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Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Mods

Post by FolCan »

Does this version work with Ta mods and stuff already?
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Poorly. Some optimizations and modifications are necessary.
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Is it just xta or is it severly funky in spring only?
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ephillips
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Joined: 23 Aug 2004, 16:58

Post by ephillips »

Has anyone managed to get TA:AA running on spring yet? (e.g. you caydr) - thats easily the best mod around along with TA:FF
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FolCan
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Post by FolCan »

IF you run spring.exe you can choose to start with Starwars script i wonder what thats all about
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SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

File system work mostly as TA so it shouldnt be that hard to get a mod working. Biggest difference is that you need to extract unit textures into bmps from the gafs. (Check inside taenheter.ccx to see how to place them)

Swta script is a bit like test script but with swta units (assumes that you have installed swta correctly into the spring folder of course)
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FolCan
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Post by FolCan »

What directory do you put the units in just the root ?
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sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

I put my totala1 and totala2 hpi files in the Spring directory. Spring ran, but apparently didn't use them--none of my modifications were there.
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Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

The taenheter.ccx, being a .ccx file, overrides normal .hpi files. Thus, most of everything was being used from XTA.
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The Grand Poobah
Posts: 35
Joined: 13 Mar 2005, 00:12

Post by The Grand Poobah »

If someone could modify TA:M to work with Spring that would easily give us access to dozens of the most popular mods.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

No it wouldn't. Trust me.
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TotalAnnihilator
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Joined: 27 Apr 2005, 21:16

Post by TotalAnnihilator »

UTASP Doesnt work.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Post by smoth »

what the sy's say is true
just extract the bmp files and re-rez it

I am testing this now.
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smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Post by smoth »

well, textures are all extracted. All in the unittextures folder like y'all have it. Now, it was also complaining about a missing zaku.cob. So I rewrote the zeon zaku commander to use the zaku.cob.

now spring loads then freezes when I try to start. Fun enough, there is no error report it is a true freeze.
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Sean Mirrsen
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Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

Actually, they all have to be in the unittextures\tatex folder, AND - one more thing - they have to be appropriately named. (I think this was covered somewhere already, I'll just post this for those that don't know)

That is:
Every non-animating texture must have a '00' added to the end of the name.
Every frame of an animating texture (or a set of logo textures) must be named like TextureNameXX, where XX is the frame number beginning with 00 The GAF builder exports them as TextureName_XX, with XX beginning with 01 - this is incorrect and will not be read by the engine.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Use Gaf Dump, does it for you.
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Neuralize
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Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Links are always nice. http://www.planetannihilation.com/bsr/tools.html .

Would be nice if Spring was just coded to read gafs.
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Storm
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Joined: 12 Sep 2004, 22:23

Post by Storm »

That's a 404, Neuralize...
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sparkyhodgo
Posts: 128
Joined: 24 Feb 2005, 19:05

Post by sparkyhodgo »

What program that I apparently don't have are you guys using on that .ccx file? Is it Corel Somethingorother?
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FolCan
Posts: 190
Joined: 23 Apr 2005, 09:39

Post by FolCan »

.ccx is core contegince xpansion i think

dont you use the same prog that you open the hpi (normal Ta files with)
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