
TA:WD
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- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
So, we have three things to fix.
a. Some textures
Is there a way that I can see what textures need to be replaced?
There is a "Kopie van unittextures" en een "unittextures" map in de springwd.zip file die ik op FileUniverse vond, inclusief een "Thumbs.db" en al.
De battleroom textures in "bitmaps" kunnen gewoon geript worden neem ik aan?
b. Some sounds
I'm skimming through the sounds with HPI File Viewer.
Are ack1-6.wav, sov*.WAV, NATO*.WAV, soldsel1.wav and ZAP.wav from a C&C game?
And GRENFIRE.WAV from Quake?
ARTYhit.wav, artyhit2.wav, BAM2.wav, bang2.wav, bigbang1.wav, BURN02.WAV, CHOPSEL.wav, complasma.wav, EXMINE5-8.WAV, flame.WAV, HiBoom.wav, all HOV*.WAV, land2.wav, NUKEEM.WAV, SOLDSTOP.wav, Supressed.wav and XPLO120.WAV sound like they are from the original TA but I have no idea really.
Can you give me more info on this one?
c. The original file structure is getting fixed by the programmers.
a. Some textures
Is there a way that I can see what textures need to be replaced?
There is a "Kopie van unittextures" en een "unittextures" map in de springwd.zip file die ik op FileUniverse vond, inclusief een "Thumbs.db" en al.

De battleroom textures in "bitmaps" kunnen gewoon geript worden neem ik aan?
b. Some sounds
I'm skimming through the sounds with HPI File Viewer.
Are ack1-6.wav, sov*.WAV, NATO*.WAV, soldsel1.wav and ZAP.wav from a C&C game?
And GRENFIRE.WAV from Quake?
ARTYhit.wav, artyhit2.wav, BAM2.wav, bang2.wav, bigbang1.wav, BURN02.WAV, CHOPSEL.wav, complasma.wav, EXMINE5-8.WAV, flame.WAV, HiBoom.wav, all HOV*.WAV, land2.wav, NUKEEM.WAV, SOLDSTOP.wav, Supressed.wav and XPLO120.WAV sound like they are from the original TA but I have no idea really.
Can you give me more info on this one?
c. The original file structure is getting fixed by the programmers.

- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Alot of sounds are from alot of different games, the voices for NATO are from Ghost Recon, so are the sounds from the firearms (most of them anyway).
Alot of the sounds sound similar to OTA sounds but they are actually free sounds available for who ever wishes to use them.
Sounds are very hard to find so I had to improvise, I ripped sound from videos of artillery and MLRS, I modified sounds, mixed them.
"And GRENFIRE.WAV from Quake?"
Yes, Quake 2, it's not used though.
"ARTYhit.wav, artyhit2.wav, BAM2.wav, bang2.wav, bigbang1.wav, BURN02.WAV, CHOPSEL.wav, complasma.wav, EXMINE5-8.WAV, flame.WAV, HiBoom.wav, all HOV*.WAV, land2.wav, NUKEEM.WAV, SOLDSTOP.wav, Supressed.wav and XPLO120.WAV"
Artyhit sounds are either from TA Kingdoms and a sound I found of http://www.findsounds.com, some are from C&C, some are from other games, burn02 is from OTA, chopsel is a mixed sound mixed with an OTA sound, complasma is a tank sound played at 200%, exmine are from TA:CC, flame is a mix, hiboom is C&C, hovs are TA:CC, land2 is findsounds, nukeem is C&C, soldstop is quake2, supressed is C&C and explo120 is C&C too.
Alot of the sounds sound similar to OTA sounds but they are actually free sounds available for who ever wishes to use them.
Sounds are very hard to find so I had to improvise, I ripped sound from videos of artillery and MLRS, I modified sounds, mixed them.
"And GRENFIRE.WAV from Quake?"
Yes, Quake 2, it's not used though.
"ARTYhit.wav, artyhit2.wav, BAM2.wav, bang2.wav, bigbang1.wav, BURN02.WAV, CHOPSEL.wav, complasma.wav, EXMINE5-8.WAV, flame.WAV, HiBoom.wav, all HOV*.WAV, land2.wav, NUKEEM.WAV, SOLDSTOP.wav, Supressed.wav and XPLO120.WAV"
Artyhit sounds are either from TA Kingdoms and a sound I found of http://www.findsounds.com, some are from C&C, some are from other games, burn02 is from OTA, chopsel is a mixed sound mixed with an OTA sound, complasma is a tank sound played at 200%, exmine are from TA:CC, flame is a mix, hiboom is C&C, hovs are TA:CC, land2 is findsounds, nukeem is C&C, soldstop is quake2, supressed is C&C and explo120 is C&C too.
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- Posts: 241
- Joined: 09 Aug 2005, 15:41
i'd like to know... where can i download the mod and what should i di to make it work =)
just a couple of pages back.Min3mat wrote:yeah its out
http://www.fileuniverse.com/?page=showitem&ID=1192
warning its almost as buggy as SWTA X(
You just extract it to your spring folder (not the mods folder)
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Well, personally, I compiled the Spring exe with a modification that dumped all missing texture error messages into a text file, then I packed a copy of SWTA without any textures at all and loaded the game up and built one of every unit so all the texture messages would get dumped, then I went from there...
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
All the sound ive made is positively legal, and the sound of tank ive made is sound of real T-72Tim Blokdijk wrote:Pfffh, *scratches back off head*
I will try another approach, what sound effects are positively legal? :idea:
And about the textures?
Most of them are custom made just like the models right?
Infantry sound is the easier, I do understand Russian and English and have a sound recorder so all I need just some times....I guess other ppl can do to
So it is sound of explosion is that matters... I dont have any munition or bomb or PGM etc to be exploded and recorded
concerning textures, patience please....
They will be redone slowly by redo all the units....
I will redo most of my unit and most of my texture myself, even I will ask attack for some units that are bitch to texture such as T-80 and Bellyi Lebed

- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Many of the sound effects I used in TA:WD are public domain, I rip many sounds from video's which are public domain, the only problem is the various C&C voices, most C&C sounds are public domain, the typical bang, kabang and kabooms are all public domain and can be found on the net for free, some are professionally recorded like the ones from Ghost Recon, I could try to ask premission to use them, but as long as I don't make a profit out of it I should be safe, if WD is ever sold however, we probably need to get new sounds, but my intend is to keep WD free.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
I think you underestimate the potential harm Spring can do to the business model of company's like Atari, Electronic Arts and Vivendi.GrOuNd_ZeRo wrote: ... sionally recorded like the ones from Ghost Recon, I could try to ask premission to use them, but as long as I don't make a profit out of it I should be safe, if WD is ever sold however, we probably need to get new sounds, but my intend is to keep WD free.
Another thing is that in parts of the world you need to actively defend you rights to material if you like to keep the copyright.
But the reason I'm so anal about this copyright thing is that no Linux distribution will include content that is not in the legal clear.
(I'm primarily running Linux and the port is progressing.)
That would be the legal gray area.GrOuNd_ZeRo wrote:If I modified the OTA textures so much they are barely recognizable? or if I based the textures loosely on the original?

If you modified a texture and can't recognize the original you should be in the clear.
You can loosely base you *new* texture on a existing one without problems.
The end result WD needs to be so much different from TA that I can be seen as a independent work and not as a derivative.
But to sum it up:
It needs some new textures.
This is closely connected with unit design, better leave this up to you (two?).
New cursors needs to be made to, I will try my hand at it with blender.
The sounds needs to be replaced.
maestro what are the wav file names of sounds that you made?
Would love to hear your Russian

I will try to make some English infantry sounds.
And I will look around for sound effects that can be used.
File formats and structure is getting fixed by the programmers.
Units and maps are all fine right?
Did I miss anything?
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I already tried to redesign the cursors for OTA a while ago, perhaps I now have a much better opertunity to redo them since the spring engine is less picky on what FPS they are supposed to be at...
As for the textures, i'll make some new ones that look similar to the old ones, this way i'll be able to improve the old ones as well.
As for the textures, i'll make some new ones that look similar to the old ones, this way i'll be able to improve the old ones as well.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Alright, I made two English infrantry sounds.
http://www.timblokdijk.nl/spring/WD/sounds/natoack.wav
http://www.timblokdijk.nl/spring/WD/sounds/natorep.wav
1st time I made a sound effect.
Any good?
http://www.timblokdijk.nl/spring/WD/sounds/natoack.wav
http://www.timblokdijk.nl/spring/WD/sounds/natorep.wav
1st time I made a sound effect.

Any good?
Hey, can we get a rubber raft of some kind? I'm still playing OTA, since I have to wait until monday night at the earliest to get my hands on XP, and playing shore to shore, I have to build a massive ship to send my troups across the way. I'm modifying the Bradley into an AAV for the moment, but if we could get something official, I'd be so happy.
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- Posts: 241
- Joined: 09 Aug 2005, 15:41
thats what i was questioning about a few pages back a RHIB would be qualityTriaxx2 wrote:Hey, can we get a rubber raft of some kind? I'm still playing OTA, since I have to wait until monday night at the earliest to get my hands on XP, and playing shore to shore, I have to build a massive ship to send my troups across the way. I'm modifying the Bradley into an AAV for the moment, but if we could get something official, I'd be so happy.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Heh, A RIB (Rigid Inflatable Boat) would be entertaining! esspecially if infantry could shoot from it...
Initially Maestro's BMP-3 was aphibious but we didn't work around the speed problem, they would still go as fast over water as they would over land in the game while in real life their speed would be reduced significantly.
Initially Maestro's BMP-3 was aphibious but we didn't work around the speed problem, they would still go as fast over water as they would over land in the game while in real life their speed would be reduced significantly.