Search found 33 matches
- 22 Aug 2007, 01:12
- Forum: Game Development
- Topic: Ripping Spring -> Supcom
- Replies: 16
- Views: 3397
Re: Ripping Spring -> Supcom
I was working on a TA2SupCom conversion toolset which currently spits out a baddly skinned model and some pseudo-lua for a TA unit. It is not complete since I've just started working as a programmer and simply dont have the time anymore. Try converting that animation to a static animation file. In f...
- 20 Aug 2006, 10:08
- Forum: Engine
- Topic: Xon new recorder new get/set script command.
- Replies: 4
- Views: 1157
- 28 Jul 2006, 18:34
- Forum: Engine
- Topic: Automatic COB -> C#/MSIL convertor
- Replies: 13
- Views: 1472
Converted Arm Advanced Radar Tower. Automatically converted model, texture file and the radar opening animation. The closing animation still requires fixing before it is properly extracted.
- 17 Jul 2006, 02:27
- Forum: Engine
- Topic: Automatic COB -> C#/MSIL convertor
- Replies: 13
- Views: 1472
- 16 Jul 2006, 20:22
- Forum: Engine
- Topic: Automatic COB -> C#/MSIL convertor
- Replies: 13
- Views: 1472
You might want to consider integrating basic support for that model and scripting format into spring as a part of your project. To be honest, getting Spring's model format working once SupCom's formats are done is in all likelyhood trivial compared to getting it working From TA -> SupCom in the 1st...
- 16 Jul 2006, 18:06
- Forum: Engine
- Topic: Automatic COB -> C#/MSIL convertor
- Replies: 13
- Views: 1472
Automatic COB -> C#/MSIL convertor
I've been working with dan (more recently wrote the tank viewer tools for Dungeon Siege) on a TA to SupCom conversion toolset . This is focused on translating; 3do -> scm. Done, Bone based model with UV texture mapping. textures. Not done, intends to merge all the textures and generate UV mapping in...
- 04 Mar 2006, 15:08
- Forum: Engine
- Topic: Windows Compilation From Source
- Replies: 20
- Views: 2586
- 04 Mar 2006, 15:03
- Forum: Engine
- Topic: Maybe I have a solution of linux floating point problem
- Replies: 11
- Views: 1788
Something like continuously resyncing the units going out of sync might be a solution tho, and if it works, I think it is the perfect solution. You will have to. Given 2 floatpoint values (float a,b), and preforming arbitary operations on them every frame in a consistant and repeating pattern, the ...
- 28 Feb 2006, 12:07
- Forum: Engine
- Topic: Maybe I have a solution of linux floating point problem
- Replies: 11
- Views: 1788
To insure cross-platform consistancy with floatpoint operations you must make sure the floatpoint control word is the same on all machines. this controls basicly everything about how the floatpoint engine in the CPU operates and is a part of the IEEE spec on floatpoint handling(well mostly) The defa...
- 28 Feb 2006, 11:55
- Forum: Engine
- Topic: Better audio format for sound effects
- Replies: 16
- Views: 2881
.wav files are used because they require zero processing to decompress them into a usable state(that is it is trivial to code and thus easy), and since they are normlal ultra short for most in-game sounds this is perfectly fine. The only reasonable sound library to use is fmod , it is free for freew...
- 11 Feb 2006, 06:53
- Forum: Engine
- Topic: Towards a New Animation Format. Very long.
- Replies: 30
- Views: 2574
I've got a working COB -> LUA decompiler and a partially built BOS -> LUA cross-compiler. You can get the COb->LUA decompiler, here . It still needs some work done on getting it to read various info from an xml file instead of hardcoding, as well as some exact targetting of the LUA->game engine bind...
- 03 Jan 2006, 03:39
- Forum: Engine
- Topic: To make things easy for modders...
- Replies: 23
- Views: 2702
Uhmmm... I find that *realy* offensive. I mean God dam it.. you hit rock bottom, something bothering you? My guess is the moron spouting babble about using SQL (a query language!) and a relational database to store flatfile information with very trivial cross-references for at most a few hundred en...
- 27 Nov 2005, 13:36
- Forum: Engine
- Topic: Free MS Compiler FOUND at last =)
- Replies: 16
- Views: 2031
Then just use mingw. :P Or Visual Studio 2005 Express (C++ managed or native/C#/J#/VB). Linky . Just Download the .img files, mount them with virtual CD software or burn them to CD and install off them. Thats all there is to it You said ├óÔé¼┼ôfree for one year├óÔé¼┬Ø ├óÔé¼ÔÇØ what does that mean, ...
- 11 Jun 2005, 11:54
- Forum: Engine
- Topic: Regarding the CSunParser object
- Replies: 8
- Views: 1616
- 27 May 2005, 18:27
- Forum: Engine
- Topic: Bug hunting
- Replies: 17
- Views: 3188
Yes you are totally right but I am using the visual studio 2005 beta and Microsoft seems to have changed their priorey_quean implementation. In the new version of the library the pointer is dereferenced during the call to pop, but as long as VC 2003 is the main development platform it should be fin...
- 25 May 2005, 16:26
- Forum: Engine
- Topic: AHHH "To many timers"!!
- Replies: 8
- Views: 1655
Sounds like someone needs to scan the code for start_time_profile commands, and find out where the missing end_time_profile command is. Or have start_time_profile return an structure which has a destructor which calls end_time_profile(then a quick check to prevent end_time_profile from being called...
- 16 May 2005, 14:29
- Forum: General Discussion
- Topic: To hell with high-poly models
- Replies: 28
- Views: 4257
So, optimizing the pathfinding is key here. Obviously the machine can handle the drawing of the screen as you can move the camera around, but unit lag should be focused on what those units are doing. I wouldnt be suprised if it was the pathfinding. But I want to get my hands on a proper profiler 1s...
- 16 May 2005, 13:55
- Forum: Engine
- Topic: Spring Construction Set Update
- Replies: 11
- Views: 1914
GAF is just... wrong in so many ways. :P *shudders I wrote a GAF viewer, but got stuck when trying to make a GAF maker. The GAF format is such a horrible system, it should inspire horror with all who work with it. If you need some code to parse COB or BOS files I think I have some C# code which doe...
- 13 May 2005, 10:37
- Forum: Game Development
- Topic: Spring unit classes
- Replies: 4
- Views: 2016
- 12 May 2005, 19:38
- Forum: Game Development
- Topic: Spring unit classes
- Replies: 4
- Views: 2016
Spring unit classes
Currently Spring forces units into a number of classes. The classes listed are in order of importance. Unit class #1 will always trump unit class #2, a unit can only belong to a single unit class. <class type>; <what the class does>, <triggers which cause the unit to be assigned to the class> Metal ...