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New Upspring version (1.2)
Posted: 13 Nov 2005, 00:28
by jcnossen
LATEST VERSION: 1.2, see
this post:
I'm posting this in the mods forum because most of the unit makers come here I think.
To get the 3DO texture mapping working, you have to select texture archives through the menu. Only zip/sdz archives are supported right now. Because upspring doesn't have access to the GAF files, you have to create texture groups yourself. These texture groups are saved in texgroups.cfg. Just play around with the texture group dialog and you'll see...
About the S3O texture mapping, you need to make sure the texture names are without path (This is fixed now, the previous version didn't actually save what was in the text box). I also found that S3O textures need to be put in the unittextures map, instead of unittextures/tatex so I'm hoping this fixes a lot of S3O problems.
Another thing, a bug: the 3D view with lighting doesn't display the selection. It has been a while ago since I used OpenGL so I'm probably doing something wrong with the colors...
And if anyone has time to make me a few nice looking button images, I'd appreciate it.
edit: Two extra notes:
-There is support for the Wavefront OBJ file format, this only saves single pieces though, no trees.
-The example team color is not used, S3O texturing currently uses the RGB from the first texture and not more.
Posted: 13 Nov 2005, 01:09
by maestro
Hi Zaphod
Nice tools, had/will it have its uv engine already ?
Im gonna test it soon :)
oh and the button is okay, except the top button in the left panel... it looks likes a chunk of clay and i dont know what it means O_O
OH and nice bot too

do you make it ?
Posted: 13 Nov 2005, 02:24
by Gnomre
It's a TLL mech, like he said and like the titlebar of the screenshot says
<Gnome> 3dobuilder is dead
<Gnome> long live 3dobuilder... no, wait, fuck that piece of trash
<Gnome> 3dobuilder is dead!!
* Gnome parties in the streets
[edit] In response to the lack of a good texgroups.cfg file shipping with this (lazy!

), I made a quick PHP script that outputs one based on a series of lists you give it.
http://wormhole.tauniverse.com/spring/texgroups.zip
To use this, first organize the textures you want in a group. This could be done by GAFDumping a .GAF file to its own folder with
Gafdump.exe -B *.gaf for example. Then do a directory listing of that folder in the still-open command prompt:
dir /B *.bmp > groupname.txt. It's semi important that you name your .txt file right, for this will be the name of your group when you run the script and it outputs. Do this for each texture group you want to make. Then plop each of those .txt files in the same dir as the PHP script (you can name it whatever you want), run it, and enjoy.
I have included a full OTA .cfg file in the zip as well. You're on your own for adding more texture groups. I might expand the script later to do more of the work if I feel like it

Posted: 13 Nov 2005, 06:58
by Zoombie
So is this a 3d moddler, texturer and sctiptor all in one? If so COOL! If not, it still looks cool!
Posted: 13 Nov 2005, 11:06
by Gnomre
Where'd you get scripting out of any of this ... ?
Posted: 13 Nov 2005, 12:12
by Guessmyname
Where do you get modelling out of this?
It puts pieces together, names and textures them. Thats about it
Posted: 14 Nov 2005, 01:44
by maestro
OK, evaluator here
1. It cant digest .lwo/.lws format and it fail to accept .obj files, strangely 3do builder can do this. Oh and to use 3ds mean it must be triangle and it is suck, so I solve this problem by assembling the model in 3do builder first and import it to your s3o builder. But this way i cant make any UV

so please add a mini 'uv builder' in the tools
2. It NEED a manual

I cant figure out what is texture and what is texture group. I also cant figure out how to build UV in the software.
3. It is too good to accept .3ds file. Even the omni light and other not important object is also imported (even it have no effect)
4. Rotate and move just doesnt work
5. The browser is difficult to use, as there is no folder icon. I know file have extention and folder is not but it is still feel strange. at least add the traditional '/FOLDER' a la DOS so we can easily recognize which one is folder and which ones is file
6. Need to be able to load the default bitmap in the installed spring (likes the old 3do builder always load the default texture in the OTA. hpi) automatically
Posted: 14 Nov 2005, 02:17
by jcnossen
1. LWO is not supported yes, I never claimed it was

I have succesfully tested the wavefront OBJ support for blender objects, so it should work.
2. Apparently yes, also it can't actually make UV maps, but it will import them through 3DS and OBJ formats.
3. Your editor probably converted the light to an object as well. Just delete the objects you don't need.
4. Select an object (or multiple objects) (It will appear blue), and drag the mouse in a 2D view.
5. Ok, I'll try to change that to a regular windows dialog.
6. Hm I don't know, do you need the default texture actually in the game?
If move/rotation doesn't work, how did I make this running commander?

Posted: 14 Nov 2005, 06:04
by Maelstrom
that commander is cool
I made a model in Wings, UV mapped it, and exported it to .OBJ format. I imported it to Upspring, applied the texture and it came out screwed up really bad. Nothing was applied in the correct positions, and it was all scaled and rotated weirdly. So any documentation on the correct method of exporting/importing models and textureing them would really help.
And that file browser really needs fixing.
Other than that, its looking quite good.
Posted: 14 Nov 2005, 10:13
by maestro
Yeah, and I find that .obj file made/converted by Lightwave, Biturn converter, Win3DConverter, and few others cant be digested by upspring...
The tool designed for Blender Slavery

Posted: 14 Nov 2005, 10:40
by GrOuNd_ZeRo
Maelstrom, sometimes when you don't weld your model you get that problem, try to weld it...
I use LithUnwrap, I made many UV mapped models...
I haven't attempted doing it for Spring yet...seems confusing as of right now...
Posted: 14 Nov 2005, 23:45
by maestro
Hi Zaphod.... Evaluator here
a lil more request and quest....
1. Did s3o format use 1 UVW map per object basis or per unit basis ?
2. If it per object basis then add a hierarchy builder.
What I means is likes in the good, old 3do builder :
We can add new empy object in interactive hierarchy
Then import the obj to the selected hierarchy
3. Make it import non-blender obj, and export obj too. So we can build our hierarchies in Upspring, directly export it to uvmapper, and then reimport it in upspring...
Posted: 14 Nov 2005, 23:55
by jcnossen
1. One UVW map per unit, makes sense because there is also just one texture map per unit.
2. I'm not sure what you mean here, does it have anything to do with the UV maps? Anyway, to manipulate the hierarchy you can use:
-The object menu, it has "Insert object from file" which inserts a loaded object as a child of the currently selected object.
-Cut/Copy/Paste to move objects through the tree, I didn't implement drag&drop in the tree, but this method works good enough I think. Shortcuts Ctrl-X, Ctrl-C, Ctrl-V are supported too.
3. Do you have an example model that it should be able to load?
Posted: 15 Nov 2005, 00:24
by maestro
Zaphod wrote:1. One UVW map per unit, makes sense because there is also just one texture map per unit.
2. I'm not sure what you mean here, does it have anything to do with the UV maps? Anyway, to manipulate the hierarchy you can use:
-The object menu, it has "Insert object from file" which inserts a loaded object as a child of the currently selected object.
-Cut/Copy/Paste to move objects through the tree, I didn't implement drag&drop in the tree, but this method works good enough I think. Shortcuts Ctrl-X, Ctrl-C, Ctrl-V are supported too.
3. Do you have an example model that it should be able to load?
1. Thx for the info
2. OK, ill try
3. Yes I have example....
Actually I can make model for upspring, but it come through long way and so far I cant texture/uv...
- I model it in Lightwave (I love lightaeve...) but than lightwave's obj cant be read by upspring, so next step is.....
- I import the lwo format in Blender and tried to assembly it but unsuccess
so.... (cant figure out how to link object in blender

)
- I will try to assembly it in Upspring, export it to obj (is it possible ?) and reimport it in upspring....
Not very efficient workflow, but it good enough for me if it work
Posted: 15 Nov 2005, 01:19
by jcnossen
Ok there is another bug in the texture name saving
Just so no one spends time trying it again until I have a new version out...
The obj format doesn't seem to be able to read seperate objects, it just saves a mesh. In upspring this means it only saves the selected object.
Could you send me the lightwave obj output maestro?
Posted: 15 Nov 2005, 10:22
by maestro
The obj file failed to be load just one single object :)
btw I need your email to send various obj file and pic of the error message....
Also current upspring dont have icon so I designed one (not good but better then none, put to recycle bin if u already have better design
ps : dont forget to include 'how to texture' and 'what is bitmap group tutorial' in the next version

Posted: 15 Nov 2005, 19:26
by FLOZi
Zaphod wrote:Ok there is another bug in the texture name saving
Just so no one spends time trying it again until I have a new version out...
You mean for s3o?
Guess I won't download this version then.

Posted: 16 Nov 2005, 01:34
by maestro
hi zaphod, your email please if u still want the obj samples

Posted: 16 Nov 2005, 01:40
by jcnossen
Why is PM not working?

do you have it disabled or something?
anyway jelmerc at hotmail dot com...
Posted: 16 Nov 2005, 01:45
by maestro
oops... sorry...
Ive check the pm and it is there...
(It is the first time i got pm here, and the first time i check my pm

)