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Re: Intro and questions
Posted: 16 May 2010, 03:50
by zwzsg
gabbe wrote:Advice for meh`?
TheRegisteredOne wrote:Before you decide to make over 9000 concept art and design docs only to find out you have no idea what to do, lose interest, and then give up like every other modder. Make a tank first. Make a tank, model it, texture it, rig it, script it, put it in the game, make a screenshot, and post it here. If you can make a tank, everything is easy.
It's not just scolding, it's just it's true it would be bad idea to daydream grand concepts before having learnt how to make a simple unit. By making one simple test mod with one single unit, you'll get an overview of all the stages needed in mod-making (modelling texxing animating stat-sheeting packing ...), and you'll get a much clearer view of how to make your mod than any thinking or concept-doc-writing would. Not to mention, it'll get you started into modding, which is a crucial step into making your mod real.
It's not clear from your posts whether you have had any work done so far, if you have, then post screenshots of them so we have proof you're serious.
Re: Intro and questions
Posted: 16 May 2010, 11:14
by gabbe
zwzsg wrote:gabbe wrote:Advice for meh`?
TheRegisteredOne wrote:Before you decide to make over 9000 concept art and design docs only to find out you have no idea what to do, lose interest, and then give up like every other modder. Make a tank first. Make a tank, model it, texture it, rig it, script it, put it in the game, make a screenshot, and post it here. If you can make a tank, everything is easy.
It's not just scolding, it's just it's true it would be bad idea to daydream grand concepts before having learnt how to make a simple unit. By making one simple test mod with one single unit, you'll get an overview of all the stages needed in mod-making (modelling texxing animating stat-sheeting packing ...), and you'll get a much clearer view of how to make your mod than any thinking or concept-doc-writing would. Not to mention, it'll get you started into modding, which is a crucial step into making your mod real.
It's not clear from your posts whether you have had any work done so far, if you have, then post screenshots of them so we have proof you're serious.
I have a .blend file of a early stage phoenix, i made it for GLEST but it isn`t nearly finished, no textures, no unwrap and no animation but it is rigged. Overall i think it is good enough, though, i don`t know the standard formats for SpringRTS.
Download link
http://www.mediafire.com/?hjnjrznznzy
Re: Intro and questions
Posted: 16 May 2010, 16:06
by zwzsg
Nice!
Sadly Spring use solid pieces, not skeleton, so your rigging will be lost. That's the sort of thing that make it a good idea to put one unit ingame before starting several unit concepts only to find out later they're unsuitable.
Re: Intro and questions
Posted: 16 May 2010, 17:28
by gabbe
zwzsg wrote:
Nice!
Sadly Spring use solid pieces, not skeleton, so your rigging will be lost. That's the sort of thing that make it a good idea to put one unit ingame before starting several unit concepts only to find out later they're unsuitable.
Can i rig it in spring you mean? this model was intended for a glest not a spring, but i can re-rig it anyways
Re: Intro and questions
Posted: 16 May 2010, 19:04
by Neddie
Specifically, Spring's animations do not use a skeleton at all, but rather involve piece by piece movement.
Re: Intro and questions
Posted: 16 May 2010, 23:27
by gabbe
Neddie wrote:Specifically, Spring's animations do not use a skeleton at all, but rather involve piece by piece movement.
How can i animate?
Re: Intro and questions
Posted: 17 May 2010, 03:58
by SwiftSpear
gabbe wrote:Neddie wrote:Specifically, Spring's animations do not use a skeleton at all, but rather involve piece by piece movement.
How can i animate?
The model has to contain several pieces, and then you can move the pieces.
http://springrts.com/wiki/Category:Animation
Re: Intro and questions
Posted: 17 May 2010, 19:28
by gabbe
SwiftSpear wrote:gabbe wrote:Neddie wrote:Specifically, Spring's animations do not use a skeleton at all, but rather involve piece by piece movement.
How can i animate?
The model has to contain several pieces, and then you can move the pieces.
http://springrts.com/wiki/Category:Animation
Like moving the vertices and there will still be connection between them?
Re: Intro and questions
Posted: 17 May 2010, 19:32
by zwzsg
Could you please stop quoting the entire post right before yours? Either don't quote, or edit to only quote the relevant part. Otherwise your thread becomes unreadable.
gabbe wrote:Like moving the vertices and there will still be connection between them?
No. Like cutting your model into a dozen solid pieces, and moving pieces instead of vertices. The pieces themselves are undeformable. And there is no shared vertex between different pieces.
Re: Intro and questions
Posted: 17 May 2010, 21:44
by gabbe
Re: Intro and questions
Posted: 17 May 2010, 22:59
by CarRepairer
gabbe has already sent me a PM.
gabbe, nice work. I happen to need a phoenix. If you texture and complete it in blender format, I will do the rest by putting it in my game and animating it. I'll give you the lua animation file when I'm done.
Re: Intro and questions
Posted: 17 May 2010, 23:01
by gabbe
Okay, great, then i will finish texturing it, but i must make it more high poly then.
Re: Intro and questions
Posted: 17 May 2010, 23:11
by Pxtl
Y'know, I can't imagine what a kick in the kidneys it must be for a modeler to come into the Spring engine and realize that there is _no_ support for deforming model parts in any way.
Re: Intro and questions
Posted: 17 May 2010, 23:12
by gabbe
Pxtl wrote:Y'know, I can't imagine what a kick in the kidneys it must be for a modeler to come into the Spring engine and realize that there is _no_ support for deforming model parts in any way.
haha trust me, it was

Re: Intro and questions
Posted: 18 May 2010, 19:13
by SwiftSpear
Ya, it's a disappointment, for sure. When spring was originally built it was built to clone the system the original Total Annihilation game used. Most of the other things, such as model format, UV based texturing, and scripting systems have been replaced and upgraded over the years since we first got spring running. But animation is still pretty outdated.
Although, a lot of animation in spring is procedural too, so in some ways the scriptable system is more powerful... It would still be really nice for SOMETHING to be possible with skeletal animation.
Re: Intro and questions
Posted: 18 May 2010, 20:09
by gabbe
and i can post a topic for that were?
Re: Intro and questions
Posted: 18 May 2010, 20:59
by Neddie
Feature Requests.
Re: Intro and questions
Posted: 18 May 2010, 23:18
by gabbe
Neddie wrote:Feature Requests.
Thanks this needs implementations
Re: Intro and questions
Posted: 19 May 2010, 12:44
by zwzsg
SwiftSpear wrote:Although, a lot of animation in spring is procedural too, so in some ways the scriptable system is more powerful... It would still be really nice for SOMETHING to be possible with skeletal animation.

Skeletal animation would just mean that instead of belonging to a single piece, vertice would belong to several pieces, with associated weights, and their movement would be the weighted mean of the (bone) pieces.
But you'd still need an animation script! And that animation script would actually be exactly the same! You can't say scripted animation is more powerful than skeletal animation, cause one does not replace the other, they apply to different stage of the animation: The script tells how to move the bone (or solid piece, but the script won't know the difference). The skeletal system deduce the vertex position from the bones position.