Help with unit making

Help with unit making

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Help with unit making

Post by manored »

Im trying to make an unit for TA to later on put it on spring, but I didnt yet found a guide explaining all the steps well.
I would like to ask for you guys to tell me ALL the steps needed, from the beggining of the modelling to the actual working of the unit. (note: Dont worry about explaining the steps I just wanna know wich they are so I can search info about em)
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rattle
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Read the very first thread, read the very second thread (they're sticky) and work through the wiki. It's all been explained there... furthermore there already are some tutorials (in the wiki).
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

When making TA unit I use that order:
1) Make a model in a 3d modelling program
2) Export from there and import in 3do builder
3) Set all pieces into place with proper origins
4) Apply textures
5) Make a buildpicture
6) Make a quick /units/*.FBI, /download/*.tdf, etc..
7) Script
8) Pack and test
10) Improve FBI, script, etc.. and go back one step


However, for Spring, I guess you'll have to add the step
1bis) Create UVmap and draw the texture
and to replace 3do Builder with UpSpring
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

OK, thanks guys.
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Gundam
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Joined: 30 Nov 2006, 19:09

Post by Gundam »

is There no other way to just convert our ufo/gp3 * with all 3do and other stuff inside it* to spring without any creating uvmaps and using UpSpring ?
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rattle
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Post by rattle »

Read, it should be all explained in the wiki and sticky threads.
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zwzsg
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Post by zwzsg »

Dumping your ufo/gp3 with all 3do and other stuff inside into Spring root folder and Spring will use them. However that'll create desynching in multiplayer because the lobby can't manage stuff installed so crudely, so your Spring will use those unit but not your opponent Springs, so you should at least learn to use a modinfo.tdf, to get proper mod support and check in the lobby.

Spring still reads old TA 3do, the new s3o is just so much better that there is no point in keeping on using the old 3do for a Spring only new mod.

Unusual scripts, weapons and tricks that worked in TA may fail in Spring, in a large mod there's bound to be some units that need to be adapted before they work in Spring.

And your mod will misses lots of Spring cool new effects if you don't take the time to learn and use what's new in Spring. Stuff like tank tracks leaving tracks to take only one instance, only appear once you add a couple tag in the units FBIs.
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rattle
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Post by rattle »

What helped me a great deal was to work through one of the existing mods. I took gundam as example to see how stuff is done, mainly for the reason that smoth included the uncompiled unit scripts. Also working through nanoblobs will get you familiar with most of spring's new features.
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Gundam
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Post by Gundam »

Unusual scripts, weapons and tricks that worked in TA may fail in Spring, in a large mod there's bound to be some units that need to be adapted before they work in Spring.
That's why we need some help from Dark Lord Scriptor :P

and yes rattle, i'll try to explore some of the Gundam Annihilation spring version. Atleast if my mod can work in spring.. well that's all i want for this lovely 2006..but... one thing... Jump Jet please.. Jump Jet please..... :cry:
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rattle
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Post by rattle »

That's not possible but there are quite some people and mod groups who'd love that including me.

Someone write us up a patch... :-)
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