PositionY=234.500000
Object028.Angle=0.000000
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Object030.PositionY=253.000000
Object030.Angle=0.000000
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Object031.MapClass=0
Object031.Chance=100
Object031.PositionX=168.000000
Object031.PositionY=245.750000
Object031.Angle=0.000000
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Object032.MapClass=0
Object032.Chance=100
Object032.PositionX=167.000000
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Object032.Angle=0.000000
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Object039.Angle=0.000000
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Object040.Chance=100
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Object040.Angle=0.000000
Object041.TypeName=FlatBuilding1
Object041.MapClass=0
Object041.Chance=100
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Object042.PositionY=210.750000
Object042.Angle=0.000000
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Object043.MapClass=0
Object043.Chance=100
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Object043.PositionY=244.500000
Object043.Angle=0.000000
Object044.TypeName=FlatBuilding1
Object044.MapClass=0
Object044.Chance=100
Object044.PositionX=243.500000
Object044.PositionY=253.250000
Object044.Angle=0.000000
Object045.TypeName=FlatBuilding1
Object045.MapClass=0
Object045.Chance=100
Object045.PositionX=209.000000
Object045.PositionY=129.500000
Object045.Angle=0.000000
Object046.TypeName=FlatBuilding1
Object046.MapClass=0
Object046.Chance=100
Object046.PositionX=211.250000
Object046.PositionY=135.750000
Object046.Angle=0.000000
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Object047.PositionY=142.750000
Object047.Angle=0.000000
Object048.TypeName=FlatBuilding1
Object048.MapClass=0
Object048.Chance=100
Object048.PositionX=217.750000
Object048.PositionY=152.000000
Object048.Angle=0.000000
Object049.TypeName=FlatBuilding1
Object049.MapClass=0
Object049.Chance=100
Object049.PositionX=221.000000
Object049.PositionY=157.500000
Object049.Angle=0.000000
Object050.TypeName=FlatBuilding1
Object050.MapClass=0
Object050.Chance=100
Object050.PositionX=223.500000
Object050.PositionY=162.250000
Object050.Angle=0.000000
Object051.TypeName=BoxBuilding1
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Object370.PositionY=247.250000
Object370.Angle=34.000000
Object371.TypeName=Tree1
Object371.MapClass=1
Object371.Chance=100
Object371.PositionX=106.000000
Object371.PositionY=141.000000
Object371.Angle=188.000000
Object372.TypeName=Tree1
Object372.MapClass=1
Object372.Chance=100
Object372.PositionX=106.250000
Object372.PositionY=142.500000
Object372.Angle=76.000000
Object373.TypeName=Tree1
Object373.MapClass=1
Object373.Chance=100
Object373.PositionX=99.250000
Object373.PositionY=145.250000
Object373.Angle=56.000000
Object374.TypeName=Tree1
Object374.MapClass=1
Object374.Chance=100
Object374.PositionX=109.250000
Object374.PositionY=144.750000
Object374.Angle=153.000000
Object375.TypeName=Tree1
Object375.MapClass=1
Object375.Chance=100
Object375.PositionX=107.000000
Object375.PositionY=146.500000
Object375.Angle=104.000000
Object376.TypeName=Tree1
Object376.MapClass=1
Object376.Chance=100
Object376.PositionX=111.500000
Object376.PositionY=108.250000
Object376.Angle=12.000000
Object377.TypeName=Tree1
Object377.MapClass=1
Object377.Chance=100
Object377.PositionX=115.250000
Object377.PositionY=108.000000
Object377.Angle=123.000000
Object378.TypeName=Tree1
Object378.MapClass=1
Object378.Chance=100
Object378.PositionX=98.000000
Object378.PositionY=83.250000
Object378.Angle=268.000000
Object379.TypeName=Tree1
Object379.MapClass=1
Object379.Chance=100
Object379.PositionX=129.250000
Object379.PositionY=86.500000
Object379.Angle=306.000000
Object380.TypeName=Tree1
Object380.MapClass=1
Object380.Chance=100
Object380.PositionX=121.250000
Object380.PositionY=53.500000
Object380.Angle=87.000000
Object381.TypeName=Tree1
Object381.MapClass=1
Object381.Chance=100
Object381.PositionX=119.000000
Object381.PositionY=54.000000
Object381.Angle=223.000000
Object382.TypeName=Tree1
Object382.MapClass=1
Object382.Chance=100
Object382.PositionX=115.000000
Object382.PositionY=53.750000
Object382.Angle=330.000000
Object383.TypeName=Tree1
Object383.MapClass=1
Object383.Chance=100
Object383.PositionX=111.250000
Object383.PositionY=67.500000
Object383.Angle=346.000000
Object384.TypeName=Tree1
Object384.MapClass=1
Object384.Chance=100
Object384.PositionX=113.250000
Object384.PositionY=67.500000
Object384.Angle=13.000000
Object385.TypeName=Tree1
Object385.MapClass=1
Object385.Chance=100
Object385.PositionX=134.750000
Object385.PositionY=70.000000
Object385.Angle=325.000000
Object386.TypeName=Tree1
Object386.MapClass=1
Object386.Chance=100
Object386.PositionX=132.500000
Object386.PositionY=73.000000
Object386.Angle=48.000000
Object387.TypeName=Tree1
Object387.MapClass=1
Object387.Chance=100
Object387.PositionX=130.500000
Object387.PositionY=63.500000
Object387.Angle=236.000000
Object388.TypeName=Tree1
Object388.MapClass=1
Object388.Chance=100
Object388.PositionX=121.000000
Object388.PositionY=3.500000
Object388.Angle=315.000000
Object389.TypeName=Tree1
Object389.MapClass=1
Object389.Chance=100
Object389.PositionX=74.500000
Object389.PositionY=4.250000
Object389.Angle=90.000000
Object390.TypeName=Tree1
Object390.MapClass=1
Object390.Chance=100
Object390.PositionX=78.750000
Object390.PositionY=5.250000
Object390.Angle=195.000000
Object391.TypeName=Tree1
Object391.MapClass=1
Object391.Chance=100
Object391.PositionX=89.750000
Object391.PositionY=18.750000
Object391.Angle=106.000000
Object392.TypeName=Tree1
Object392.MapClass=1
Object392.Chance=100
Object392.PositionX=86.500000
Object392.PositionY=26.000000
Object392.Angle=81.000000
Object393.TypeName=Tree1
Object393.MapClass=1
Object393.Chance=100
Object393.PositionX=86.500000
Object393.PositionY=38.250000
Object393.Angle=160.000000
Object394.TypeName=Tree1
Object394.MapClass=1
Object394.Chance=100
Object394.PositionX=91.250000
Object394.PositionY=44.000000
Object394.Angle=250.000000
Object395.TypeName=Tree1
Object395.MapClass=1
Object395.Chance=100
Object395.PositionX=68.250000
Object395.PositionY=36.750000
Object395.Angle=266.000000
Object396.TypeName=Tree1
Object396.MapClass=1
Object396.Chance=100
Object396.PositionX=65.750000
Object396.PositionY=31.000000
Object396.Angle=333.000000
Object397.TypeName=Tree1
Object397.MapClass=1
Object397.Chance=100
Object397.PositionX=27.750000
Object397.PositionY=60.500000
Object397.Angle=251.000000
Object398.TypeName=Tree1
Object398.MapClass=1
Object398.Chance=100
Object398.PositionX=25.500000
Object398.PositionY=58.500000
Object398.Angle=352.000000
Object399.TypeName=Tree1
Object399.MapClass=1
Object399.Chance=100
Object399.PositionX=24.750000
Object399.PositionY=56.750000
Object399.Angle=130.000000
Object400.TypeName=Tree1
Object400.MapClass=1
Object400.Chance=100
Object400.PositionX=31.250000
Object400.PositionY=60.000000
Object400.Angle=25.000000
Object401.TypeName=Tree1
Object401.MapClass=1
Object401.Chance=100
Object401.PositionX=31.000000
Object401.PositionY=56.500000
Object401.Angle=73.000000
Object402.TypeName=Tree1
Object402.MapClass=1
Object402.Chance=100
Object402.PositionX=29.000000
Object402.PositionY=55.750000
Object402.Angle=72.000000
Object403.TypeName=Tree1
Object403.MapClass=1
Object403.Chance=100
Object403.PositionX=27.000000
Object403.PositionY=55.500000
Object403.Angle=329.000000
Object404.TypeName=Tree1
Object404.MapClass=1
Object404.Chance=100
Object404.PositionX=52.250000
Object404.PositionY=38.000000
Object404.Angle=67.000000
Object405.TypeName=Tree1
Object405.MapClass=1
Object405.Chance=100
Object405.PositionX=47.000000
Object405.PositionY=36.750000
Object405.Angle=6.000000
Object406.TypeName=Tree1
Object406.MapClass=1
Object406.Chance=100
Object406.PositionX=50.000000
Object406.PositionY=56.500000
Object406.Angle=169.000000
Object407.TypeName=Tree1
Object407.MapClass=1
Object407.Chance=100
Object407.PositionX=54.500000
Object407.PositionY=58.250000
Object407.Angle=311.000000
Object408.TypeName=Tree1
Object408.MapClass=1
Object408.Chance=100
Object408.PositionX=13.750000
Object408.PositionY=34.750000
Object408.Angle=20.000000
Object409.TypeName=Tree1
Object409.MapClass=1
Object409.Chance=100
Object409.PositionX=8.500000
Object409.PositionY=89.750000
Object409.Angle=342.000000
Object410.TypeName=Tree1
Object410.MapClass=1
Object410.Chance=100
Object410.PositionX=9.250000
Object410.PositionY=85.500000
Object410.Angle=284.000000
Object411.TypeName=Tree1
Object411.MapClass=1
Object411.Chance=100
Object411.PositionX=11.000000
Object411.PositionY=83.750000
Object411.Angle=176.000000
Object412.TypeName=Tree1
Object412.MapClass=1
Object412.Chance=100
Object412.PositionX=3.250000
Object412.PositionY=79.500000
Object412.Angle=260.000000
Object413.TypeName=Tree1
Object413.MapClass=1
Object413.Chance=100
Object413.PositionX=3.000000
Object413.PositionY=77.250000
Object413.Angle=340.000000
Object414.TypeName=Tree1
Object414.MapClass=1
Object414.Chance=100
Object414.PositionX=3.500000
Object414.PositionY=75.250000
Object414.Angle=132.000000
Object415.TypeName=Tree1
Object415.MapClass=1
Object415.Chance=100
Object415.PositionX=6.750000
Object415.PositionY=79.250000
Object415.Angle=252.000000
Object416.TypeName=Tree1
Object416.MapClass=1
Object416.Chance=100
Object416.PositionX=6.500000
Object416.PositionY=76.000000
Object416.Angle=20.000000
Object417.TypeName=Tree1
Object417.MapClass=1
Object417.Chance=100
Object417.PositionX=18.750000
Object417.PositionY=86.250000
Object417.Angle=227.000000
Object418.TypeName=Tree1
Object418.MapClass=1
Object418.Chance=100
Object418.PositionX=18.500000
Object418.PositionY=83.000000
Object418.Angle=14.000000
Object419.TypeName=Tree1
Object419.MapClass=1
Object419.Chance=100
Object419.PositionX=17.250000
Object419.PositionY=80.500000
Object419.Angle=275.000000
Object420.TypeName=Tree1
Object420.MapClass=1
Object420.Chance=100
Object420.PositionX=15.250000
Object420.PositionY=79.750000
Object420.Angle=187.000000
Object421.TypeName=Tree1
Object421.MapClass=1
Object421.Chance=100
Object421.PositionX=11.000000
Object421.PositionY=80.000000
Object421.Angle=275.000000
Object422.TypeName=Tree1
Object422.MapClass=1
Object422.Chance=100
Object422.PositionX=15.250000
Object422.PositionY=87.250000
Object422.Angle=320.000000
Object423.TypeName=Tree1
Object423.MapClass=1
Object423.Chance=100
Object423.PositionX=13.500000
Object423.PositionY=89.000000
Object423.Angle=88.000000
Object424.TypeName=Tree1
Object424.MapClass=1
Object424.Chance=100
Object424.PositionX=11.750000
Object424.PositionY=90.000000
Object424.Angle=85.000000
Object425.TypeName=Tree1
Object425.MapClass=1
Object425.Chance=100
Object425.PositionX=61.250000
Object425.PositionY=76.250000
Object425.Angle=279.000000
Object426.TypeName=Tree1
Object426.MapClass=1
Object426.Chance=100
Object426.PositionX=61.500000
Object426.PositionY=77.750000
Object426.Angle=183.000000
Object427.TypeName=Tree1
Object427.MapClass=1
Object427.Chance=100
Object427.PositionX=14.500000
Object427.PositionY=102.000000
Object427.Angle=147.000000
Object428.TypeName=Tree1
Object428.MapClass=1
Object428.Chance=100
Object428.PositionX=19.250000
Object428.PositionY=101.000000
Object428.Angle=168.000000
Object429.TypeName=Tree1
Object429.MapClass=1
Object429.Chance=100
Object429.PositionX=11.500000
Object429.PositionY=108.000000
Object429.Angle=140.000000
Object430.TypeName=Tree1
Object430.MapClass=1
Object430.Chance=100
Object430.PositionX=52.500000
Object430.PositionY=168.500000
Object430.Angle=196.000000
Object431.TypeName=Tree1
Object431.MapClass=1
Object431.Chance=100
Object431.PositionX=54.000000
Object431.PositionY=166.250000
Object431.Angle=259.000000

 

 

 

that's what the inside of a tod ini looks like

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By the way, what das "ObjectXXX.Chance=100" in the tod.ini mean?

 

Back to the tod format:

I wonder why the object dimension, angle and position are in the tod file. For display purposes the vertex and triangle data should be sufficient.

Probably for height adjustment in the terrain or for collision detection? Are tod object collidable or destroyable?

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Neither collidable nor destroyable. Been a very large sore point with 99.9% of players since 2002.

 

Object Chance, is exactly what it says it is. TOD objects are present 100% of the time, as they are for all intents and purposes,  permanent terrain objects.

 

the position is the x/y coordinate for that particular tile; most probably, like the terrains themselves, measured from the lower left corner

the angle is the compass direction in degrees (north, 0, is always the "top" of the tile)

map class 0 is a "Solid Object"

map class 1 is an "Alpha Object" (obviously the tree tgas)

 

heights make no difference, as the TOD objects are always vertical with respect to the center of planetary mass (meaning: they point up no matter what the curves, ridges, valleys, mountains do. you can, and will, have things looking quite odd on hillsides at times)

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Object Chance, is exactly what it says it is. TOD objects are present 100% of the time, as they are for all intents and purposes,  permanent terrain objects.

 

Is the 100% probability always used for tod objects or are there also tod objects with a probability other than 100%?

I ask because a for me unknown data in the tod files always has the value 100, so maybe this data is this "chance" value.

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I think so. Every other tod ini I've seen (or created) always seems to have it

 

the only one that might be able to answer it is TK. But don't hold your breath

 

EDIT:

 

you made me look! Indeed, it IS adjustable, as shown below in the TE's object placement dialogue. But, what would be the point of having it randomly appear? One needs all the object present when placing the target objects, otherwise you may wind up with a factory with building growing out of the top or side?

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Some updated information about the tod file format:

number			variable type			description
of bytes	

4				integer				number of solid objects
4				integer				number of alpha objects
n									objects data (see below)

for each object:
4				integer				chance in % (probability of appearance)
4				integer				number of vertices
4				integer				number of triangle vertices = 3 * number of triangles
4				integer				number of triangles
32 * number of vertices					vertex data (see below)
2 * number of triangle vertices			triangle data (see below)
4				integer				0 = don't cast shadow and no shadow data follows, 1 = cast shadow and 292 bytes shadow data follows
0 or 292		73 floats ?				shadow data (8 vertices + additional information) ?
4				float					object width / 2
4				float					object length / 2
4				float					object height
4				float					rotation angle around z axis (in radians)
4				float					max. horizontal extension / 2
4				float					object center position x
4				float					object center position y
4				float/integer			0 ?
4				float/integer			0 ?
										
for each vertex
4				float					position x
4				float					position y
4				float					position z
4				float					normal x
4				float					normal y
4				float					normal z
4				float					texture coordinate u
4				float					texture coordinate v

for each triangle
2				short integer			vertex index
2				short integer			vertex index
2				short integer			vertex index

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The only missing/unknown parts are the exact format of the shadow data and the 8 bytes after the object center position (These 8 bytes were alway zero btw.). I think with the current info it should be possible to write a tod editor (at least for non shadow casting objects).

 

While I played with the terrain editor I found the following: If I placed y-trees on a tile the terrain editor created a tod file, whose format didn't matched my findings. So my question is: Has anyone created a tod file with y-trees? And does this tod file work in the game engine?

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MOST interesting finds there!!!

 

Mue, the Y-trees seem not to work any longer for me, with the 2006 version of TE


I wonder Mue if we could do some sort of (any popular 3D format here) converter to finally have real 3D custom objects as TOD files? Or as I see it, engine "on the fly" creates the meshes from TOD files? Hmmm... I got plenty of unused 3D stuff done for SF/SF2 that could have use of this

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MOST interesting finds there!!!

 

Mue, the Y-trees seem not to work any longer for me, with the 2006 version of TE

I wonder Mue if we could do some sort of (any popular 3D format here) converter to finally have real 3D custom objects as TOD files? Or as I see it, engine "on the fly" creates the meshes from TOD files? Hmmm... I got plenty of unused 3D stuff done for SF/SF2 that could have use of this

 

Thanks for the confirmation that y-trees don't work.

 

Yes, to write a converter for creating tod files should be possible. But currently I'm busy with another project.

 

What do you mean with "engine on the fly creates the meshes from TOD files". Can you explain it in more detail?

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Mue I might phrased it bit misleadingly but I think the engine populates the tiles with the TOD objects on the fly when the scene limits allow so -the terrains in the old pre NA format have statements about the maximum numbers of possible TOD objects spawned around player in the terrqain's _DATA.INI:

example here:

SolidObjectVertexCount=12288
SolidObjectIndexCount=18432
AlphaObjectVertexCount=8192
AlphaObjectIndexCount=12288

 

in my treemods I usually up these values twice or more as the draw ranges are now increased (via FLIGHTENGINE.INI DetailMeshSize= statements) to draw the TODs further away (thanks for your shaders too!) BUT when I lowered these values to zero I got no TOD objects, when it was small amounts only some of the meshes displayed on given corresponding tile. So I think the sim engine treats the TOD as more of objects data pool it uses to spawn the individual trees or buildings (or more accurately solidobjects and alphaobjects) on the given underlying tile, NOT as a single object- that also would make impossible to have the TODs populate slopes of any angle other than 0 degree of course.

What is the biggest unknown for me, and your data seems to indicate is possible is if the TODs can have real 3D vertices orientation, meaning allowing more complex shapes than cubic/box ones (that can be done with 2.5D engine)

As for "chance" value I do use it in some of my treemods for some buildings I for example don't want to spawn on every single tile in case that would create too obvious patterns. Say a barn near the field and such. That entry makes minimal usage though.

 

Sorry Mue if I didn't make myself clear, am bit sleepy today
 

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