Mods
Moderator: Moderators
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
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)
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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- Posts: 128
- Joined: 24 Feb 2005, 19:05
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
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- Posts: 35
- Joined: 13 Mar 2005, 00:12
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.
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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- Posts: 578
- Joined: 19 Aug 2004, 17:38
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.
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.
Links are always nice. http://www.planetannihilation.com/bsr/tools.html .
Would be nice if Spring was just coded to read gafs.
Would be nice if Spring was just coded to read gafs.
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- Posts: 128
- Joined: 24 Feb 2005, 19:05