Contents |
Mod development
Mods, next to Maps, is the content used in Spring.
A mod is simply a combined file containing a small structure of files and directories holding all the data required.
Mod Development wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.
Almost the entire mod developing is the creation of units. Which isn't an easy job.
Information about the creation of units are everywere, but not combined.
This is a gathered list of all Tutorials and helpfull forums threads I could find:
General
- Mod Development
- Mod specification
- What do I need to create a mod
- Simple Mod Tutorial
- Freely available and reusable content/games/mods
- tools & software for make :map mod unit
Unit Development
Automated Mod Creation
- TA2Spring - Automatically adds and converts Total Annihilation unit packs (.ufo files, etc..) into Spring mods (requires a base modification for the game rules, XTA is recommended)
Models - s3o Files
- UpSpring, our second-gen import / export / rigging / animation tool.
- Maestro's tutorial of Upspring and textures.
- Basic s3o unit making guide
- Simple Mod Tutorial
- UV Mapping in Wings3D
- Wings UV Mapping Tutorial
- Saving polygons in Wings3d Tutorial
- Greeble Tutorial 1
- Greeble Tutorial 2
- various things about unit making. (Also contains an illustrated alpha-channel tut)
- Runecrafter's 3DS Max UV Mapping Tutorial
- Argh's UpSpring Easy Workflow Guide
- Trouble-shooting s3o units
Models - 3do Files
outdated model format used by OTA
(Note: UpSpring has some problems with empty objects and groundplates)
- use UpSpring and 3doBuilder to edit those files
Scripting and Animation - COB/BOS Files
To edit those you need a program/compiler. The most famous one is Scriptor http://jobjol.nl/1384
- Units0:.bos some examples
- COB_Overview
- COB_Animation
- COB_Callins
- COB_Constants
- COB_Threads
- COB_HitByWeaponID
- PlanetAnnihilation has a nice tutorial
- Units:LuaCOB - how to interface COB with LUA
- Mod Development:Calling basic CEGs from COB
- GPL-compliant sourcecode, scripting code examples, and other things.
- servo write skeleton position is not a complete tool;
servo is mandatory for make complex move :not orthonal; servo is only an helper ,same a office suite for write .fbi .tdf ,but dont teach yu or made the work itself; servo is a bit wrong but seems usefull; that help if yu mastering the .bos
understand : with servo yu mov a leg and set a flag that write the position in a .bos but its "move now" that isnt a clean usage! yu need to rewrite all with accelerate and speed synthax and just keep the coordiantes; because if not yur legs go instanly at the followong position and than yu will need a smothanim=1;(in .fbi) but it is a kind of antialiasing that load the gpu (i think so but maybe its false);
dowload here : http://www.speedyshare.com/504293933.html
Units - FBI Files
Weapons - TDF Files
- Weapon Variables : This is the most up to date
- Units:WeaponMainDir
- Units:Weapons : Various informations about the weapontypes (uncompleted)
- Weapon datatype list : All weapon variables min/max/default values and datatypes listed.
- Weapons:Antinukes: All about antinukes.
