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Do we have a 'porting' tutorial yet?
Posted: 30 Jun 2007, 23:04
by Eaglebird
Not to necessarily encourage one, but I have an old unit pack, not a whole mod, that I kinda wanted to port from ta to spring. Anyone tried such so far, or had any success?
And yes, I've tried copying it all and 7zipping it into an sd7, it crashes spring right after the start locations are set and the game actually starts.

Posted: 01 Jul 2007, 00:10
by AF
first of all OTA doesnt use the same texture format as spring, it uses GAF, whereas spring uses plain image files or DDS.
Posted: 01 Jul 2007, 00:31
by Eaglebird
Well I have the old gaf builder. I can export them all to bmp. Can the dds converter sequence them?
Posted: 01 Jul 2007, 00:52
by Guessmyname
Better off using gafdump. It's faster and converts all of them at once
Posted: 01 Jul 2007, 01:01
by Eaglebird
Guessmyname wrote:Better off using gafdump. It's faster and converts all of them at once
I checked it out and don't see its use, yet. I have all the gaf's extracted already from hpiview, I just need to convert them to the dds format for spring.
Posted: 01 Jul 2007, 01:10
by Guessmyname
No you don't. 3do textures need to be in .bmp format in the unittextures/tatex directory
Posted: 01 Jul 2007, 01:15
by Eaglebird
Guessmyname wrote:No you don't. 3do textures need to be in .bmp format in the unittextures/tatex directory
Ahhhhhhhhhhh, alright. Even the sequenced, 1 2 3 4 5, ones?
Posted: 01 Jul 2007, 01:39
by Guessmyname
No, unfortunately they don't work, and will take up valuable texture space (all 3do textures have to fit on a 2048x2048 sheet) so you'd be better off deleting the bitmaps for their sequences
Posted: 01 Jul 2007, 01:42
by Eaglebird
Well everything's been converted and put together. What would cause the game to crash right after the start timer gets to 0 and the commander is about to be placed down?
Posted: 01 Jul 2007, 02:26
by AF
take the crash stacktrace from infolog.txt and run it through the stacktrace translator which youll find in the dev forum in the dev links sticky. The files mentioend should give you a clue.
Posted: 01 Jul 2007, 02:29
by Eaglebird
AF wrote:take the crash stacktrace from infolog.txt and run it through the stacktrace translator which youll find in the dev forum in the dev links sticky. The files mentioend should give you a clue.
Alright, thanks. I had peeked at it earlier but couldn't make any sense of the file.

Posted: 01 Jul 2007, 02:36
by SinbadEV
missing files for your commander could cause a 0 point crash
you might want to try adding one unit at a time to an existing mod before doing a full scale unit-pack
Posted: 01 Jul 2007, 02:55
by AF
Any text in the chat console is mirrored to infolog.txt. You may find error messages such as xyz not found in there that happened in the few seconds before spring crashed but didnt get drawn to the screen.
Posted: 01 Jul 2007, 04:42
by Pressure Line
unit packs such as UTSAP and TAUIP (both of which i have successfully ported) do not have commanders or any of the cavedog ota units included. easiest way i found to port it is dump the .ufo file(s) for the unit pack in you spring/base dir, then merge ccdata.ccx and totala1.hpi into a single .sd7 called whatever you want, add a modinfo file like this
Code: Select all
[MOD]
{
Name=OTAUIP;
Description=OTAUIP;
URL=BLANK;
ModType=1;
NumDependencies=7;
Depend0=springcontent.sdz;
Depend1=otacontent.sdz;
Depend2=tatextures.sdz;
Depend3=tauip-unitdata.ufo;
Depend4=tauip-airunits.ufo;
Depend5=tauip-landunits.ufo;
Depend6=tauip-seaunits.ufo;
}
and you're away laughing...
almost. some of the models, most of the scripts and a lot of the weapons get broken when they are ported into spring, if you want to make a full conversion of something like UTSAP or TAUIP into spring, be prepared to spend hundreds of hours modeling, scripting and re-writing .tdf files
*edit* i feel compelled to mention that i started on converting TAUIP to work properly in spring before i started my current project, i decided to make a whole new mod because it would be easier, and at the end of the day the work would be all mine.
Posted: 01 Jul 2007, 05:16
by theHive
Posted: 01 Jul 2007, 05:54
by rattle
easiest way i found to port it is dump the .ufo file(s) for the unit pack in you spring/base dir
Won't work online, also units using custom gafs will have texture issues.
Posted: 01 Jul 2007, 07:50
by Pressure Line
rattle wrote:easiest way i found to port it is dump the .ufo file(s) for the unit pack in you spring/base dir
Won't work online, also units using custom gafs will have texture issues.
tbh, not working online/ texture issues will be the very least of his worries ime.
Posted: 01 Jul 2007, 08:51
by KDR_11k
If you throw anything into spring/base you cannot play online at all.
Posted: 01 Jul 2007, 09:02
by Pressure Line
KDR_11k wrote:If you throw anything into spring/base you cannot play online at all.
hasnt stopped me.
Posted: 01 Jul 2007, 09:27
by KDR_11k
You get sync errors if you play with anyone else, no matter which mod you use.