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Re: BWD file tags

Posted: Wed May 06, 2009 5:24 pm
by quota4stupid
It's not terribly useful, but I think I've about figured out the DTBL chunk. As best I can tell so far, it seems to just give counts for certain information in the rest of the BWD (ie: the total number of OBJ & TSK chunks, the number of OBJ chunks in a REPR, etc) and is generated automatically by WASM. I'll post the format when I finish decoding it.

I can't remember which thread I read this in, but I remember Skyfaller at one stage asking which chunks could be discarded - I reckon this one tops the list ;-)

Re: BWD file tags

Posted: Fri Jul 31, 2009 11:46 am
by Skyfaller
On different planets, you get different speeds out of your mech. Did we ever find out where the movement speed multiplier is stored?

I'd like to know because I'd like to store the engine rating instead of the walking movement points in the .MEK files. This would legalize all engine ratings on mechs, provided they can hold the tonnage, instead of allowing only integer multiples of the mech's tonnage. The other use would be to allow underwater mechs whose engine rating need not be changed. Instead, we would use a smaller movement rate.

I think falling speed is set in the gravity of the PLNT chunk, but where is the movement multiplier?

Re: BWD file tags

Posted: Fri Jul 31, 2009 6:17 pm
by quota4stupid
Skyfaller wrote:On different planets, you get different speeds out of your mech. Did we ever find out where the movement speed multiplier is stored?

I'd like to know because I'd like to store the engine rating instead of the walking movement points in the .MEK files. This would legalize all engine ratings on mechs, provided they can hold the tonnage, instead of allowing only integer multiples of the mech's tonnage. The other use would be to allow underwater mechs whose engine rating need not be changed. Instead, we would use a smaller movement rate.

I think falling speed is set in the gravity of the PLNT chunk, but where is the movement multiplier?
I would have guessed that gravity would affect it (based on the idea that in a higher gravity environment, the mech engine have to do more work to move the mech and so achieve a lesser top speed). Other possibility is the "coefficient of friction" field in PLNT (although according to the docs that's just meant to determine the max steepness of an incline that you can climb). Haven't had a chance to test out either of these theories as yet.

Re: BWD file tags

Posted: Fri May 27, 2011 10:06 am
by Tim.A
Hm. These files labels seem a little like the ones I'm getting. I extract them using MechVM using right-click->Export as XML and these are the results (in the download link). Are these normal? It seems like I'm exporting half a file. :?

Please note that this is just one that I picked at random then uploaded.

Re: BWD file tags

Posted: Sun May 29, 2011 4:43 pm
by Sir MMPD Radick
yup, that is a normal BWD file. Mechvm converts the file into an XML format so it is easier to read

Re: BWD file tags

Posted: Fri Jun 24, 2011 7:28 pm
by Tim.A
Sir MMPD Radick wrote:yup, that is a normal BWD file. Mechvm converts the file into an XML format so it is easier to read
Really? From what I was reading here, it seems that I'm thinking about one file and everyone here is thinking about another.

Re: BWD file tags

Posted: Thu Oct 15, 2015 9:19 pm
by navbuoy
OK looking at the Dummy.WTB like mentioned before it is a root node which serves as a joint to hinge all rotations off of. It appears on all major joints knees and hips, etc..

Re: BWD file tags

Posted: Mon Jul 10, 2017 11:47 am
by navbuoy
I think the first set of values for the OBJ tag are mixed around on the list - The Collision type contains the values mentioned in the Parent Id (FFFF) The Parent Id is usually a previous ID (lower number) that a child object is tied to and from there all translations, rotations, etc are based off of that as an origin point.
So the Collision type list must be for another value unless of course there are slight differences in Mercs? :roll: