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FBI file info..
Posted: 30 Jun 2007, 15:52
by Eaglebird
I've just gotten back into TA altogether recently, and have been working with the good old TA and TA:CC.
With the units and maps and stuff, I've been working with a lot of tdf and fbi files.
My question was, last I was following this project, we had moved away from the ufo file and into another structure..? or unit compilation altogether, to get more from the engine. So, do we still use fbi files to define unit characteristics, or has that changed?
Posted: 30 Jun 2007, 16:15
by Guessmyname
Yes, we do.
However, a number of TA tags are unsupported / obsolete, and there are many, many new tags for Spring also available
Posted: 30 Jun 2007, 16:34
by Eaglebird
Guessmyname wrote:Yes, we do.
However, a number of TA tags are unsupported / obsolete, and there are many, many new tags for Spring also available
I figured as much. I wasn't planning on porting anything, yet, mostly because of the need for conversion from 3do to, what was it, s3o?
I was more interested in making a copy of spring and playing with the units to get some fun stuff to goof off with.

Posted: 30 Jun 2007, 16:37
by theHive
Eaglebird wrote:Guessmyname wrote:Yes, we do.
However, a number of TA tags are unsupported / obsolete, and there are many, many new tags for Spring also available
I figured as much. I wasn't planning on porting anything, yet, mostly because of the need for conversion from 3do to, what was it, s3o?
I was more interested in making a copy of spring and playing with the units to get some fun stuff to goof off with.

I think the 3do models are still compatible in Spring (considering the number of people who complain when they are used).
To port something I think some minor changes are needed to make it 'Spring-compatible' from TA.
Posted: 30 Jun 2007, 21:20
by Eaglebird
[quote=thehive]
To port something I think some minor changes are needed to make it 'Spring-compatible' from TA.[/quote]
Yea, I remember reading up on it a bit a long time ago.
I think it came where you need UV mapping; I couldn't seem to get the hang of it.
Posted: 30 Jun 2007, 21:26
by j5mello
you don't have to uvmap anything...
the changes you would need to make are in the scripts and the fbi's of the units...
If you just want to use your favorite unit pack in Spring that is all you will need to do.. no models, no uvmaps, just fix the scripts and fbis (though that in itself can still be pretty difficult)
Posted: 30 Jun 2007, 23:05
by Eaglebird
j5mello wrote:you don't have to uvmap anything...
the changes you would need to make are in the scripts and the fbi's of the units...
If you just want to use your favorite unit pack in Spring that is all you will need to do.. no models, no uvmaps, just fix the scripts and fbis (though that in itself can still be pretty difficult)
What about the scripts, what needs fixing?
Posted: 30 Jun 2007, 23:26
by Guessmyname
Not much actually. Only if the script is complicated (Ie shielded units in Spring work far differently than in TA). If it isn't, you should be fine
Posted: 30 Jun 2007, 23:51
by Eaglebird
I don't have any shielded units. They were all compatible with the original TA. As for the fbi file, if there's something in it that won't work in spring, will spring ignore it or do I have to go through each one and delete it?
Posted: 01 Jul 2007, 00:07
by Guessmyname
Nah. Chances are they'll be fine. Try it first. If a problem comes up, then you'll need to start fixin' stuff
Posted: 01 Jul 2007, 00:09
by Eaglebird
Well it'd help if I knew what I was doing in the first place
I pretty much took my old ufo files and extracted them, then just compressed them back into a sd7 archive and put it in the mod directory, but it crashes at game start.
Posted: 01 Jul 2007, 00:54
by Guessmyname
This is just a unit pack, right?
If so, you'll need that unmodified TA port of zwzsgs, and your pack will have to use that as a dependancy. (I'm assuming you added a modinfo.txt or it wouldn't have shown up in the mod list)
Posted: 01 Jul 2007, 01:02
by Eaglebird
Guessmyname wrote:This is just a unit pack, right?
If so, you'll need that unmodified TA port of zwzsgs, and your pack will have to use that as a dependancy. (I'm assuming you added a modinfo.txt or it wouldn't have shown up in the mod list)
Ah, alright then.
Where should I find it? Fileuniverse, here, etc.?
Posted: 01 Jul 2007, 03:40
by theHive
Eaglebird wrote:Well it'd help if I knew what I was doing in the first place
I pretty much took my old ufo files and extracted them, then just compressed them back into a sd7 archive and put it in the mod directory, but it crashes at game start.
I remember a while ago I added some units by simply putting the .ufo in my spring directory (not in mods or anything). Doesn't work in multiplayer (I don't think), but it was fine for single player.
Doing that with the unmodified TA mod might work the best.
Posted: 01 Jul 2007, 03:51
by Eaglebird
theHive wrote:Eaglebird wrote:Well it'd help if I knew what I was doing in the first place
I pretty much took my old ufo files and extracted them, then just compressed them back into a sd7 archive and put it in the mod directory, but it crashes at game start.
I remember a while ago I added some units by simply putting the .ufo in my spring directory (not in mods or anything). Doesn't work in multiplayer (I don't think), but it was fine for single player.
Doing that with the unmodified TA mod might work the best.
I remember, but wasn't that with an older version of spring?
Posted: 01 Jul 2007, 03:53
by theHive
Eaglebird wrote:I remember, but wasn't that with an older version of spring?
Probably.
I'm just trying to feel included/helpful

Posted: 01 Jul 2007, 09:02
by KDR_11k
Use some kind of TA mod as a dependency or base and add the units one by one to see if there are issues.