Do we have a 'porting' tutorial yet?
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I ported TAUIP, too, though instead of depending on the ufo's, I actually deconstructed them and put them all in one sd7. I also covnerted a lot of textures and unitpics, so there wouldn't be an issue.
I found that only a few guns don't work, and I'm not sure why but:
In BA, the defender isn't 'controllable', it won't respond to your mouse movement. I never checked to see if it attacked or not though. In TAUIP, the Demolisher, ARMDEVA, with weapon ARMDEVA_GAUSS, is the same way, and it won't fire at ground or attack something you tell it too either.
I couldn't have tried by giving a unit to the AI though, because the AI never init'd right, and would always crash. I did, however, get the units to port. The one problem I have now is the buildmenus need fixing to use the TAUIP menus, and not the BA menus.
I found that only a few guns don't work, and I'm not sure why but:
In BA, the defender isn't 'controllable', it won't respond to your mouse movement. I never checked to see if it attacked or not though. In TAUIP, the Demolisher, ARMDEVA, with weapon ARMDEVA_GAUSS, is the same way, and it won't fire at ground or attack something you tell it too either.
I couldn't have tried by giving a unit to the AI though, because the AI never init'd right, and would always crash. I did, however, get the units to port. The one problem I have now is the buildmenus need fixing to use the TAUIP menus, and not the BA menus.
by AI you mean AAI? If you load a mod into AAI it generates a table of values to gage a units efficiency. But if you then modify that mod by adding or removing units, the table is no longer correct and AAI cant add or remove units from the table and crashes. You need to totally remove the table files.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
in BA afaik the defender/pulveriser have "toairweapon=1" in their weapon.tdf files, this makes them only fire at air units, and makes them unusable in fps view. go into the files and delete that line and see if it works then.Eaglebird wrote:wall of text
you'll need to fix the model on the nsacbehe too, the origin for the weapon fire point is at the unit origin, when it tries to fire it will just dig a hole in the ground.
also delete the funny face on the ARMWASP and ARMTOMCT, it looks terrible (i did this in 3dobuilder, took all of 10 seconds)
the Sabre and Havoc helicopters need to have flares added, and script changes to use them. (i have nicer models for both of these, if you want them just ask [also have a fixed version of the nsacbehe])
the Ohio and Red October need their waterline changed to 30, the Yamato needs lifting up a bit in the water
the Grizzly needs the 'upright=1' tag in the .fbi file. you'll probably want to change the weapon on the Bionic Clone, iirc the weapon it defaults to can one-shot-kill any t1 unit.
the Scrambler needs changing to a regular rocket (like the storm) the Beserker needs a Vlaunch missile
thats all i can think of right now off the top of my head
Anything you've already fixed would save me some trouble. Anything that needs to be done, if I can get a real, old TA port and not just BA, I could actually make a mod-pack sort of thing.Pressure Line wrote:his own wal of textEaglebird wrote:wall of text
I have plenty.. plenty of utilities, from file converters, 3do builder, image editors, to my own knowledge.
Also, on the subject of the demolisher: I think before I copied it, I had been trying to make it fire at ground only. It was in old TA that I found it destroying my base trying to kill a fink. I think I put "ToGroundWeapon" in it, which may have done that. I also know that the mercury/screamer is a toairweapon. So it won't be controllable.
CanBeAssisted prevents any construction this unit started (or does the unit under construction need to have it?) to be assisted on by any unit until the original builder dies. Put this on your factories to prevent con assisting. Put this on everything to prevent con assisting unless the player is willing to self-d a con for each construction while still allowing a unit to resume the construction (canassist=0 also prevents continuing on abandoned constructions).
Don't know about Gaia, probably has to be set for stuff that's given to the Gaia player.
CanRepairSelf sounds like it's for con units, if set they can probably execute repair orders on themselves.
Don't know about Gaia, probably has to be set for stuff that's given to the Gaia player.
CanRepairSelf sounds like it's for con units, if set they can probably execute repair orders on themselves.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Uhh what
What are these exactly, a few modeling tips, I shouldn't be the one saying this, but you have wasted polygons in the front and rear, it does look neat, but wasting polygons is really looked down upon, and as far as porting goes, most of the OTA mods are easy to port, and only have issues with scripts to my knowledge.
Yea, I do know, and they look great.Pressure Line wrote:
the remodeled havoc and sabre models (i'll just presume you know what these are)
i could/should change the model for the sabre back to its original design to use emgs instead of lasers. the havoc is fine as-is with the tauip weapons :)
I would think the Sabre be better with the EMGs, because, well, when I played it, I always remember blowing the little guys out of the sky. It reminds me of flies, and just that they seem better with the emg.

Re: Uhh what
In my experience anything that's not concave can be one single polygon with lots of faces.rcdraco wrote:What are these exactly, a few modeling tips, I shouldn't be the one saying this, but you have wasted polygons in the front and rear, it does look neat, but wasting polygons is really looked down upon, and as far as porting goes, most of the OTA mods are easy to port, and only have issues with scripts to my knowledge.

- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09