This mod let you play "Classic TA", which brings the unit set, balance, models, scripts, and stats to the one of the Old Official Original Total Annihilation (OTA). Note that changes hard coded into the engine, such as auto radar targetting, can't be disabled by a mod so remain in this Classic TA mod.


To make that file I:

- Unpacked Totala1.hpi, BTdata.ccx, CCdata.ccx, Rev31.gp3, and the .ufo of the six last cavedog units.
- Merged their contents, making sure that the overwriting followed the priority: Totala1.hpi > BTdata.ccx > CCdata.ccx > Rev31.gp3 > 6 last units
- Deleted /AI/
- Deleted /Anims/ (but recreated it later for cursors)
- Deleted /Bitmaps/
- Deleted /Bitmaps-French/
- Deleted /Bitmaps-German/
- Deleted /Bitmaps-Italian/
- Deleted /Bitmaps-Spanish/
- Deleted /Camps/
- Deleted all the contents of /Features/ save /Features/All Words/ (Dragon Teeth) and /Features/Corpses/ (Units wreckages)
- Deleted /Fonts/
- Deleted /Guis/*.FNT
- Deleted /Palettes/
- Deleted everything that is not a .COB inside /Scripts/ Anyway the .bos and .h left by the Cavedoggies were wrong.
- Deleted /Textures/ (not before converting them)
- Deleted everything that is not a .FBI inside /Units/

To make a standalone data file, you would need to:
- Recreate /Anims/ and add in it all the cursor*.bmp from taenheter.ccx
- Unpack all the /Textures/*.gaf into /UnitTextures/tatex/*.bmp with GafDump.exe -B
- Add /UnitTextures/tatex/teamtex.txt (list of textures that are team color) from taenheter.ccx

This would made a file that alone contains everything needed. However, since there's already /base/tacontent.sdz and /base/tatextures.sdz, sounds, cursors, unitpics, and textures don't need to be included anymore. So I:
- Removed /Anims/
- Removed /Sounds/
- Removed /UnitPics/
- Removed /UnitTextures/

Spring doesn't require all that was in /Gamedata/ so I:
- Removed /Gamedata/AllSound.tdf
- Removed /Gamedata/BuildInfo.tdf
- Removed /Gamedata/Category.tdf
- Removed /Gamedata/Help.tdf
- Removed /Gamedata/Los.tdf
- Removed /Gamedata/Meteor.tdf
- Removed /Gamedata/Translate.tdf
- Removed /Gamedata/UnitView.tdf
- Removed /Gamedata/Version.tdf
- Removed /Gamedata/Weapons.tdf
- Cleansed /Gamedata/SideData.tdf of all the GUI info

- In TA, the sidedata.tdf buildtree is overwritten by the *.gui buildtree. Therefore, the buildtree of the seaplants defined inside rev31.gp3 /gamedata/sidedata.tdf is not followed, and instead TA follow the buildtree of the seaplants defined in CCdata.ccx /guis/ArmPlat1.gui and CorPlat1.gui. Difference include the hawk/vamp instead of the freedom fighter/avenger, and the regular air cons instead of the seaplane air cons. Similarly the the Core Cons Sub was replaced by the Core Cons Ship. And the seaplane cons and hover cons built some adv factories they shoudn't. Spring followed the sidedata.tdf instead of the *.gui, and so the buildtree was wrong. To fix that problem I modified /gamedata/sidedata.tdf so as to reflect the TA buildtree we're accustomed to.

- Added SmoothAnim=1; in every /units/*.fbi
- Added an Armor.txt (that I kinda completly forgot previously)
- Added modinfo.tdf so it's easily selecteable online as a mod.
- Added the FBI tags for tracks in all land units. Requires KbotTrack.bmp, KrogTrack.bmp, SpidTrack.bmp and VehTrack.bmp in \bitmaps\tracks\
- Changed Core Gimp (CoreAmph) MovementClass from TANKHOVER3 to TANKSH2 to avoid "Inconsistent move data ground 14 Gimp TANKHOVER3" message

- Modified Armor.txt so it contains all units
- Added AvoidFriendly=0; and CollideFriendly=0; to all weapons.

