Your chance to help develop spring. tracks

Your chance to help develop spring. tracks

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Your chance to help develop spring. tracks

Post by SJ »

For all those that say that you want to help develop spring but cant program here is your chance. Add tracks to all XTA tanks.

The files you need to edit is inside xta_se_v060.sdz which can be found in the mod directory and its a standard zip file. Inside that there is a units/ folder containing fbi files that is standard text files for the different units. Edit all of these corresponding to tanks so that they leave tracks. The 5 lines that need to be added to each is

trackWidth=43; //this will have to be manually fitted to each tanks width

trackOffset=8; //this is how far forward from the middle the track should be created, experiment with it till you cant see the track being created

trackStrength=8; //this is how visible the track should be and how far it should stay on the ground, some example values could be goliath=10,bulldog=8,stumpy=6,flash=4

trackStretch=1; //this is how far the track is stretched in forward direction compared to the side direction, can probably be left at 1

trackType=StdTank; //this refer to a picture in bitmaps/tracks, can probably be left at stdtank if you dont want one with thinner/thicker tracks compared to the tank width or another pattern of the tracks (maybe one pattern for core and one for arm ?). Inside the picture the red channel refer to the brightness and the green channel to the alpha (how visible it is) of the track. Blue channel is unused. Maybe someone should improve the stdtank one also.

Im not sure if good tracks for kbots can be created with this system so you might want to wait with those, in the new unit format we will allow for the scripts to create track to sync them with the footsteps.

If several ppl are interested in helping please try to partition the units between you.
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

There's not that many tanks in TA, so it should be easy enough, I could probably do it, but what is the best way to determine the unit's width?
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Post by Loser »

I will also get on it gonna try a mass add text with the move type tanksh3 and play with the width from there and legth from there
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I too would like to help, but perhaps we should organise it so that we don't do the same things and waste our time.
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Post by Loser »

good point i believe i have done the arm units except for the two weeled ones I guess now its to split up the core. And you can check my arm ones always best to get an other set of eyes :) might be good enough for me but not for others.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Urg; I'm having some trouble with my Spring install. It doesn't seem to recognise 0.6b. I am downloading the large download, but I'm on 56k. Should be a day or so, but when its done I'm happy to check units, etc.

What two wheeled units units does arm have? I don't seem to recall any motorcycles...
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Post by Loser »

i meant wheeled units in general the jeffry specificaly i am trying to see how i can make this work. The tracks will have to be huge as the front wheels are smaller then back wheels and i am not even so sure they should even have tracks.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I've put tracks to all OTA units with evolva models (not perfect tracks, but they do the trick), but then I noticed a bad bug. When two units with different kind of tracks move in the same time, suddenly one of the unit gets its track surimposed with the track of the other unit. It looks ugly. For instance when a kbot move alone, it's fine, but as soon as a tank start moving, the kbot track turns into a kbot+tank track.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Can you post a picture, zwzsg?

And I wouldn't make the jeffy tracks huge, even if they are incongruous with the unit size, as it wouldn't make any sense, and could be quite confusing...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

The multiple track drawing has been fixed in the cvs version.
Does anyone has trackified units for XTA to submit ?
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Post by Loser »

ya i have the arm ones to submit,if i have time tonight i can do core.

where would you like me to submit them?
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Here's my version with tracks for all OTA units. I used the SY's .bmp tracks for tanks and most kbots (just the name was changed), and made only two more .bmp, one for six legged units, and one for the Krogoth. Many units use the same track tags values, I just changed when it really looked bad. Pictures don't look pretty with tracks surimposing. I'd have to do a picture for each kind of track. And I'm unable to compile the last CVS by myself. Just download and install my mod pack, and play on Ashpen (the white snow is great to see clearly the tracks). If no one wants to play, just play alone (move the "You won" windows to the corner, and play without enemy). Then use .cheats and .nocost to quickly build everything and make a mess. Oh and I noticed you can't have a trackstrength superior to 10, or else the track reappears for one more round after disappearing.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Use the submit files above loser.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

[edit] I can read, I swear! [/edit]
Last edited by Gnomre on 03 Aug 2005, 02:15, edited 1 time in total.
Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

Post by Fnordia »

Uh.. Or perhaps because his nick is "Loser"? :)
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Post by Loser »

Ya its a bad username for message boards i know :( but I have been using since my C&C days.

Thanks SJ i did not see that :oops:

i will submit all arm now let me know what ya think
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Ok I tried your arm units and they seem to work well. Only thing i changed was to increase the track strength of the Penetrator a bit.

Now we only need the same thing for core.
Loser
Posts: 21
Joined: 01 May 2005, 17:05

Post by Loser »

i will try to get it done tonight one unit i cannot find for core is the Mobile missle defence unit. I have search through all the files over and over its making me loopy. If some can just give me the name will save me some pain :-) .
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

ARMs is scarab so CORE is hedgehog. if you mean its other name i don't have a clue
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

ARMSCAB and CORMABM.
Post Reply

Return to “Engine”