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Mods

Posted: 27 Apr 2005, 01:40
by FolCan
Does this version work with Ta mods and stuff already?

Posted: 27 Apr 2005, 07:52
by Caydr
Poorly. Some optimizations and modifications are necessary.

Posted: 27 Apr 2005, 07:54
by [K.B.] Napalm Cobra
Is it just xta or is it severly funky in spring only?

Posted: 27 Apr 2005, 08:51
by ephillips
Has anyone managed to get TA:AA running on spring yet? (e.g. you caydr) - thats easily the best mod around along with TA:FF

Posted: 27 Apr 2005, 08:57
by FolCan
IF you run spring.exe you can choose to start with Starwars script i wonder what thats all about

Posted: 27 Apr 2005, 10:35
by SJ
File system work mostly as TA so it shouldnt be that hard to get a mod working. Biggest difference is that you need to extract unit textures into bmps from the gafs. (Check inside taenheter.ccx to see how to place them)

Swta script is a bit like test script but with swta units (assumes that you have installed swta correctly into the spring folder of course)

Posted: 27 Apr 2005, 10:38
by FolCan
What directory do you put the units in just the root ?

Posted: 27 Apr 2005, 13:56
by sparkyhodgo
I put my totala1 and totala2 hpi files in the Spring directory. Spring ran, but apparently didn't use them--none of my modifications were there.

Posted: 27 Apr 2005, 16:54
by Sean Mirrsen
The taenheter.ccx, being a .ccx file, overrides normal .hpi files. Thus, most of everything was being used from XTA.

Posted: 27 Apr 2005, 20:46
by The Grand Poobah
If someone could modify TA:M to work with Spring that would easily give us access to dozens of the most popular mods.

Posted: 27 Apr 2005, 21:06
by Caydr
No it wouldn't. Trust me.

Posted: 27 Apr 2005, 21:18
by TotalAnnihilator
UTASP Doesnt work.

Posted: 27 Apr 2005, 22:35
by smoth
what the sy's say is true
just extract the bmp files and re-rez it

I am testing this now.

Posted: 27 Apr 2005, 22:51
by smoth
well, textures are all extracted. All in the unittextures folder like y'all have it. Now, it was also complaining about a missing zaku.cob. So I rewrote the zeon zaku commander to use the zaku.cob.

now spring loads then freezes when I try to start. Fun enough, there is no error report it is a true freeze.

Posted: 27 Apr 2005, 22:57
by Sean Mirrsen
Actually, they all have to be in the unittextures\tatex folder, AND - one more thing - they have to be appropriately named. (I think this was covered somewhere already, I'll just post this for those that don't know)

That is:
Every non-animating texture must have a '00' added to the end of the name.
Every frame of an animating texture (or a set of logo textures) must be named like TextureNameXX, where XX is the frame number beginning with 00 The GAF builder exports them as TextureName_XX, with XX beginning with 01 - this is incorrect and will not be read by the engine.

Posted: 27 Apr 2005, 23:58
by Caydr
Use Gaf Dump, does it for you.

Posted: 28 Apr 2005, 00:10
by Neuralize
Links are always nice. http://www.planetannihilation.com/bsr/tools.html .

Would be nice if Spring was just coded to read gafs.

Posted: 28 Apr 2005, 00:30
by Storm
That's a 404, Neuralize...

Posted: 28 Apr 2005, 02:10
by sparkyhodgo
What program that I apparently don't have are you guys using on that .ccx file? Is it Corel Somethingorother?

Posted: 28 Apr 2005, 02:26
by FolCan
.ccx is core contegince xpansion i think

dont you use the same prog that you open the hpi (normal Ta files with)