Forum Discussion
14 Replies
- Nyerguds6 years agoHero+
There's no such thing. The buildings in the game don't even have consistent scale compared to each other. Everything is scaled purely with balancing and ease of reading its function in mind. The internal measurement unit in the game doesn't help either; in the source code it's called a "lepton", and it means "1/100th of a cell". There is no correlation anywhere with real life measurements.
- Volkov_mk26 years agoNot applicable
Even knowing that https://tvtropes.org/pmwiki/pmwiki.php/Main/UnitsNotToScale fully apples. I'm just looking for a close enough measure so I can reasonably recreate

- dcom676 years agoNot applicable
Well if you use the people as a rough guide you could lay down two of them to one cell .
Figure a person is roughly 6 ft tall gives you a cell size of 12ft
A TD map of 62 cells wide x 12 ft = 744 ft wide , for a full map it would be 744 ft w X 744 ft h =553,536 sqft
A RA map of 126 cells wide x 12 ft = 1512 ft wide , 1512w x 1512h = 2,286,144 sqft
- Volkov_mk26 years agoNot applicable
That might be helpful.
While we're all here, how hard is it to insert a unit from one game, such as the RA1 supply truck, into the other? And have it be placeable in editor and playable/functional in game.
- dcom676 years agoNot applicable
it appears units are hard coded into the remastered editor
Im not sure why the Truk doesn't appear in the TD remastered Its got the image files in the Meg files.
But it is not listed in the units in the meg files. I even tried just changing it into an ini and my game crashed.
- Nyerguds6 years agoHero+@dcom67 A person is as tall as a Howitzer artillery in this game though. Scales are all over the place.
- dcom676 years agoNot applicable
True , and i didn't say it was perfect.
But the buildings are 3 or 4 cells wide so that would make them roughly 36 to 48 ft wide.
Gun turrets, Obelisk are 1 cell wide so that would make them roughly 12 ft
And the Units are for the most part scaled to fit into one cell.
Seems sorta plausible to me if you have to have a scale .
- Volkov_mk26 years agoNot applicable
Is there perhaps some way to use Visual Studio to add/enable the supply truck?
- dcom676 years agoNot applicable
Well i did manage to stop the game from crashing, although it isn't visible , and had to manually enter it into the INI , because the editor doesn't know a Truk type
I added the truk to CNCBUILDABLES.XML and stuck that into my mods folder
user~/Documents/CnCRemastered/Mods/Tiberium Dawn/Data/XML/OBJECTS/UNITS/
and i didn't find the truk in the source code for TD although i found the demolition truck in RA source
I'm sure it could be added via the source code , but i don't have VS installed
I'm not sure where the supply truck was used in TD , i searched through all the General.Mix files and cant find any mention of truk other than it was used for a trigger name
although the images are in the TD textures .
Data/ART/TEXTURES/SRBG/TIBERIUM_DAWN/UNITS/TRUK.ZIP 31 images
- Volkov_mk26 years agoNot applicable
It's looking more and more like I'll need to learn coding to get everything I want.