Do we have a 'porting' tutorial yet? - Page 2

Do we have a 'porting' tutorial yet?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Eaglebird
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Post by Eaglebird »

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.
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AF
AI Developer
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Post by AF »

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.
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Pressure Line
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Post by Pressure Line »

Eaglebird wrote:wall of text
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.

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
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Eaglebird
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Post by Eaglebird »

Pressure Line wrote:
Eaglebird wrote:wall of text
his own wal of text
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.

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.
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KDR_11k
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Post by KDR_11k »

Use OnlyTargetCategory to prevent shooting at the wrong things.
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Eaglebird
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Post by Eaglebird »

KDR_11k wrote:Use OnlyTargetCategory to prevent shooting at the wrong things.
Keep in mind this was before spring and its expanded fbi tags. Unless that tag worked in OTA, which I never found any reference to, it was all a test for me then.
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KDR_11k
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Post by KDR_11k »

I'm fairly sure OnlyTargetCategory was a tag in OTA, too.
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Eaglebird
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Post by Eaglebird »

KDR_11k wrote:I'm fairly sure OnlyTargetCategory was a tag in OTA, too.
I never saw it used though, nor did I see/find anything about it online when I was trying to fix it. :wink:
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

KDR_11k wrote:I'm fairly sure OnlyTargetCategory was a tag in OTA, too.
Nope, new in Spring.
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rattle
Damned Developer
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Post by rattle »

Look suspicious tags up in the changelog.
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smoth
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Post by smoth »

CanBeAssisted
Gaia
CanSelfRepair
????
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KDR_11k
Game Developer
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Post by KDR_11k »

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.
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Pressure Line
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Post by Pressure Line »

Image
Image

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 :)
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rcdraco
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Uhh what

Post by rcdraco »

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.
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Eaglebird
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Post by Eaglebird »

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 :)
Yea, I do know, and they look great.

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. :lol:
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Eaglebird
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Re: Uhh what

Post by Eaglebird »

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.
In my experience anything that's not concave can be one single polygon with lots of faces. :wink:
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KDR_11k
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Post by KDR_11k »

We're counting triangles anyway.

What's with those cuts in the blades? They don't seem to serve any purpose.
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Pressure Line
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Post by Pressure Line »

KDR_11k wrote:We're counting triangles anyway.

What's with those cuts in the blades? They don't seem to serve any purpose.
blade cuts are cos its a 3do model, they are for teamcolour. 3do also means we are counting quads, not tris
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theHive
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Post by theHive »

Pressure Line wrote:3do also means we are counting quads, not tris
I think Spring will only draw it as quads if it is ALL quads, otherwise it breaks it up into tris to render it anyway, making the tris what counts.
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Pressure Line
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Post by Pressure Line »

theHive wrote:
Pressure Line wrote:3do also means we are counting quads, not tris
I think Spring will only draw it as quads if it is ALL quads, otherwise it breaks it up into tris to render it anyway, making the tris what counts.
afaik thats only for s3o
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