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GUIs and modding

Posted: 12 Oct 2007, 16:05
by Boogalizer
I'm considering porting my mod (Devolution) over from TA into Spring, and porting it over in general seems like a simple, but tedious task. The only thing I'm a little confused about so far is the GUI and Lua system. In OTA it was possible to modify the GUI a fair amount and do creative things with it (IE make the D-Gun button say "Special," add in 192x128 build pics for Super Units, and generally make unit scripts do things by running off the move orders button, though changing what the button looks like to match the script's function).

First off, I can't even find where to edit what is built by what in spring. Theres no more "Downloads" folder- its it now read in sidedata.tdf?

Second, can you modify the gui? and if so, can you modify a single unit's gui? IE, making the D-Gun unit say "Special" for a unit that isn't the Commander. And if so, how :P Is it a Lua file, and are there good Lua editors?

Posted: 12 Oct 2007, 16:10
by [XIII]Roxas
Welcome to Spring, Boogie.

First of all, the GUI here is far more pliable then OTA. I'm fairly certain that all you have established in Devolution (Great mod, by the way) can be placed into spring.

Concerning LUA, you'd have to ask people such as trepan. I'm not very familiar with it, but I can say with about 85% certainty that ANYTHING is possible in LUA.

Good luck.

Posted: 12 Oct 2007, 18:29
by KDR_11k
You'll have to go through Lua for GUI changes but once you do you can do anything. You can replace Spring's GUI with Starcraft's if you want.

The downloads folder is still supported but it's recommended to use sidedata.tdf.

Posted: 12 Oct 2007, 18:56
by trepan
Or, if using raw lua unitdefs, just use the buildOptions table.

Example:
http://trepan.bzflag.bz/spring/aliencom.lua

Posted: 13 Oct 2007, 03:54
by MadRat
With upswing the 3do --> s3o conversion is much easier now.

Posted: 13 Oct 2007, 12:03
by KDR_11k
But it's not a good idea anyway.

Posted: 13 Oct 2007, 14:41
by rattle
UPSPRING *cough*

Generating a texture atlas and mapping the model to it might have been a better idea.