Hi
I'm new here and i don't know how to use spring.
I want a basic tutorial.Is there any tutorial about loading a terrain in spring or any other basic tutorials about how to work with spring?
I search the forum and site but i cant find anything.
Thanks
Load Terrain
Moderator: Moderators
Re: Load Terrain
It sounds like you might be so off base you don't even know where to begin.Hi
I'm new here and i don't know how to use spring.
I want a basic tutorial.Is there any tutorial about loading a terrain in spring or any other basic tutorials about how to work with spring?
I search the forum and site but i cant find anything.
Thanks
Spring is an Engine for playing Real-Time Strategy Games.
Download and play one of the games that already exists for the Spring Engine before you do anything else because trying to address your questions with your paradigm so broken is going to be unproductive. So...
1: download and install the engine:
http://springrts.com/wiki/Downloads
2: download and install a game:
http://springrts.com/wiki/Games
Some games have include maps and manuals and tutorials and may support single player mode... while others don't. So, once you've got a game, if you are still having trouble come back and we'll see what we can do.
Even if it is your intention to create a game for Spring it is highly recommended that you play a few games to get your head wrapped around the "idea" of spring so you can ask better questions.
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- Posts: 7
- Joined: 30 Jul 2011, 06:57
Re: Load Terrain
Thank you SinbadEV.
I download Spring and install it and i download and play Zero-K and Kernel Panic . Playing these games does not show how the engine is working.
Tutorials of site are very confusing for me.
I want to know how spring works.Simple explanation of how games are developed with spring. workflow of developing games.
What is mod?How can i create one and how can i use it?
I worked on Panda3d but it is not suitable for developing RTS games but it's manual is very good.(http://www.panda3d.org/manual/index.php/Main_Page).
I download Spring and install it and i download and play Zero-K and Kernel Panic . Playing these games does not show how the engine is working.
Tutorials of site are very confusing for me.
I want to know how spring works.Simple explanation of how games are developed with spring. workflow of developing games.
What is mod?How can i create one and how can i use it?
I worked on Panda3d but it is not suitable for developing RTS games but it's manual is very good.(http://www.panda3d.org/manual/index.php/Main_Page).
Re: Load Terrain
Documentation is primarily in the wiki: http://springrts.com/wiki/Main_Page
If you are trying to make a game you can find a tutorial for this at:
http://springrts.com/wiki/The_Complete_ ... pring_Game
You can also find more information in the Games & Mods Sub-Forum: http://springrts.com/phpbb/viewforum.php?f=14
While it is accurate to call Spring an "Engine" it might be easier to think of it as a game without default content... imagine if you got a game like StarCraft II or Rome Total War except it didn't come with any models, units, textures, maps or even missions or campaigns... just the underlying infrastructure to support those things.
A Spring "Game" is just a bunch of models, textures and scripts tied together to the support infrastructure of an RTS game... once you manage to get your head around it it should be much easier to use than Panda3D which is a REAL game engine that you would need to program all that support infrastructure yourself.
Breaking it down you have "Units" which are comprised of Models and Scripts and then you can also have global scripts to define unit interaction. You also have some global definition scripts to tie it all together into a "game". There is a default user-interface but if you want to modify it or replace it you can do so with more scripts.
Maps are separate from the "game" but you could package them together and/or have scripts embedded into maps to support your game.
AI are again separate from the game but can also be included in a game or modified to work well with your game.
The "recommended" scripting language is Lua which is a relatively straightforward language to learn if you are familiar with other objective languages (like Java or C++).
The term "Mod" is loosely used to describe Games that are derivatives of other games... for example "Balanced Annihilation" is a modification of a port of Total Annihilation (it's more complicated than that, but I'm trying to be clear)
If you are trying to make a game you can find a tutorial for this at:
http://springrts.com/wiki/The_Complete_ ... pring_Game
You can also find more information in the Games & Mods Sub-Forum: http://springrts.com/phpbb/viewforum.php?f=14
While it is accurate to call Spring an "Engine" it might be easier to think of it as a game without default content... imagine if you got a game like StarCraft II or Rome Total War except it didn't come with any models, units, textures, maps or even missions or campaigns... just the underlying infrastructure to support those things.
A Spring "Game" is just a bunch of models, textures and scripts tied together to the support infrastructure of an RTS game... once you manage to get your head around it it should be much easier to use than Panda3D which is a REAL game engine that you would need to program all that support infrastructure yourself.
Breaking it down you have "Units" which are comprised of Models and Scripts and then you can also have global scripts to define unit interaction. You also have some global definition scripts to tie it all together into a "game". There is a default user-interface but if you want to modify it or replace it you can do so with more scripts.
Maps are separate from the "game" but you could package them together and/or have scripts embedded into maps to support your game.
AI are again separate from the game but can also be included in a game or modified to work well with your game.
The "recommended" scripting language is Lua which is a relatively straightforward language to learn if you are familiar with other objective languages (like Java or C++).
The term "Mod" is loosely used to describe Games that are derivatives of other games... for example "Balanced Annihilation" is a modification of a port of Total Annihilation (it's more complicated than that, but I'm trying to be clear)
Re: Load Terrain
Get 7-Zip and use it to open .sdz and .sd7.
Open for exemple /games/Kernel_Panic_4.4.sd7 with 7-zip, and you'll see all the files and folder tree a Spring game is made of.
The *.lua and *.TDF and actually most of the weird files extension you'll see inside can be read with a plain text editor.
Open for exemple /games/Kernel_Panic_4.4.sd7 with 7-zip, and you'll see all the files and folder tree a Spring game is made of.
The *.lua and *.TDF and actually most of the weird files extension you'll see inside can be read with a plain text editor.
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: Load Terrain
It might also be worth noting that nearly, if not all, content is developed externally with third party software. Maps, for example, are compiled with Mapconv (among other programs) to be used by the engine. Same goes for models, e.g. Upspring, and scripts (I personally like notepad++).
Most tools along with other helpful downloads can be found at http://springfiles.com/spring/tools but the wiki should point you to anything you might need; So I would browse and read that first.
Most tools along with other helpful downloads can be found at http://springfiles.com/spring/tools but the wiki should point you to anything you might need; So I would browse and read that first.
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- Posts: 7
- Joined: 30 Jul 2011, 06:57
Re: Load Terrain
Thank you!
You help me understand many thing about spring.
You help me understand many thing about spring.
Re: Load Terrain
Spring is almost closer to a game than an engine. The terrain is loaded and displayed completely by the engine and unit behaviors are almost completely hardcoded as well, this includes all the basic commands and interactions. A basic mod only needs to provide some unit definitions (name, cost, HP, etc, all those numbers) and basic unit scrips (those handle animation) and the engine does the rest.