New Upspring version (1.2) - Page 5

New Upspring version (1.2)

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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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Pathfinding can use spheres, that's perfectly well and good (I understand the reasons).

Collision meshes for weapon impacts would be perfect. I'd need them on most of my ships, but basically they'd just be an elongated cube on most of them. Flagships with their large wings would need a couple more boxes, but ultimately I could keep it very simple.
Archangel of Death
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Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

When trying to load an s3o in Upspring 1.1 (a textured one, but with missing textures) I am getting crashes. Unless I first load a 3do, then it will load an s3o.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

bug reproduced :|
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jcnossen
Former Engine Dev
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Post by jcnossen »

Ah FU images work again:

Image
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Those meshes would put a vast improvement on selection and giving commands, the current system that sues the spheres is a nightmare when selecting a single unit in a pile or in camera mdoes thata re straight down or OTA style
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

So the new script will support alpha-flares? I.E. for engine flares and gun flares? that'd be awesome.
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jcnossen
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Post by jcnossen »

So the new script will support alpha-flares? I.E. for engine flares and gun flares? that'd be awesome.
Wrong thread?

A new script/unit system is months away, so you can forgot about it for now anyway...
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

I'm all for teh collison boxes things, make sure you put it into features awell though. I'm just not happy with teh large tree things, untill I can get better parthfinding and collion detection on them. Also... While this is not nesacerily up spring related, having the ability to make it so objects are rendered nomatter if the ground there on is out of camera aslong as they are in view would be very helpfull... For large things like ginat trees, your busy looking at it one mo, then it vanishes because teh bit of ground its on is out of shot. I suspect Caydr will run into somthing similar with his space mod aswell. I've been thinking how to implament it... and I may have a sort of solution, but not being a smart coder i dont know how feasable it is...

aGorm
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Here's a fix for the S3O loading bug, as well as some experimental view add/remove functionality (Has some problems but it does work, for those who don't like 4 views).

clicky

FU is still not working :(
Vehementi
Posts: 67
Joined: 28 Apr 2005, 23:27

Post by Vehementi »

Zaphod wrote:Ok, I'm going to make one of those bloody features myself and work out all the problems once and for all ;)
That'll also stop me from giving incorrect information about things like backface culling...
May be the wrong thread to ask for an update for this issue, but is there an update for this issue (s3o features)?
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

I would greatly appreciate it if someone would be kind enough as to write up a step-by-step tutorial for taking a model from 3DStudio Max 6 and making a TASpring model out of it by using Upspring. I have made many models for OTA using 3DO Builder but am having a lot of trouble getting it to work in Upspring and making a UV map and all......... I make all my models in Rhinoceros 1.1. The apps that I have are:

Rhinoceros 1.1
3DStudio Max 6
Paint Shop Pro 7
Paint Shop Pro 8
Adobe Photoshop 7.0
Bryce 4
Bryce 5
Upspring 1.2

Any help you can offer would be most welcome.
Thank you for your time. 8)
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Plo Koon
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Joined: 04 Nov 2005, 16:00

Post by Plo Koon »

same here (3ds max 7)
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Likewise.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Maestro was working on a tutorial for lightwave -> s3o... I'll mail him to see what has to be done on it.
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Runecrafter
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Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

Thank you Zaphod
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Isaactoo
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Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

Is there any easy to follow tutorial on how to creat a UV map for a model?
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

UV mapping is not specifically for spring, so there are a lot of UV mapping tutorials for every major 3D editor. Google is your friend ;)
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Isaactoo wrote:Is there any easy to follow tutorial on how to creat a UV map for a model?
It depend on software u use....
but UV is never easy so prepare your mental health....
The process is known amongst modeller as 'UVW hell' :twisted:
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Hi Zaphod, did you ever receive new beta upspring tutorial I sent yesterday :?:
Also the title of this forum is 'upspring 1.2' but i found link to v 1.1 only ?
Well, and how to show the collision sphere ? they never shown in my upspring :cry:
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I'd like to request the ability to change the background colour on the displays.

Pretty please! :wink:
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