http://taspring.clan-sy.com/wiki/Mod_De ... t:Archives
This archive format included the files from a unit archive right? does that mean we can build units in SD7 format instead of ufo or whatever?
Archive Format
Moderator: Moderators
To the first post: yes.
To the second post: you need to make the texture a GAF and pack it into a ufo file (in the textures subdir) for 3dobuilder to read it. Making a GAF means you have to make a TA-palette version to be able to see it and saving a non-TA version for Spring... it's really a pain in the ass right now.
To the second post: you need to make the texture a GAF and pack it into a ufo file (in the textures subdir) for 3dobuilder to read it. Making a GAF means you have to make a TA-palette version to be able to see it and saving a non-TA version for Spring... it's really a pain in the ass right now.
EFINFMAR
http://benjie.animeotaku.ca/EFINFMAR.3do
I have the orriginal TA CDs hpi, a ufo of textures, photoshop... someone tell me where the freak to find out how to ACTUALLY put textures into 3do Builder...
actually figured it out now I thin... not 100% sure... but I managed to trick it into letting me assign colours to faces and objects... hacked the FourtyFour to get the unit in game but it really doesn't work... just kinda shows up...
I have the orriginal TA CDs hpi, a ufo of textures, photoshop... someone tell me where the freak to find out how to ACTUALLY put textures into 3do Builder...
actually figured it out now I thin... not 100% sure... but I managed to trick it into letting me assign colours to faces and objects... hacked the FourtyFour to get the unit in game but it really doesn't work... just kinda shows up...
Spring doesn't really handle colored faces that well, in my experience.
And about the textures... I can't really make it more clear.
1) Apply TA palette to textures
2) import textures to a .GAF file in GAF Builder
3) put the GAF file in the "textures" (NOT Unittextures/tatex/) subdirectory of a .UFO file (NOT an sdz or sd7) using HPIPack
4) Put UFO file in the directory 3dob loads textures from. By default this is the TA directory, unless you messed with it
5) Load 3dob, choose the texture package (which is the filename of your .GAF file), and apply textures
However, there is obviously a quality loss when making textures in the .GAF format, since they must be converted to the TA palette. So keep an un-paletted version of the texture (in either bitmap or targa format) and put it in "unittextures/tatex/". Also remember that the filenames of the bitmaps/targas must follow the spring naming convention. If the texture is named "MetalBlah" in 3dobuilder, the filename for the bitmap/targa in unittextures/tatex/ must be "MetalBlah00.bmp" (or .tga).
And about the textures... I can't really make it more clear.
1) Apply TA palette to textures
2) import textures to a .GAF file in GAF Builder
3) put the GAF file in the "textures" (NOT Unittextures/tatex/) subdirectory of a .UFO file (NOT an sdz or sd7) using HPIPack
4) Put UFO file in the directory 3dob loads textures from. By default this is the TA directory, unless you messed with it
5) Load 3dob, choose the texture package (which is the filename of your .GAF file), and apply textures
However, there is obviously a quality loss when making textures in the .GAF format, since they must be converted to the TA palette. So keep an un-paletted version of the texture (in either bitmap or targa format) and put it in "unittextures/tatex/". Also remember that the filenames of the bitmaps/targas must follow the spring naming convention. If the texture is named "MetalBlah" in 3dobuilder, the filename for the bitmap/targa in unittextures/tatex/ must be "MetalBlah00.bmp" (or .tga).