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Posted: 10 Dec 2005, 14:40
by Guessmyname
You have to bear in mind that the PHW modellers do high poly models for HL2 and the like, rather than TASpring low poly models

Posted: 24 Jan 2006, 00:35
by VonGratz
My question is the following:
What program I will utilize to pack the Mod as SDZ or SD7? I unpacked some files to test, but when I packed it with 7zip, they not have same size nor worked well :shock:
Graatz :wink:

Posted: 24 Jan 2006, 22:30
by TA 3D
To make a sdz file, all you have to do(in windows of course), is select a folder and click on add to arcive, then rename the extension from zip to sdz, and your done. Sd7 is a different story......... And I haven't gotten it to work right.

Posted: 15 Feb 2006, 21:50
by XigXag
VonGratz wrote:What program I will utilize to pack the Mod as SDZ or SD7? I unpacked some files to test, but when I packed it with 7zip, they not have same size nor worked well
I had the same problem with 7-Zip until I messed around with the settings. You might try setting compression to Normal and choose non-solid archive format.

Update: I checked my 7-Zip settings. Here they are:
Archive format: 7z
Compression level: Normal
Dictionary size: 2 MB
Word size: 32
Update mode: Add and replace files
Create SFX archive: No
Create Solid archive: No
Split to volumes, bytes: [blank]
Parameters: [blank]

Hope this helps.
-X

Posted: 15 Feb 2006, 22:26
by NOiZE
compressing to ultra is no problem really

Posted: 16 Feb 2006, 07:01
by Maelstrom
Image

If you read the wiki, most of the information is there. This image was pulled from the [http://spring.clan-sy.com/wiki/Maps:Compiling]Maps:Compiling[/url] page.

Posted: 19 Mar 2006, 09:21
by MrSpontaneous
ok, this is strange, I have done every thing as said to make an sdz file, (made zip archive. renamed) and it won't work. (spring will not load up the mod T_T) I also tried unziping a mod and turning it into a new sdz file and it would not work.
So. . .I would apriciate some help on this.

Thanks in advance

Posted: 19 Mar 2006, 10:57
by Das Bruce
Post your modinfo file or whatever its called.

Posted: 19 Mar 2006, 21:06
by MrSpontaneous
figured it out, was compressing to a rar not zip (DOH!)

On another note, one of my units is not working (either will not build or mod does not start T_T)
I am sure it is the fbi file. I want the unit to be built on a geo vent, produce energy, and construct units like a mobile builder does (i.e. lays them on the ground around it) here is the fbi file:

[UNITINFO]
{
//Internal settings
unitname=BOREMC;
version=1;
side=BOREDOM;
objectname=BOREMC.S3O;
TEDClass=ENERGY;
category=BOREDOM METAL ENERGY NOWEAPON NOTAIR NOTSUB NOTSHIP LEVEL1 NOTLAND ALL;

//unit limitations and properties
ActiveWhenBuilt=1;
BuildDistance=200;
WorkerTime=100
BuildTime=1000;
Corpse=BOREMC_DEAD.S30;
SoundCategory=ARM_GEO;
SightDistance=250;
MaxDamage=800;
name=Mana Collector;
description=:Produces Energy and units;

//energy and metal related
BuildCostEnergy=0;
BuildCostMetal=300;
EnergyMake=300.0;

//Pathfinding and related
Maxvelocity=0;
BrakeRate=2.5;
Acceleration=0;
FootPrintX=4;
FootPrintZ=4;
MaxWaterDepth=0;
MovementClass=structure;
YardMap=oooo oGGo oGGo oooo;
MaxSlope=10;

ovradjust=1;
smoothanim=1;

//Abilities
Builder=1;
CanMove=0;
Can'tBeTransported=1;


//Weapons and related

There are likely some unnesiceary things in there as I was tring to fix it.
thanks

Re: Mod Development Programs.

Posted: 20 Mar 2006, 01:21
by FireCrack
7) MAYA* http://usa.autodesk.com/adsk/servlet/in ... eID=123112
-> Possibly the most heavily used modeling tool in the movie industry today, may is one of the most powerfull content creation tools around.

Posted: 21 Mar 2006, 22:29
by TA 3D
Added it. But as to it's longterm avaiblity, i'm holding my breath. It's more likely we will see a super program that will be the next new version of 3DS MAX.

Posted: 21 Mar 2006, 23:46
by SinbadEV
americans invented basic, from which we get the mispelling of colour that you just failed to use

Code: Select all

MAYA[color=blue]*[/color] not
MAYA[colour=blue]*[/colour]
=
MAYA* not
MAYA[colour=blue]*[/colour]

Posted: 23 Mar 2006, 07:49
by Jerry6ok
Just wondering is there a way to get the 3do max importer to work with 3ds max 7.This would be very handy.Also there is a utility called Chili-Skinner that helps in the creation of uvmapping in gmax and 3dsmax.

Posted: 05 Jun 2006, 06:18
by Eaglebird
The link to/for UpSpring led to a dead end for me, so if it hasn't been mentioned already, here is the link I found for UpSpring: http://www.fileuniverse.com/?p=showitem&ID=2317

Posted: 23 Oct 2006, 03:22
by Snipawolf
Wasn't there some way to use hammer editor for spring somehow?

Posted: 31 Oct 2006, 09:35
by TA 3D
It's called the links haven't been updated in awhile. If you find a dead link and you know the current working one, feel free to fix it.

Posted: 11 Dec 2006, 21:37
by Hunter0000
All of the links to scipting progams appear to be borked.. just a heads up...

Posted: 18 Apr 2007, 14:05
by TradeMark
1) Scripter** http://www.fileuniverse.com/?p=showitem&ID=70
-> The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with a broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.
Nowhere is mentioned that it can handle .cob files, like decompile them into .bos.

Please, someone add that there, so people might find right tools for them.

Posted: 19 Aug 2007, 12:40
by KaZoiTeZ
Fileuniverse seems down since a while,
is there any other place to download the stuff?

Posted: 19 Aug 2007, 19:33
by Peet
I put Scriptor on UF...I'll stick 3dobuilder up there too if I can find it. Upspring is at http://user.supradigital.org/jcnossen/U ... r-1.54.exe