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Yet another upspring (1.3)
Posted: 02 Feb 2006, 21:48
by jcnossen
I've uploaded a new version with a couple of changes, I think it fixes all the issues with S3O textures now. It also contains the tutorial by Maestro.
http://www.fileuniverse.com/?p=showitem&ID=2317
Changelog:
- 3DO colors are not messed up anymore.
- You can flip and mirror the UVs in the UV viewer window.
- Black texture bug fixed
- S3O texture behavior improved:
- names of textures will be written in S3O even if they are missing
- A texture loading directory can be set (You would usually set this to something like c:springunittextures)
- S3O texture rendering can be changed, so you can view the textures seperately and without teamcolor applied.
- S3O texture builder, you can convert an RGB texture + grayscale texture into a single RGBA texture.
Posted: 03 Feb 2006, 03:23
by Argh
Thank you very much, Zaphod! I'll try it out tonight

Posted: 03 Feb 2006, 03:37
by FizWizz
Zaphod wrote:- S3O texture builder, you can convert an RGB texture + grayscale texture into a single RGBA texture.
Hug!
Posted: 03 Feb 2006, 07:50
by Zenka
It was very easy to make a textured unit in upspring.
But still the unit comes without any faces in spring.

Is this something in the engine or with the model?
Posted: 03 Feb 2006, 07:59
by smoth
/me huggles zaphod.
Posted: 03 Feb 2006, 09:30
by Argh
Is this something in the engine or with the model?
Based on recent experience, it is probably the model. Make use of the "estimate size" functions, make sure your model is uvmapped correctly, etc., etc.
Making S3Os is perfectly doable, but it's not quite out of the rocket-science category yet.
Posted: 03 Feb 2006, 11:42
by Weaver
Zenka wrote:It was very easy to make a textured unit in upspring.
But still the unit comes without any faces in spring.Is this something in the engine or with the model?
No, it looks like the game can't find the texture, make a "Unit textures" folder in your Spring folder and put your textures in there. DDS and png work, it must have an alpha channel!
If your model is team coloured, try making your texture completely transparent.
If your model is black, try making your texture almost completely transparent.
Posted: 03 Feb 2006, 18:46
by Zenka
I get the same result, no matter where the textures are located.
Tried every logical position (that means virtually everywhere) inside and outside the 7zip mod file. Getting clueless here (actually I'm clueless for a half a year or so, that's why I fled to movie rendering instead of unit making)
Posted: 03 Feb 2006, 19:48
by Weaver
Would it help if I upload a working model so you can see how it works? I can only do one part features I gave up at units and scripts.
Posted: 03 Feb 2006, 23:20
by Zenka
Weaver wrote:Would it help if I upload a working model so you can see how it works? I can only do one part features I gave up at units and scripts.
That would help a lot! plz do ^.^
Posted: 04 Feb 2006, 00:32
by maestro
Zenka, what software you did for modelling ? is the model quad or tris ?
Actually I got that problem several times and put my model to recycle bin.... so please answer the question that will help me/zaphod find out why.....
To Weaver, u misunderstood him
it is not about model being all sidecolor or all black
but about model being UNSEEN AT ALL in game even if they looks allright in upspring
Posted: 04 Feb 2006, 01:09
by Weaver
Posted: 04 Feb 2006, 11:17
by Zenka
first try:

2nd try: (afther putting the texture in various places everywhere in the possible enviorment)

The texturee should be located at: "TAspring\base\tatextures_v062.sdz\UnitTextures"
In the tatextures_v062.sdz file.
And as can see, the brick wall looks funky, that probbaly becouse features have still flipped faces and units don't.
Odd enough, the same trick didn't work with my cube. even when I used the same texture. Investigation will commence.
Posted: 04 Feb 2006, 12:50
by Weaver
Progress I see
Posted: 05 Feb 2006, 01:05
by FoeOfTheBee
I am getting the same problem. The model is completely invisible in Spring, but displays correctly in upspring. The texture is in the UnitTextures folder.
UPDATE
I hadn't set the center, radius, and height of the model. With those set it works.
Posted: 06 Feb 2006, 00:42
by Weaver
Foe OfTheBee wrote:I am getting the same problem. The model is completely invisible in Spring, but displays correctly in upspring. The texture is in the UnitTextures folder.
When you say invisible do mean completely transparent? or black? or Team coulered? Do you see the wire frame as it is built? Upload it somewhere so we can have a look.
Posted: 06 Feb 2006, 01:28
by mongus
Foe's problem is solved.
I see zenka could use a part of this thread aswell, the part regarding the UFO files.
make the ufo, and in the ufo source directory put the "unittextures" folder, inside it, the textures. it should work...
that way you dont have to mess with the default installation files, wich may desync online games...
remember to remove UFOs aswell for normal online playing.
if someone has a better idea on how to add units for testing, please share it.
Posted: 06 Feb 2006, 02:06
by smoth
There is an easier way.. make it as your own mini mod... that way the features will be included in a sort of pack.. then when you are about to release... place your "pack" dirs in your map dirs compress and go.
Posted: 06 Feb 2006, 03:25
by mongus
The thing about packing it as ufo, is its fast..
just let the hpipack open, and when you finish any change, press "pack"
again and test it.
well at least is fast for testing units.
Also, How you make minimods?
Maybe its better that way.
Posted: 06 Feb 2006, 08:48
by Maelstrom
Basically to make a minimod, copy mod like AA or XTA. Rename it to whatever, and edit the modinfo.txt in the mod file. Then you have a new mod that is selectable by the lobby client, does not interfere with your normal mods, and is easily editable through 7-zip (Just drag and drop files into the 7-zip window to add them to the .sdz/7 file).