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Basic SDK Mod (Again)

Posted: 16 May 2008, 19:29
by FLOZi
I'm in the process of making a mod with the *very least* required to actually run.

One thing I've stumbled into is that cursors are required, which either means including your own set, or depending on otacontent.sdz in base.

Would it be possible to add cursors.sdz, with Erom's public domain cursors into the base folder for the next release?

edit: N.B. This is not a rival to Nanoblobs as a mod for learning how to mod Spring - it will just be an empty base, with documentation.

Re: Basic SDK Mod (Again)

Posted: 16 May 2008, 19:32
by smoth
EROM made some cursors. they are in gundam, feel free to grab them.

Re: Basic SDK Mod (Again)

Posted: 16 May 2008, 19:37
by lurker
Sounds like a good idea to me. Smoth... pay a wee bit more attention to what a post says before replying. :roll:

Re: Basic SDK Mod (Again)

Posted: 16 May 2008, 20:02
by smoth
I am half awake la la la la

Re: Basic SDK Mod (Again)

Posted: 16 May 2008, 20:06
by lurker
No really? :O

Re: Basic SDK Mod (Again)

Posted: 16 May 2008, 20:40
by Tribulexrenamed
Ill supply the ugly units.

Re: Basic SDK Mod (Again)

Posted: 16 May 2008, 22:16
by Forboding Angel
Grab the cursors in EE or Evo, I made them, and they are free for anyone to use, there are also eroms.

BTW if you're going to do this, then do it right and have it set up to use luadefs, not fbis.

Re: Basic SDK Mod (Again)

Posted: 16 May 2008, 22:52
by Guessmyname
smoth wrote:I am half awake la la la la
Is anyone ever fully awake?

Re: Basic SDK Mod (Again)

Posted: 17 May 2008, 01:37
by FLOZi
Forboding Angel wrote:Grab the cursors in EE or Evo, I made them, and they are free for anyone to use, there are also eroms.

BTW if you're going to do this, then do it right and have it set up to use luadefs, not fbis.
I indeed plan to use luadefs. :-)

EDIT: Are there any programs to convert FBI/TDF --> luadef?


And yeah, read the post people! I want Erom's cursors included as a standard package with spring so mods don't have to include them.

If it doesn't happen I'll probably keep them seperate and just depend on them as another normal mod, afaik that should work. I envisage this as at least 2 phases;

Phase 1 is literally just the bare bones files needed to make Spring run.

Phase 2 introduces a few units and a bunch of text files documenting the purpose of specific files and folders.

Re: Basic SDK Mod (Again)

Posted: 17 May 2008, 03:49
by BrainDamage
FLOZi wrote: EDIT: Are there any programs to convert FBI/TDF --> luadef?
http://trac.caspring.org/browser/trunk/tools/FBI2Lua

Re: Basic SDK Mod (Again)

Posted: 17 May 2008, 13:09
by FLOZi
One less job for me to do. :-)

Re: Basic SDK Mod (Again)

Posted: 17 May 2008, 18:01
by AF
Basic units can be as simple as a floating cube or sphere with a handful of points on the s30 for weapons.

Glad to see someone has picked up the sdk mod!!!!

Re: Basic SDK Mod (Again)

Posted: 17 May 2008, 18:08
by KDR_11k
Probably better to show at least one moving part if you want it to work as a tutorial.

KP units are available BTW.

Re: Basic SDK Mod (Again)

Posted: 17 May 2008, 18:10
by FLOZi
It's not really meant as a tutorial though. But that is a possibility for phase 3.

Re: Basic SDK Mod (Again)

Posted: 17 May 2008, 18:13
by lurker
In my mind, an sdk mod with unit examples would have:
1. tank with simple moving turret.
2. infantry with a simple walk script
3. maybe the same model with a fancy walk script
4. fighter
5. bomber
6. gunship
7. ship
8. same tank as before but can hover
Along with a description of what tags and what else causes each set of movement behavior.

Re: Basic SDK Mod (Again)

Posted: 17 May 2008, 18:51
by FLOZi
All that comes later. First phase is just an empty shell. Plus, Nanoblobz has pretty much everything you'd want to learn, content creation wise.

Speaking of which - are we of the opinion that files that aren't *required* but which will be noted as missing in infolog.txt should be included in phase1 or not?

edit: yeah, SDK isn't such a great description of what i'm actually doing here tbh. At least not yet.

Re: Basic SDK Mod (Again)

Posted: 18 May 2008, 01:42
by MechaStalin
I'm still interested in this, I'd like to minimize the amount of other's mods floating around in mine. :)

Re: Basic SDK Mod (Again)

Posted: 18 May 2008, 05:51
by Saktoth
Personally i use the Masse cursor set (Its in CA, check it out with Main Menu > Display Options > Cursors) which is another quality set of cursors, and slightly smaller and less obtrusive than Eroms. Not sure what licence its under though...