Mod Development Programs.
Moderator: Moderators
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I had the same problem with 7-Zip until I messed around with the settings. You might try setting compression to Normal and choose non-solid archive format.VonGratz wrote:What program I will utilize to pack the Mod as SDZ or SD7? I unpacked some files to test, but when I packed it with 7zip, they not have same size nor worked well
Update: I checked my 7-Zip settings. Here they are:
Archive format: 7z
Compression level: Normal
Dictionary size: 2 MB
Word size: 32
Update mode: Add and replace files
Create SFX archive: No
Create Solid archive: No
Split to volumes, bytes: [blank]
Parameters: [blank]
Hope this helps.
-X
If you read the wiki, most of the information is there. This image was pulled from the [http://spring.clan-sy.com/wiki/Maps:Compiling]Maps:Compiling[/url] page.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
ok, this is strange, I have done every thing as said to make an sdz file, (made zip archive. renamed) and it won't work. (spring will not load up the mod T_T) I also tried unziping a mod and turning it into a new sdz file and it would not work.
So. . .I would apriciate some help on this.
Thanks in advance
So. . .I would apriciate some help on this.
Thanks in advance
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
figured it out, was compressing to a rar not zip (DOH!)
On another note, one of my units is not working (either will not build or mod does not start T_T)
I am sure it is the fbi file. I want the unit to be built on a geo vent, produce energy, and construct units like a mobile builder does (i.e. lays them on the ground around it) here is the fbi file:
[UNITINFO]
{
//Internal settings
unitname=BOREMC;
version=1;
side=BOREDOM;
objectname=BOREMC.S3O;
TEDClass=ENERGY;
category=BOREDOM METAL ENERGY NOWEAPON NOTAIR NOTSUB NOTSHIP LEVEL1 NOTLAND ALL;
//unit limitations and properties
ActiveWhenBuilt=1;
BuildDistance=200;
WorkerTime=100
BuildTime=1000;
Corpse=BOREMC_DEAD.S30;
SoundCategory=ARM_GEO;
SightDistance=250;
MaxDamage=800;
name=Mana Collector;
description=:Produces Energy and units;
//energy and metal related
BuildCostEnergy=0;
BuildCostMetal=300;
EnergyMake=300.0;
//Pathfinding and related
Maxvelocity=0;
BrakeRate=2.5;
Acceleration=0;
FootPrintX=4;
FootPrintZ=4;
MaxWaterDepth=0;
MovementClass=structure;
YardMap=oooo oGGo oGGo oooo;
MaxSlope=10;
ovradjust=1;
smoothanim=1;
//Abilities
Builder=1;
CanMove=0;
Can'tBeTransported=1;
//Weapons and related
There are likely some unnesiceary things in there as I was tring to fix it.
thanks
On another note, one of my units is not working (either will not build or mod does not start T_T)
I am sure it is the fbi file. I want the unit to be built on a geo vent, produce energy, and construct units like a mobile builder does (i.e. lays them on the ground around it) here is the fbi file:
[UNITINFO]
{
//Internal settings
unitname=BOREMC;
version=1;
side=BOREDOM;
objectname=BOREMC.S3O;
TEDClass=ENERGY;
category=BOREDOM METAL ENERGY NOWEAPON NOTAIR NOTSUB NOTSHIP LEVEL1 NOTLAND ALL;
//unit limitations and properties
ActiveWhenBuilt=1;
BuildDistance=200;
WorkerTime=100
BuildTime=1000;
Corpse=BOREMC_DEAD.S30;
SoundCategory=ARM_GEO;
SightDistance=250;
MaxDamage=800;
name=Mana Collector;
description=:Produces Energy and units;
//energy and metal related
BuildCostEnergy=0;
BuildCostMetal=300;
EnergyMake=300.0;
//Pathfinding and related
Maxvelocity=0;
BrakeRate=2.5;
Acceleration=0;
FootPrintX=4;
FootPrintZ=4;
MaxWaterDepth=0;
MovementClass=structure;
YardMap=oooo oGGo oGGo oooo;
MaxSlope=10;
ovradjust=1;
smoothanim=1;
//Abilities
Builder=1;
CanMove=0;
Can'tBeTransported=1;
//Weapons and related
There are likely some unnesiceary things in there as I was tring to fix it.
thanks
Re: Mod Development Programs.
7) MAYA* http://usa.autodesk.com/adsk/servlet/in ... eID=123112
-> Possibly the most heavily used modeling tool in the movie industry today, may is one of the most powerfull content creation tools around.
-> Possibly the most heavily used modeling tool in the movie industry today, may is one of the most powerfull content creation tools around.
Last edited by FireCrack on 22 Mar 2006, 13:56, edited 2 times in total.
americans invented basic, from which we get the mispelling of colour that you just failed to use
=
MAYA* not
MAYA[colour=blue]*[/colour]
Code: Select all
MAYA[color=blue]*[/color] not
MAYA[colour=blue]*[/colour]
MAYA* not
MAYA[colour=blue]*[/colour]
The link to/for UpSpring led to a dead end for me, so if it hasn't been mentioned already, here is the link I found for UpSpring: http://www.fileuniverse.com/?p=showitem&ID=2317
-
- Posts: 197
- Joined: 04 Nov 2004, 00:33
Nowhere is mentioned that it can handle .cob files, like decompile them into .bos.1) Scripter** http://www.fileuniverse.com/?p=showitem&ID=70
-> The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with a broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.
Please, someone add that there, so people might find right tools for them.
I put Scriptor on UF...I'll stick 3dobuilder up there too if I can find it. Upspring is at http://user.supradigital.org/jcnossen/U ... r-1.54.exe