Im trying to make an unit for TA to later on put it on spring, but I didnt yet found a guide explaining all the steps well.
I would like to ask for you guys to tell me ALL the steps needed, from the beggining of the modelling to the actual working of the unit. (note: Dont worry about explaining the steps I just wanna know wich they are so I can search info about em)
Help with unit making
Moderator: Moderators
When making TA unit I use that order:
1) Make a model in a 3d modelling program
2) Export from there and import in 3do builder
3) Set all pieces into place with proper origins
4) Apply textures
5) Make a buildpicture
6) Make a quick /units/*.FBI, /download/*.tdf, etc..
7) Script
Pack and test
10) Improve FBI, script, etc.. and go back one step
However, for Spring, I guess you'll have to add the step
1bis) Create UVmap and draw the texture
and to replace 3do Builder with UpSpring
1) Make a model in a 3d modelling program
2) Export from there and import in 3do builder
3) Set all pieces into place with proper origins
4) Apply textures
5) Make a buildpicture
6) Make a quick /units/*.FBI, /download/*.tdf, etc..
7) Script

10) Improve FBI, script, etc.. and go back one step
However, for Spring, I guess you'll have to add the step
1bis) Create UVmap and draw the texture
and to replace 3do Builder with UpSpring
Dumping your ufo/gp3 with all 3do and other stuff inside into Spring root folder and Spring will use them. However that'll create desynching in multiplayer because the lobby can't manage stuff installed so crudely, so your Spring will use those unit but not your opponent Springs, so you should at least learn to use a modinfo.tdf, to get proper mod support and check in the lobby.
Spring still reads old TA 3do, the new s3o is just so much better that there is no point in keeping on using the old 3do for a Spring only new mod.
Unusual scripts, weapons and tricks that worked in TA may fail in Spring, in a large mod there's bound to be some units that need to be adapted before they work in Spring.
And your mod will misses lots of Spring cool new effects if you don't take the time to learn and use what's new in Spring. Stuff like tank tracks leaving tracks to take only one instance, only appear once you add a couple tag in the units FBIs.
Spring still reads old TA 3do, the new s3o is just so much better that there is no point in keeping on using the old 3do for a Spring only new mod.
Unusual scripts, weapons and tricks that worked in TA may fail in Spring, in a large mod there's bound to be some units that need to be adapted before they work in Spring.
And your mod will misses lots of Spring cool new effects if you don't take the time to learn and use what's new in Spring. Stuff like tank tracks leaving tracks to take only one instance, only appear once you add a couple tag in the units FBIs.
That's why we need some help from Dark Lord ScriptorUnusual scripts, weapons and tricks that worked in TA may fail in Spring, in a large mod there's bound to be some units that need to be adapted before they work in Spring.

and yes rattle, i'll try to explore some of the Gundam Annihilation spring version. Atleast if my mod can work in spring.. well that's all i want for this lovely 2006..but... one thing... Jump Jet please.. Jump Jet please.....
