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Mod Development Programs.

Posted: 07 Dec 2005, 02:02
by TA 3D
The wiki is more up date. Look there:
http://springrts.com/wiki/Map,_Mod,_And ... t_Programs
----------original post below, for nostalgia or w/e----------
Here is where I am creating a list of programs people use to make mod content so others can see, and be able to make there own content. I am asking for imput and suggestions to add to this list for the community to see. I will update it as I recive suggestions, imput, and information.

In the future this information will be added to the wiki. This form will continue to serve as the information collection place.

**NOTICE** WIKI PAGE NOW OPERATIONAL. THANKS TO WHOEVER FIXED IT FOR ME!
Map, Mod, And Unit Development Programs

NOTE:
Those that are Open Source are marked with a *
Those that are Free are marked with a *
Those that Cost are marked with a *


--Image Editing--
1) Gimp** http://www.gimp.org/
-> Pre compiled Binary files(or installer files) can be found here: http://www.gimp.org/downloads/
-> The DDS plugin for Gimp can be found here: http://nifelheim.dyndns.org/~cocidius/dds/

2) Corel Paint Shop Pro* http://www.corel.com/servlet/Satellite? ... 7025487586
-> Jasc was recently bought out by Corel.

2) Corel Draw* http://www.corel.com/servlet/Satellite? ... 7022690654
-> This is Corel's orignal graphics program. Very easy to work with. I have used an older version of it, and love the photoshop it has.

3) Adobe Photoshop* http://www.adobe.com/products/photoshop/main.html
-> The most widely used image editing program ever.

--3d Modeling--

1) Wings 3D* *http://www.wings3d.com/
-> A very popular modeler for making low poly models.

2) Blender** http://blender.org/cms/Home.2.0.html
-> The most used opensource modeler that has it's own way of doing things.

3) Anim8or* http://www.anim8or.com/main/index.html

4) 3DS MAX* http://usa.autodesk.com/adsk/servlet/in ... eID=123112
-> The most widely used and aclaimed modeling programs ever. Used in creation of many games and movies(The Matrix). One of the 2 major model programs used by professionals.
-> The s3o plugin for 3DS MAX can be found here. NOTE this is not backwards compatible with versions older then 7. Also this only exports: http://taspring.clan-sy.com/temp/s3oexport.dle

5) Lightwave* http://www.newtek.com/
-> A popular modeling program thats been around a long time. One of the 2 major model programs used by professionals.

6) Rhinoceros* http://www.rhino3d.com/
-> A farely new comer to the world of modeling, uses a lot of nurbs surfaces.

7) GMAX* http://www.turbosquid.com/gmax
-> Great for learning as it is 3DS MAX v4 without rendering, and has game packs for a fair amount of games, is locked in exporting, though there are a few workarounds.

--3d Model converters/Assemblers--

1) 3DO Builder** http://www.fileuniverse.com/?p=showitem&ID=305
-> The most widely used program for converting models to the 3do file format of TA. Follow the tips on the main page in the above link and it will run just fine.

2) UpSpring** http://www.fileuniverse.com/?p=show&a=it&id=4625 or here
-> Help information and tips can be found here: http://spring.clan-sy.com/phpbb/viewtopic.php?t=7208
-> This is the only other way to get files into the s3o file format for Spring other then the s3o for 3DS MAX.

--Scripting And Unit Stats files--

1) Scripter** http://www.fileuniverse.com/?p=showitem&ID=70
-> The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with a broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.


2) Cobbler* http://www.fileuniverse.com/?p=showitem&ID=65
-> This is a very simple script compiler that converts your newly written .bos files understood by humans into a hexadecimal .cob gibberish used by the TA engine. Beware, however, that this program is a lightweight, which means that it doesn't provide especially much error tracing, not to mention that it is in French.

3) Servo* http://www.fileuniverse.com/?p=showitem&ID=193
-> Rhad's awesome but somewhat buggy animation scripting program. It features keyframed animation script generation from a 3D positioner.

4) Brain* http://www.fileuniverse.com/?p=showitem&ID=62
-> The Brain is a scripting utility that converts your newly written code rows into incomprehensible hex codes used by the game. This program is in english and can sometimes give you the most wondorous error messages, so it's only reccomended as a backup scripting program.

5) UnCobbler* http://www.fileuniverse.com/?p=showitem&ID=194
-> The first (I think) uncobbling utility. Bad english and brute force approach make this one outdated, but here it is for completeness sake.

5) Excel FBI editor** http://www.fileuniverse.com/?p=showitem&ID=1680
-> Lets you quickly edit all your FBI files in an Excel spread sheet. Made by Maelstorm. NOTE: Microsoft Excel is NOT FREE.
-> Help information, manual, and tips can be found here: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596

6) TA UNIT editor* http://www.tadesigners.com/UnitCreation/UNITeditor.zip
-> Made for TA, but works for Spring. edits units (.fbi), weapons, and buildmenus in .ufo/.hpi/etc. format without having to unzip/rezip files. Does not use Spring tags.

--Documentation and Tutorials--

1) S3O file format for Spring** http://taspring.clan-sy.com/phpbb/viewt ... 60&start=0
-> The above link is to the form were this currently being disscused, and feed back is being provided. Also includes tips and helpful information.

IMPUT PLEASE!

--SAVE--
*
*
*
X) PROGRAM*** URL

->

Posted: 07 Dec 2005, 02:09
by maestro
Me use Lightwave 8 and JASC Paintshop Pro.....
PSP 9 have trouble with custom added psp type brush, you have to add them manually.... strangely they can well importing PhotoShop brush..
I heard in PSP-X corel amputate PSP some psp tools coz they afraid it will kill other corel software :evil: :!: :x

Posted: 07 Dec 2005, 03:55
by Das Bruce
Wings is opensource too.

Posted: 07 Dec 2005, 07:38
by Gnomre
Don't use anything except Scriptor for Spring. Really. It's also open source, we have the source on FU.

Should also add a "3D Assembly" section that links to 3dob and upspring, and note that only upspring can handle s3o files.

Posted: 07 Dec 2005, 12:40
by Tim Blokdijk
Why don't you put this info in the wiki?

Posted: 07 Dec 2005, 12:48
by Maelstrom
I guess my fbi editor could count as a unit stats editor. A couple of people have found it handy. Plus it is compatible with OTA, and possibly TA:K.

6) Excel FBI editor * * http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596
-> Lets you quickly edit all your FBI files in an Excel spread sheet.

Posted: 07 Dec 2005, 13:35
by Kuroneko
I've always used PSP for image editing.

Re: Mod Development Programs.

Posted: 07 Dec 2005, 13:41
by Maelstrom

Posted: 07 Dec 2005, 15:29
by NOiZE
Feed the Wiki!!

Posted: 07 Dec 2005, 16:08
by Sean Mirrsen
Gnome wrote:Don't use anything except Scriptor for Spring. Really. It's also open source, we have the source on FU.
It's opensource? Hmm, I'd like to look at that code. Primarily to implement new script functions.

Posted: 07 Dec 2005, 22:14
by Gnomre

Posted: 07 Dec 2005, 22:31
by Das Bruce
Maelstrom wrote:I guess my fbi editor could count as a unit stats editor. A couple of people have found it handy. Plus it is compatible with OTA, and possibly TA:K.

6) Excel FBI editor * * http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596
-> Lets you quickly edit all your FBI files in an Excel spread sheet.
Your editor may be free, but excel isn't.

Re: Mod Development Programs.

Posted: 08 Dec 2005, 01:10
by FizWizz
6) TA UNIT editor* http://www.tadesigners.com/UnitCreation/UNITeditor.zip
-> Made for TA, but works for Spring. edits units (.fbi), weapons, and buildmenus in .ufo/.hpi/etc. format without having to unzip/rezip files. Does not use Spring tags.

Posted: 08 Dec 2005, 02:28
by mongus
nice list, its more of a unit design tool spectrum.

the title made me think of other "mod development tools", such as tools to work on the power balance of units, buildtrees, costs.. etc. something more related to "plan" mods.

Maelstrom's fbi editor is more into that line.

Good reference for unit designers.

Posted: 08 Dec 2005, 09:17
by Caydr
1) Wings 3D* *http://www.wings3d.com/
-> A very popular modeler for making low poly models.
I've made 10,000+ polygon models with Wings. All the G/E/M fighters have at least 1000 triangles, and the capships have as many as 3000. The flagships will have even more! Why do you say it's only good for making low poly? Don't make come over there. I will steal your soul and then defecate on it.

Other than that, good list pretty much. My two contributions: "input" has no M in it, and you should have a link to GAFDump and GAF Builder Pro 2.5. Gaf dump is good for converting units over, and Gaf Builder is similarly useful for that kind of thing. Why isn't this in the Wiki?

edit: oh, ideally you should have a nice powerful text editor on there. I use UltraEdit but it's not freeware... worth the money though.

Posted: 08 Dec 2005, 10:02
by PauloMorfeo
mongus wrote:...
the title made me think of other "mod development tools", such as tools to work on the power balance of units, buildtrees, costs.. etc. something more related to "plan" mods.
...
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3130
Hopefully, this thing will end up here.

Re: Mod Development Programs.

Posted: 10 Dec 2005, 11:46
by Mealing
8) Sketchup* http://www.sketchup.com/

-> Very easy to use modelling program (connect the lines and it fills with polly's) which allows you to export models to 3DS format.

Re: Mod Development Programs.

Posted: 10 Dec 2005, 12:18
by Masse
Mealing wrote:3) Sketchup* http://www.sketchup.com/

-> Very easy to use modelling program (connect the lines and it fills with polly's) which allows you to export models to 3DS format.
sounds good... i gotta try... i like modeling but i hate all the programs... maybe this is easier to use :wink:

Posted: 10 Dec 2005, 13:01
by Guessmyname
To quote the modelling experts of PHW:
SketchUp and any other CAD software: Despite what a lot of people think, this is not a 3D Modelling package, but a CAD package. It gives architects and engineers the ability to quickly sketch out designs with accuracy. It lacks any concepts of 3D Mesh construction and is purely for visulisation of designs. It has no control over polygon count or flow, renders in a very misleading cartoon style, lacks precision control over how the models are constructed and most other features needed for making efficient, good quality game models. While other programs like Wings and Silo also need to have the model imported into another program to set them up for HL2, they can create meshes that do not need refining in the other program (apart from maybe scaling to fit) where as SketchUp models need heavy optimisation, so much that more often than not they'll need remaking if they're not extremely simple box models, which are easy enough to make in proper 3D packages anyway. The point being, to make models in a CAD program like Sketch up means you spend way more time fix it in a proper 3D package than you would do modelling it in the first place, it doesn't teach any good realtime game modelling habits, in fact it would probably teach you bad ones. Stay away from Sketch Up and CAD software at all costs if you want to make models for a game!

Posted: 10 Dec 2005, 13:58
by Mealing
Guessmyname wrote:To quote the modelling experts of PHW:
SketchUp and any other CAD software: Despite what a lot of people think, this is not a 3D Modelling package, but a CAD package. It gives architects and engineers the ability to quickly sketch out designs with accuracy. It lacks any concepts of 3D Mesh construction and is purely for visulisation of designs. It has no control over polygon count or flow, renders in a very misleading cartoon style, lacks precision control over how the models are constructed and most other features needed for making efficient, good quality game models. While other programs like Wings and Silo also need to have the model imported into another program to set them up for HL2, they can create meshes that do not need refining in the other program (apart from maybe scaling to fit) where as SketchUp models need heavy optimisation, so much that more often than not they'll need remaking if they're not extremely simple box models, which are easy enough to make in proper 3D packages anyway. The point being, to make models in a CAD program like Sketch up means you spend way more time fix it in a proper 3D package than you would do modelling it in the first place, it doesn't teach any good realtime game modelling habits, in fact it would probably teach you bad ones. Stay away from Sketch Up and CAD software at all costs if you want to make models for a game!
Most of that is true but it exaggerates how many polly's are wasted and the time needed to correct it if you make a more complicated (less boxy) model.
There is some poly-waste but it's not too much of a problem.

Having said that, i'd like to emphasise that rendering in sketchup is crap.