Simplisize Springediting?

Simplisize Springediting?

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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Simplisize Springediting?

Post by PicassoCT »

The simpler a Tool is to use, producing imidiat Result, the more People will make an attempt, to climb the learning curve into the hidden steep, higher, Tutorial Dependent Part of Art.

Short: We have many levels, because Springmapsmaking first steps were as simply as possible. You open paint - you paint thats it, and once you produced something of timevalue, you sticked to it through the ugly compiling part.

Why isn´t it the Same way for Mods & Models? I want to paint a 3D- Pewee in MS-Paint & edit its stats in Wordpad!
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Simplisize Springediting?

Post by Forboding Angel »

Deep Paint 3D or Photoshop CS3

And the way that models work is much more complicated than that. YOu have object origins, hierarchies, etc etc...
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Teutooni
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Joined: 01 Dec 2007, 17:21

Re: Simplisize Springediting?

Post by Teutooni »

... and you can edit the stats with wordpad, just open the ".sd7" files with 7zip.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Simplisize Springediting?

Post by PicassoCT »

I know, but it don´t want the Tools to make a Krogoth 2009 Attempt. I want a Ready2Use included Tool to make the 4 Boxes KillerRobot- handpainted.

@ Teutooni: Will i understand what i change without reading the Tutorial?
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: Simplisize Springediting?

Post by Teutooni »

I can't answer that! :P

I've looked into BA unitdefs and CA (lua) unitdefs, both perfectly understandable, save a few techincal terms. You can always ask around for help though.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Simplisize Springediting?

Post by smoth »

It will never be that simple. If it is that simple then you are going to find yourself limited here or there. even though spore has great procedural content you are still very limited in what you do.
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Panda
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Joined: 22 Jun 2006, 00:20

Re: Simplisize Springediting?

Post by Panda »

I agree, Spore needs more editing options even though it's still fun to play with.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Re: Simplisize Springediting?

Post by SwiftSpear »

There's no good way to move away from the standard modeling formats without giving up an immense ammount of power. It's also immensely difficult to program a modeling format from scratch.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Simplisize Springediting?

Post by PicassoCT »

No News Swift- the Map example still holds - with MS-Paint you have no (real) Mappingpower, but still you are able to set something marching, to invest hours into it - and get addicted, before you long for a Tutorial.

The First thing you hear entering Modding or Unitmaking is short - Read the Tutorial. If you don´t understand, do it again. At that point, you have still produced nothing that will keep you Fire & Flame through all the Difficulties to come.

This Beginning has certain (nearly German Bureaucratic) Qualities- here read this E-Manuel, before we accept you as a human beeing. ;) Spore may be weak, but you can play around, and by Accident spend for shure at least one hour in it, doing ET or the Alien. Shure you realize it is weak, but until you reach that part, the will for More is strong inside you..

We shouldn´t scare them off more then nessyscary..
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Simplisize Springediting?

Post by [Krogoth86] »

PicassoCT wrote:No News Swift- the Map example still holds - with MS-Paint you have no (real) Mappingpower, but still you are able to set something marching, to invest hours into it - and get addicted, before you long for a Tutorial.

The First thing you hear entering Modding or Unitmaking is short - Read the Tutorial. If you don´t understand, do it again. At that point, you have still produced nothing that will keep you Fire & Flame through all the Difficulties to come.
Well the reason is simple - unit making is just way more complex than doing some doodles in paint and that's it. You have to know how to model, you have to know how to texture, you have to know how to set up your unit in the first place for Spring (especially in order to animate it), you have to know scripting, you have to know about FBIs. Most of these points require you to actually know your tools in order to get things done in contrast to just do little painting job in Paint...

It's like playing a sports game and then complaining why getting to the real Olympic Games is so hard when trying it in reality. In both cases it's about sports but the latter actually requires skill. Might be a bit of an exaggeration but I like things like that to show what I mean...
Forboding Angel wrote:Deep Paint 3D or Photoshop CS3
Overkill - just get 3D-Coat i.e. the former 3D Brush (server currently is fucked)...
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Simplisize Springediting?

Post by PicassoCT »

Yes, but what we have here, is a Trainer for Olympia, complaining at a Junior Sports Competition over how slow everybody is compared to his doped 25 Year old, footamputated G-Pard. And then oh, Wonder, oh cry, there is no longer the Good, Great old TA-Unitmaking Scene around, they have gone off for bigger and Better...

Weapons usually are nothing more then cylinders and 3sided Prisms. At least let them Create and Paint the Weapons for already done Ones. Anything to get Newbs attached to it...

PS: Krog, thx for letting slip out loud by Accident what a Unitmaker thinks over the "Colour droper & doodlers" in the Mapping Section. Oh, of course not the Photoshop and L3dt User, who began, with what? There is a first Tryoutphase for everything... ;)

Flame & Drama here i come ;) ;) ;)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Simplisize Springediting?

Post by rattle »

DeepPaint 3D or BodyPaint 3D. Personally I prefer the latter because it's simpler to use and interfaces well with photoshop (better than the send and fetch filter variant of DeepPaint 3D) since it supports the PSD format directly and most of the blend modes.
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