Total (automated) Annihilation A Planetary Annihilation Commander and a Total Annihilation Commander. Stick them on a planet together, who will win? Let's find out! The aim of this mod will be to create a full, working implementation of all Total Annihilation (TA) Units within Planetary Annihilation (PA), by converting the TA data directly. This means where possible, all models, textures and units will come directly from the TA data files without modification. Some elements will not be possible to convert automatically (explosions/effects and most likely animations), and these will have to be manually made and included. Progress Progress Update #1
Nice. Don't be afraid to repurpose PA models/art though. The stats are what really give it that TA feel.
Wrote some batch scripts so I have it going in one click now. Still lots to do; many fields in the unit blueprint aren't supported yet, and ammo blueprints aren't generated. Audio is not done either, or effects & animations. The steps that are perfomed are: A. Extract Extracts totala1.hpi, ccdata.hp1 & rev31.gp3 to a folder using HPIDump Extracts the contents of all .GAF files within the "anims" and "textures" folders, extracted in step 1, using GAFDump Using a custom script, renames some textures that belong to a sequence (specifically, removes the sequence number from the first image of each sequence). B. Convert Using a custom converter, reads in all .3DO files from the "objects3d" folder extracted in step A1, and using the textures extracted in A2, outputs a .papa file with corresponding diffuse, mask and material textures. Using a custom script, reads all .FBI files in the extracted units folders and generates a .json unit blueprint Using a custom script, reads all .TDF files in the extracted weapons folders and generates a .json weapon blueprint For each unit in step B2, find the corresponding build pic and convert it to .PNG format, using ImageMagick. C. Build This step compiles the output of the Covert step in the appropriate folder structure for Planetary annihilation.
Stats, graphics and sound interplay to give something a "feel". Just think of all the different starting pistols in FPS games.
Not dead! Obviously not playable, but the Unit Database lets me easily review the blueprints after I've generated them, to see what's missing/bugged.
It would be really awesome if I can see my big bertha firing from a planet to an enemy base on moon. Loved to see their recoil and energy drained on every shot (actually that is was I expect from holkings)
Use the blender importer/exporter: https://forums.uberent.com/threads/rel-blender-importer-exporter-for-papa-files-v0-5.47964/ You'll want to first read up on the papa model requirements: https://forums.uberent.com/threads/reference-models-textures.48081/