Can someone zealous make a "converting mods" tute?

Can someone zealous make a "converting mods" tute?

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Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Can someone zealous make a "converting mods" tute?

Post by Warlord Zsinj »

Yes, I'm a technological moron.
No, I can't for the life of me work out how to get SWTA or a number of other mods working in Spring.

Instead of waiting to have every mod available eventually converted, could someone who feels particularly zealous make a "converting TA mods to Spring: For Dummies!" tutorial?

Hopefully thanking in advance,
Zsinj.
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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

i guess Dummies are not able to convert. I have the same problem :(
CaptainExo
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Joined: 01 May 2005, 03:18

Post by CaptainExo »

SW:TA works to a limited extent on TASpring for me... TMB won't move (so it's just a TB, not a TMB) but it can build. Crashed when I tried to build a TUG. :|
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

Or even better, have someone write some code to make Spring able to handle .gaf.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Agreed...I will not port my mod until there is a conversion tool for such...or a spring componment that reads gafs...
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Caydr
Omnidouche
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Post by Caydr »

Why are you getting all uppidty about gafs? It's not like it's hard to use gafdump.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

I concur.

gafdump -B

is all you need, as far as i see it. :|
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

Because it means I can't just drop a downloaded ufo in my spring folder and have it to work. I have to unpack the ufo go fetch gafdump, learn to use gafdump, unpack my textures, then rename each of them to suit Spring naming scheme, then repack. It is very tedious. A dedicated modder might still do it, (and even, for TC with many textures, takes long), but the average end-user will not understand why half is TA downloaded units don't work for spring.
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smoth
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Post by smoth »

Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Well, it isn't exactly an explanatory tutorial, and it even more isn't exactly for dummies (such as myself). Its more a "follow the different threads to inconclusive answers and shifting responses that assume you have far more knowledge than you really have".

So I have to make all files hpi's, I have to unpack all the textures (to where?) using some program (where to I find said program [dead links], and how do I use it [apparently difficult]?). Then I have to fiddle around with some TAunhetter file (with only vague explanations as to how, or what to do once in). And then of course there are potential scripting issues that I have to avoid...
What do I do with .gp3 files (or in the case of SWTA, .gp4!)?

Gladly appreciating any help...
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Hey, got SWTA working, so you can disregard this thread.

Man is it cool.

I love the fact that lucasarts, with all their money, has been owned by two 3rd party developers.

post screenshots later... dogfighting in tie fighters now...
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

My help or someone elses? :lol:
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smoth
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Post by smoth »

warlord z.

From my experience the compatability issues and the issue with scripting cannot be taken care of by dummies. In that thread I detail what need to be extracted where. I am a computer science student. There is no such thing as a solution for dummies they always find ways to make things impossible... but as you stated you got it working... which means... you are in fact not a dummy.
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Storm
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Joined: 12 Sep 2004, 22:23

Post by Storm »

Or just lucky :P
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