Mods

Mods

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
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Mods

Post by FolCan » 27 Apr 2005, 01:40

Does this version work with Ta mods and stuff already?
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Caydr
Omnidouche
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Post by Caydr » 27 Apr 2005, 07:52

Poorly. Some optimizations and modifications are necessary.
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra » 27 Apr 2005, 07:54

Is it just xta or is it severly funky in spring only?
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ephillips
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Post by ephillips » 27 Apr 2005, 08:51

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 » 27 Apr 2005, 08:57

IF you run spring.exe you can choose to start with Starwars script i wonder what thats all about
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SJ
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Post by SJ » 27 Apr 2005, 10:35

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 » 27 Apr 2005, 10:38

What directory do you put the units in just the root ?
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sparkyhodgo
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Post by sparkyhodgo » 27 Apr 2005, 13:56

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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Post by Sean Mirrsen » 27 Apr 2005, 16:54

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
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Post by The Grand Poobah » 27 Apr 2005, 20:46

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
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Post by Caydr » 27 Apr 2005, 21:06

No it wouldn't. Trust me.
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TotalAnnihilator
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Post by TotalAnnihilator » 27 Apr 2005, 21:18

UTASP Doesnt work.
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smoth
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Post by smoth » 27 Apr 2005, 22:35

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
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Post by smoth » 27 Apr 2005, 22:51

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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Post by Sean Mirrsen » 27 Apr 2005, 22:57

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
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Post by Caydr » 27 Apr 2005, 23:58

Use Gaf Dump, does it for you.
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Neuralize
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Post by Neuralize » 28 Apr 2005, 00:10

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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Post by Storm » 28 Apr 2005, 00:30

That's a 404, Neuralize...
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sparkyhodgo
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Post by sparkyhodgo » 28 Apr 2005, 02:10

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
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Post by FolCan » 28 Apr 2005, 02:26

.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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