Thanks that post is quite helpful.
The validation that there is no 1-1 translation is even more helpful!
Search found 47 matches
- 06 May 2013, 01:07
- Forum: Game Development
- Topic: Porting old TA (ufo units) weapons to spring
- Replies: 4
- Views: 1275
- 05 May 2013, 15:09
- Forum: Game Development
- Topic: Porting old TA (ufo units) weapons to spring
- Replies: 4
- Views: 1275
Porting old TA (ufo units) weapons to spring
I have some old units in ufo format and I am trying to port them in spring. I have a bit of a issue with the weapons. I consulted this page: http://springrts.com/wiki/Units-WeaponDefs to find what are the valid types and strings for weapons. I am getting a bit confused to what corresponds to the old...
- 15 Apr 2013, 18:23
- Forum: Art & Modelling
- Topic: Problem with shadow in-game
- Replies: 10
- Views: 2553
Re: Problem with shadow in-game
That's neat!
I guess my approach is useful if you don't want to pack the units in a mod, but that shouldn't be too difficult
I guess my approach is useful if you don't want to pack the units in a mod, but that shouldn't be too difficult
- 13 Apr 2013, 17:42
- Forum: Art & Modelling
- Topic: Problem with shadow in-game
- Replies: 10
- Views: 2553
Issues with translating from spring 82 to 94
I noticed that when I put the unit definition flag: 'hoverattack = true' the default state of a gunship becomes to stay airborne. Is there another flag to retain gunship functionality but force landing at the end of the attack? -- Ignore this! It was lua script hidden somewhere I have been translati...
- 13 Apr 2013, 03:50
- Forum: Art & Modelling
- Topic: Problem with shadow in-game
- Replies: 10
- Views: 2553
Re: Problem with shadow in-game
It was the normals, thanks!
- 12 Apr 2013, 21:56
- Forum: Art & Modelling
- Topic: Problem with shadow in-game
- Replies: 10
- Views: 2553
Re: Problem with shadow in-game
I ve uploaded two models (s3o, textures and scripts, unit defs just in case).
https://www.dropbox.com/s/eiikr8t74kboid7/models.zip
Thanks!
https://www.dropbox.com/s/eiikr8t74kboid7/models.zip
Thanks!
- 12 Apr 2013, 17:54
- Forum: Art & Modelling
- Topic: Problem with shadow in-game
- Replies: 10
- Views: 2553
Problem with shadow in-game
I am trying to resurrect some old models from a spring 82 mod to spring 94. In the old version the model was working fine. In the new version when I set shadows = on, at spring preferences, I get a black model in-game. If I set shadows = off then the model is fine. I tried adjusting the green channe...
- 20 Jun 2011, 21:46
- Forum: Balanced Annihilation
- Topic: Experience stats from 250+ replays
- Replies: 67
- Views: 14606
Re: Experience stats from 250+ replays
This is quite interesting. I don't see why we cannot model these data to provide a robust balancing mechanism for building new units. I presume that given particular type of unit, weapons, etc we could have an equation to provide a suggestion for resources that modders could choose to follow. Potent...
- 20 Sep 2010, 01:34
- Forum: Game Development
- Topic: Simple tool to correct animations when resizing units
- Replies: 2
- Views: 665
Re: Simple tool to correct animations when resizing units
Is it again the default linear constant * new scaling factor?
- 20 Sep 2010, 01:21
- Forum: Game Development
- Topic: Simple tool to correct animations when resizing units
- Replies: 2
- Views: 665
Simple tool to correct animations when resizing units
Here is a simple tool to update all "move to" commands in bos scripts when you scale a 3do or s3o file. If for instance you scale a unit in upsring by 1.2 (for all x, y, z; essentially making it 20% bigger) all "move to" animations break and need to be manually corrected by multi...
- 19 Sep 2010, 11:39
- Forum: Game Development
- Topic: Help with unit weapon
- Replies: 6
- Views: 953
Re: Help with unit weapon
The high flighttime was all that was needed, thanks! Now I need to tweek the accuracy a bit to make sure that it can actually hit something... :) Saktoth's solution gave me the idea of making models for different "rock" sizes that could be used as projectiles. I suspect a randomisation bet...
- 18 Sep 2010, 21:40
- Forum: Game Development
- Topic: Help with unit weapon
- Replies: 6
- Views: 953
Help with unit weapon
I m trying to make a rather strange unit. The concept is that it is build like a VTOL, flies to the target area, shoots itself to the ground, becoming immobile and then acting like a volcano. The unit is setup as two different fbis, one for the flying unit and one for the stationary ground unit. I n...
- 17 Sep 2010, 13:51
- Forum: Art & Modelling
- Topic: AO baked ground plates for your mod!
- Replies: 88
- Views: 31286
- 17 Sep 2010, 11:57
- Forum: Art & Modelling
- Topic: AO baked ground plates for your mod!
- Replies: 88
- Views: 31286
Re: AO baked ground plates for your mod!
Makes sense... probably too much coding for something that can be done relatively fast manually. If you have done them already, is it possible to upload the AO plates for: armaap, armalab, armap, armavp, armhp, armlab, armshltx, armvp, coraap, coralab, corap, coravp, corgant, corhp, corlab, corvp Es...
- 17 Sep 2010, 11:16
- Forum: Art & Modelling
- Topic: AO baked ground plates for your mod!
- Replies: 88
- Views: 31286
Re: AO baked ground plates for your mod!
That did the trick, thanks! I wonder if there could be a way to detect moving parts and not produce an AO for those... Think about arm kbot lab, that once activated there is black area in the middle. I ll try to see if there is a way to do that using the animation scripts. EDIT: Probably not, as the...
- 17 Sep 2010, 02:22
- Forum: Art & Modelling
- Topic: AO baked ground plates for your mod!
- Replies: 88
- Views: 31286
Re: AO baked ground plates for your mod!
When I tried to bake using the old groundplate I got the following error. It seems to happen when you try to combine the two groundplates. Definition type is fbi fbi parsed armaap.fbi plate sizes parsed successfully! 9 7 512 objtype 3do ARMAAP wtf reading 3do (1, 102, 52, 6, 0, 32768, 0, 52, 0, 57, ...
- 16 Sep 2010, 19:28
- Forum: Art & Modelling
- Topic: AO baked ground plates for your mod!
- Replies: 88
- Views: 31286
Re: AO baked ground plates for your mod!
I ll have a look when I go back home and check again. I tried to bake the typical OTA buildings (from BA) and the result didn't have the default groundplate. Though I suspect I know what I did wrong. I guess I should copy the original groundplate texture in the unittextures folder so that the python...
- 16 Sep 2010, 09:21
- Forum: Art & Modelling
- Topic: AO baked ground plates for your mod!
- Replies: 88
- Views: 31286
Re: AO baked ground plates for your mod!
In your example pics it seems that you have AO baked plates and the normal plates for the factories, or is it my impression?
How did you do that, did you just photoshop the plate or somehow you have both plates in the unitdef?
How did you do that, did you just photoshop the plate or somehow you have both plates in the unitdef?
- 15 Sep 2010, 20:17
- Forum: Art & Modelling
- Topic: AO baked ground plates for your mod!
- Replies: 88
- Views: 31286
Re: AO baked ground plates for your mod!
I had to reinstall xNormal. Not sure why...
Anyway, it worked this time and the effect is great! Thanks
Does it look for parts of the model that are below surface or does it consider only what is on y=0? I already noticed that it ignores parts y>0
Anyway, it worked this time and the effect is great! Thanks
Does it look for parts of the model that are below surface or does it consider only what is on y=0? I already noticed that it ignores parts y>0
- 15 Sep 2010, 17:40
- Forum: Art & Modelling
- Topic: AO baked ground plates for your mod!
- Replies: 88
- Views: 31286
Re: AO baked ground plates for your mod!
I gave it a try and I got the following error: Definition type is fbi fbi parsed armafus.fbi objtype s3o header: (0, 45.0, 100.0, -0.089204363524913788, 30.0, 0.054122611880302429, 52, 0, 54683, 54699) working on: armafus.fbi vertices: 1459 parts: 16 found .obj in xml found .obj in xml found .bmp in...