Upspring 1.54
Moderator: Moderators
madrat gundam wasn't created in a month... the project is going on 3 years now.
I started with ugly models.


I worked out much of the game play long ago, now it is adapting to spring and adding new units that were not possible in TA.
But my origonal models looked like this:

Do not be so quick to think that because my mod looks nice that is all I spent my time on. I hate how people on this forum keep saying that... "some people work on balance over looks" or maybe it is really "some people have spent ample time on the two of them"
christ, yeah gundam is all pretty and NO balance.
I started with ugly models.
I worked out much of the game play long ago, now it is adapting to spring and adding new units that were not possible in TA.
But my origonal models looked like this:
Do not be so quick to think that because my mod looks nice that is all I spent my time on. I hate how people on this forum keep saying that... "some people work on balance over looks" or maybe it is really "some people have spent ample time on the two of them"
christ, yeah gundam is all pretty and NO balance.
I would clump your mod in with the long established mod category, so it would make sense to spend time on the look and feel at this point. But in my opinion we need more "new" mods and to do this we need fresh modders. This new wrinkle to upswing makes it possible for people familiar with TA unit creation to get in on the ground level and actually make s3o-based units.
Having done Both S3o, and 3do units in a decent enough amount to comment on this, both formats have their virtues and their bottleneck points.. It takes roughly the same amount of time to model both a 3do or an S3o in whatever system your using, however S3o's bog down when you have to arrange and set up the UVmap, where as 3do's bog down when you have to actually texture them..
However IN the short run once you master setting up UVmaps IT is actually faster to make a s3o than a 3do because of the ease in texturing at least if you have a usable graphics program like Photoshop..
S3o also does one thing that 3do cannot do well, and that is allow you to use more unusual geometry on the model. a 3do only textures well if all the faces are flattened squares or rectangles, any distortion shows up immediately. S3o DOES NOT HAVE THIS ISSUE, I can make a hexagon, a triangle what have you and have no texture distortion IF I do my UV map right.. This makes models like what I did for my alien group possible only in s3o as such models would look like shite in 3do.. S3o is superior.. if you dont have the time to learn it and move to it, then maybe you shouldnt be making a mod..
As far as converting a 3do to an s3o via some work around.. THIS IS FAIL for the same reasons that 3do fails, it will set up all the faces as square, but they are not SQUARE.. they never are this will cause texture distortion and require you to redo the UVmap.. what is the point of converting a model when you are going to have to do the tricky part (setting up the UVMAP) again anyways.. someone explain this to me..
However IN the short run once you master setting up UVmaps IT is actually faster to make a s3o than a 3do because of the ease in texturing at least if you have a usable graphics program like Photoshop..
S3o also does one thing that 3do cannot do well, and that is allow you to use more unusual geometry on the model. a 3do only textures well if all the faces are flattened squares or rectangles, any distortion shows up immediately. S3o DOES NOT HAVE THIS ISSUE, I can make a hexagon, a triangle what have you and have no texture distortion IF I do my UV map right.. This makes models like what I did for my alien group possible only in s3o as such models would look like shite in 3do.. S3o is superior.. if you dont have the time to learn it and move to it, then maybe you shouldnt be making a mod..
As far as converting a 3do to an s3o via some work around.. THIS IS FAIL for the same reasons that 3do fails, it will set up all the faces as square, but they are not SQUARE.. they never are this will cause texture distortion and require you to redo the UVmap.. what is the point of converting a model when you are going to have to do the tricky part (setting up the UVMAP) again anyways.. someone explain this to me..
Alright, thanks a lot, I was wonderin what was goin on with the textures... I made a secondary texture and it didn't work right.. 
edit: Problem is still not fixed!!! The whole thing in UpSpring appears reflective, yet.. I only have a few faces that way... Perhaps its UpSpring's coding as the problem...

edit: Problem is still not fixed!!! The whole thing in UpSpring appears reflective, yet.. I only have a few faces that way... Perhaps its UpSpring's coding as the problem...
Upspring is so broken it's just plain annoying. Example: This s3o has some of its parts mirrored along the Z axis (note that they weren't mirrored when the model was assembled from objs and they were also rotated by 90° after the first save). The parts thigh_r and shoulder_r need to be mirrored. Try it, mirror thigh_r and shoulder_r along the Z axis (scale -1). Save, reload, the parts are still mirrored. Hardly the only time Upspring completely broke a model upon saving. WTF is happening there? Why isn't it saving the model it has in the editor, why does it introduce random errors?