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		<title>Tutorial:CreateMaps(Fnordia et al)</title>
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		<summary type="html">&lt;p&gt;60.234.132.130: /* Preparing your map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Original by aGorm, with help from LathanStanley&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BEGIN COMMENT&lt;br /&gt;
&lt;br /&gt;
Where possible I (rjn945) have replaced HTML with wiki markup.&lt;br /&gt;
A quick guide to wiki markup is available at:&lt;br /&gt;
http://taspring.clan-sy.com/wiki/Help:Editing&lt;br /&gt;
In short: &lt;br /&gt;
   Use #&#039;s for numbered lists&lt;br /&gt;
   Use *&#039;s for unnumbered lists&lt;br /&gt;
   And replace &amp;lt;br&amp;gt;&#039;s with blank lines&lt;br /&gt;
&lt;br /&gt;
aGorm... Fair enough.. thanks for the clean up.&lt;br /&gt;
&lt;br /&gt;
END COMMENT --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Idea==&lt;br /&gt;
First of all you need an idea. There is no point (OK, there is some point for test purposes) in making a map just like another one that already exists. You need to think of certain things before you make your map.&lt;br /&gt;
# Is this map idea different, not just a copy of someone else&#039;s?&lt;br /&gt;
# Does my map idea give each player a fair share of the cover and high ground?&lt;br /&gt;
# Is my map idea possible to make?&lt;br /&gt;
# Is it possible with the amount of time I&#039;m willing to spend?&lt;br /&gt;
&lt;br /&gt;
If you answered yes to the above, then you are 25% of the way towards making your map!&lt;br /&gt;
&lt;br /&gt;
You should probably doodle it on a piece of paper to act as a guide later.&lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
With your idea hopefully sketched out, it&#039;s time to get the tools to make the map! (You can skip this if you already have them.)&lt;br /&gt;
&lt;br /&gt;
For all your map compiling needs you should first download the [http://fileuniverse.com/?p=showitem&amp;amp;ID=1234 newest MapConv program].&lt;br /&gt;
&lt;br /&gt;
You will also need some image editing software. Favorites are Photoshop, the [http://www.gimp.org/ GIMP], And Paintshop Pro.&lt;br /&gt;
The GIMP, however, is the only one that&#039;s free!&lt;br /&gt;
(I&#039;m going to have to assume you know how to use the program you choose. If you can&#039;t there are loads of tutorials on the net.)&lt;br /&gt;
&lt;br /&gt;
You may also want to check out [http://www.planetside.co.uk/terragen/ Terragen] for generating terrain. But as you have to pay to render anything of a good size, I won&#039;t mention it other than here. Another tool for generating terrain is the freeware tool [http://www.delphigl.de/projects/terrtexgen/eng_index.html TerrTexGen]. &amp;quot;It generates a terraintexture on the base of a grayscale heightmap und uses five surfacetextures that are distributed over the heightmap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Preparing your map==&lt;br /&gt;
This is the fun part! And also, often, the longest part.&lt;br /&gt;
&lt;br /&gt;
For a map you will need several different things:&lt;br /&gt;
# a texture map&lt;br /&gt;
# a height map&lt;br /&gt;
# a metal map&lt;br /&gt;
&lt;br /&gt;
And several optional things for added functionality:&lt;br /&gt;
# a tile map&lt;br /&gt;
&lt;br /&gt;
They all have certain needs! Read this bit carfully!&lt;br /&gt;
&lt;br /&gt;
===Texture Map===&lt;br /&gt;
All maps are based on a texture image. This image&#039;s width and height must be an exact multiple of 1024 pixels. So, for instance, you can have a &amp;quot;4096 by 8192&amp;quot; image, but not a &amp;quot;4096 by 4608&amp;quot; image, as 4608 does not divide by 1024. It, like  all three maps, must be saved as a 24 bit BMP. &lt;br /&gt;
&lt;br /&gt;
It may look like whatever you want! Find a texture (preferably, one that you can tile seamlessly) and fill your texture map with it. You could, for instance, fill the whole image with a sand texture. This would make your whole world look like sand. You could then decide to add a few patches of grass to it by finding a suitable grass texture and adding it on in patches. So you&#039;d have a map that was mostly sand with a few patches of green.&lt;br /&gt;
&lt;br /&gt;
===Height Map===&lt;br /&gt;
Next is the height map. This must be exactly one eighth (1/8) of the size of the texture map &#039;&#039;&#039;+ 1 pixel!&#039;&#039;&#039; For instance, if the dimensions of your texture map are &amp;quot;4096 by 8192&amp;quot;, divide 4096 and 8192 each by 8 and add one to the result of each. The result for this example would be &amp;quot;513 by 1025&amp;quot;. The height map is a black and white BMP. Only use black and white, no colour! (well its better to work it as a greyscale image, and when saving to process, convert to rgb and save as bmp, that way you get a 24 bit bmp)&lt;br /&gt;
&lt;br /&gt;
White areas are the tops of mountains; black areas are the sea floor or the bottom of valleys. The shades of grey between are the different heights between! When you draw your heightmap, make sure the white blends into the black with greys. I suggest you use the blur tool. If you have a white splodge in a patch of black you will have a very tall pillar that won&#039;t look natural at all!&lt;br /&gt;
&lt;br /&gt;
===Metal Map===&lt;br /&gt;
Finally, you need a metal map. This is the same size as the height map, one eighth (1/8) of the size of the texture map &#039;&#039;&#039;+ 1 pixel.&#039;&#039;&#039; On this one you paint down red (in verying degrees) to represent metal. So a red spot that is RGB(50,0,0) will provide about a 5th of the metal patch of red RGB(255,0,0) will give.&lt;br /&gt;
&lt;br /&gt;
On this map you can also place green pixels. Each green pixel will create 1 geothermal vent. If you put down a green splodge you will get a cluster of geo vents! Only place 1 pixel.&lt;br /&gt;
&lt;br /&gt;
Ensure you have all three saved as 24 bit BMPs and you&#039;re ready to convert it all to a map!&lt;br /&gt;
&lt;br /&gt;
===Tile Map===&lt;br /&gt;
iles are basically repeating images. They are exactly the same. The map compiler, by comparing peices to the texture to each other, sees which little square tiles in your texture are exactly alike. If they are the same, instead of wasting precious harddrive and bandwidth space, the compiler sets a reference from on tile to the next. If your map is made out of only one small tile, repeating for the whole texture, the map will compress extreemly well. Down to only a few kilobytes. But this would look very boring. So most map makers use a variety of tiles to make their map more interesting. A good map maker will find a balance between looks and size.&lt;br /&gt;
&lt;br /&gt;
To make a tile:&lt;br /&gt;
Open up your image editing program.&lt;br /&gt;
Create a new image.&lt;br /&gt;
As the Spring engine uses a 32 pixel tile engine, you have to set your image size to 32 pixels, or a multiple of 32 pixels. Therefore, tile sizes should be one of the following:&lt;br /&gt;
32x32 pixels,&lt;br /&gt;
64x64 pixels,&lt;br /&gt;
96x96 pixels,&lt;br /&gt;
128x128 pixels&lt;br /&gt;
etc.&lt;br /&gt;
Tiles also do not have to be square, it is perfectly possible to make rectangular tiles. Tiles should also be seamless, so that when repeated do not seem to have an obvious edge.&lt;br /&gt;
&lt;br /&gt;
Once you have created your tile, do a Fill operation with a texture. The texture of course is our tile that we have made in the previous step. If you do not know how to do this, ask around. Make sure to state which image editing software you use, so we can help you easier.&lt;br /&gt;
&lt;br /&gt;
Now, once you have your basic tile down, add in different features on your map, such as mountains, rivers, seas, deserts, grasslands, or whatever your map has. Remeber, for smaler file sizes make these different features out of tiles as well. If you do all of this properly, you can get your file size down very small, and this will keep everyone happy.&lt;br /&gt;
&lt;br /&gt;
==MapConv.exe==&lt;br /&gt;
&lt;br /&gt;
Instuctions pulled from [http://fileuniverse.com/?p=showitem&amp;amp;ID=1234 the newest MapConv program]. If all goes well, the MapConv.exe should create four new files: mini.bmp, mini.dds, yourmapname.smf, and yourmapname.smt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;USAGE: &lt;br /&gt;
&lt;br /&gt;
   mapconv  [-l] [-i] [-c &amp;lt;compression&amp;gt;] -x &amp;lt;max height&amp;gt; -n &amp;lt;min height&amp;gt; [-o &lt;br /&gt;
   &amp;lt;Output file&amp;gt;] [-e &amp;lt;tile file&amp;gt;] [-y &amp;lt;Typemap file&amp;gt;] -m &amp;lt;Metalmap file&amp;gt; -a &lt;br /&gt;
   &amp;lt;Heightmap file&amp;gt; -t &amp;lt;Texture file&amp;gt; [--] [-v] [-h]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where: &lt;br /&gt;
&lt;br /&gt;
   -l,  --lowpass&lt;br /&gt;
     Lowpass filters the heightmap&lt;br /&gt;
&lt;br /&gt;
   -i,  --invert&lt;br /&gt;
     Inverts the height map vertically (not the height values but the height map &lt;br /&gt;
     (uhm someone rewrite this))&lt;br /&gt;
&lt;br /&gt;
   -c &amp;lt;compression&amp;gt;,  --compress &amp;lt;compression&amp;gt;&lt;br /&gt;
     (value required)  How much we should try to compress the texture file. &lt;br /&gt;
     Default value 0.8 . (lower=higher quality, larger file)&lt;br /&gt;
&lt;br /&gt;
   -x &amp;lt;max height&amp;gt;,  --maxheight &amp;lt;max height&amp;gt;&lt;br /&gt;
     (required)  (value required)  What altitude in spring the max(0xffff) level &lt;br /&gt;
     of the height map should represent&lt;br /&gt;
&lt;br /&gt;
   -n &amp;lt;min height&amp;gt;,  --minheight &amp;lt;min height&amp;gt;&lt;br /&gt;
     (required)  (value required)  What altitude in spring the min(0) level of &lt;br /&gt;
     the height map should represent&lt;br /&gt;
&lt;br /&gt;
   -o &amp;lt;Output file&amp;gt;,  --outfile &amp;lt;Output file&amp;gt;&lt;br /&gt;
     (value required)  The name of the created map&lt;br /&gt;
&lt;br /&gt;
   -e &amp;lt;tile file&amp;gt;,  --externaltilefile &amp;lt;tile file&amp;gt;&lt;br /&gt;
     (value required)  External tile file that will be used for finding tiles, &lt;br /&gt;
     tiles not found in this will be added in a new tile file&lt;br /&gt;
&lt;br /&gt;
   -y &amp;lt;Typemap file&amp;gt;,  --typemap &amp;lt;Typemap file&amp;gt;&lt;br /&gt;
     (value required)  Type map to use, uses the red channel to decide type, &lt;br /&gt;
     types are defined in the .smd, if this argument is skipped the map will be &lt;br /&gt;
     all type 0&lt;br /&gt;
&lt;br /&gt;
   -m &amp;lt;Metalmap file&amp;gt;,  --metalmap &amp;lt;Metalmap file&amp;gt;&lt;br /&gt;
     (required)  (value required)  Metal map to use, red channel is amount of &lt;br /&gt;
     metal, green=255 is where to place geos (one pixel=one geo). Is resized to &lt;br /&gt;
     fit the mapsize&lt;br /&gt;
&lt;br /&gt;
   -a &amp;lt;Heightmap file&amp;gt;,  --heightmap &amp;lt;Heightmap file&amp;gt;&lt;br /&gt;
     (required)  (value required)  Input heightmap to use for the map, this &lt;br /&gt;
     should be in 16 bit raw format (.raw extension) or an image file. Must be &lt;br /&gt;
     xsize*128+1 x ysize*128+1 in size.&lt;br /&gt;
&lt;br /&gt;
   -t &amp;lt;Texture file&amp;gt;,  --intex &amp;lt;Texture file&amp;gt;&lt;br /&gt;
     (required)  (value required)  Input bitmap to use for the map. Must be &lt;br /&gt;
     xsize*1024 x ysize*1024 in size. (xsize,ysize integers determined from this &lt;br /&gt;
     file)&lt;br /&gt;
&lt;br /&gt;
   --,  --ignore_rest&lt;br /&gt;
     Ignores the rest of the labeled arguments following this flag.&lt;br /&gt;
&lt;br /&gt;
   -v,  --version&lt;br /&gt;
     Displays version information and exits.&lt;br /&gt;
&lt;br /&gt;
   -h,  --help&lt;br /&gt;
     Displays usage information and exits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   Convers a series of bmp/raw files to a spring map. This just creates the .smf &lt;br /&gt;
   file, you will also have to create a .smd file using a text editor&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
==Mothers MapConv==&lt;br /&gt;
The usage is the same as above, with the following exceptions:&lt;br /&gt;
All features (including GeoVent/Tree/Grass) are now on their own FeatureMap.  This is a 24bit bmp specified with the -f &amp;lt;featuremapname.bmp&amp;gt; flag.&lt;br /&gt;
&#039;&#039;It should be 1/8th the resolution of your map.&#039;&#039; (i.e. 1 pixel smaller in each direction then your heightmap)&lt;br /&gt;
&lt;br /&gt;
Tree&#039;s and GeoVents are placed on the green layer.&lt;br /&gt;
*255 Places a GeoVent&lt;br /&gt;
*200-215 Places tree types 1-16&lt;br /&gt;
&lt;br /&gt;
MapConv will try to place these features in the exact spot you place them, it will then go into crackhead mode if it cannot.&lt;br /&gt;
&lt;br /&gt;
Grass is the blue layer.  The blue value  maps to a &#039;pseudo-density&#039; of the grass.  The &#039;grass&#039; map in the engine is very very low resolution,  so be aware that you will not get nice linear results.  255=full grass, 0=no grass.&lt;br /&gt;
&lt;br /&gt;
The red layer places &#039;Arbitrary Features,&#039; aka wreckages.  One pixel of red equals one feature.  Red &#039;1&#039; gives you a feature of the first arbitrary type, 2 the second, 3 the third, and so on.&lt;br /&gt;
&lt;br /&gt;
===But what are these &#039;Arbitrary Features,&#039; Im so confused!===&lt;br /&gt;
They are &#039;features&#039; found in the /features/All Worlds or /features/corpses filesystems.  Which feature is &#039;type 1&#039; is defined on a map-by-map basis via a new file called &#039;fs.txt&#039;.  This file should contain &amp;lt;cr&amp;gt; delimited feature names. The first line is the feature placed when a red=1 dot is found, etc.&lt;br /&gt;
&lt;br /&gt;
===Ok, Now what do I do?===&lt;br /&gt;
If you are using any custom features, and/or you want to mod-proof your map, you should include them in the sd7 that you package the map in.  The tree structure should look something like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;mapname.sd7&amp;gt;&lt;br /&gt;
     -maps/&lt;br /&gt;
          -mapname.smf&lt;br /&gt;
          -mapname.smt&lt;br /&gt;
          -mapname.smd&lt;br /&gt;
     -Objects3d/&lt;br /&gt;
          -&amp;lt;featurename[s]&amp;gt;.3do(specified in the tdf)&lt;br /&gt;
     -features/&lt;br /&gt;
          -All Worlds/ &lt;br /&gt;
           (and/or) &lt;br /&gt;
          -Corpses/&lt;br /&gt;
               -&amp;lt;featurename[s]&amp;gt;.tdf&lt;br /&gt;
     -textures/&lt;br /&gt;
          -tatex/&lt;br /&gt;
               -&amp;lt;texname[s]&amp;gt;00.bmp or .tga&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Without getting into modding/unit making I will say that the .tdf tells you the name of the .3do (&amp;quot;Object=&amp;quot;), and the name of the &#039;feature&#039; is in the top brackets.  The .3do specifies the texture names.  The engine looks for those texture names + 00 in either bmp or tga format in tatex. &lt;br /&gt;
&lt;br /&gt;
Examples of a built-in XTA wreckage name would be &amp;lt;code&amp;gt;armckfus_dead&amp;lt;/code&amp;gt; which would be looking for a tdf (likely armckfus_dead.tdf) that has a [armckfus_dead] section which then specified something like &amp;lt;code&amp;gt;Object=armckfus_dead&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
armckfus_dead.3do Would then specify some texture like &amp;lt;code&amp;gt;wreck01b&amp;lt;/code&amp;gt; which would go looking for either a wreck01b00.bmp or wreck01b00.tga file.&lt;br /&gt;
&lt;br /&gt;
[http://fileuniverse.com/?p=showitem&amp;amp;ID=1421 Start with this version of MapConv]&lt;br /&gt;
or&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1507 This one]&lt;br /&gt;
[I will clean this up and add more later --Mother]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making your map work==&lt;br /&gt;
This is the final push. Once Sharp map has finshed it will spit out a .sm2 file. This needs to be copyed to the MAPS folder in Spring. But you still need one more thing: an .smd file. Basically, this file tells the game things like the maximum metal, the light colours, the clouds, etc. (All the bits you were thinking that you hadn&#039;t done yet!)&lt;br /&gt;
&lt;br /&gt;
I would suggest you copy the .smd of another map and fiddle with the settings until you get what you want. smd&#039;s can be opened in notepade or similar. Look at all the .smd&#039;s so you can get a jist of what each option does. Make sure both the .sm2 and .smd have the same file name then start up Spring (not the client!) in [http://taspring.clan-sy.com/wiki/FAQ#People_talk_about_.27Single_Player.27._How_do_I_start_a_single_player_game.3F single-player mode] and run the commanders script. Choose your map and away you go!&lt;br /&gt;
&lt;br /&gt;
==SMD Rundown==&lt;br /&gt;
What follows is all that we (aGorm and LathanStanley) have figured out in the SMD&#039;s. Its by no means the be all and end all, but it&#039;s the next best thing.&lt;br /&gt;
&lt;br /&gt;
* Goto [[Maps:SMD]] for a more detailed listing&lt;br /&gt;
 &lt;br /&gt;
===General Map Information===&lt;br /&gt;
* Description is just a short description of your map. Keep it simple.&lt;br /&gt;
* TidalStrength determines how much energy tidal generators will produce. A normal figure is around 20.&lt;br /&gt;
* Gravity, as you would expect, affects ballisitcs and how far units fly after an explosion.&lt;br /&gt;
* MaxMetal is the maximum amount of metal you will gain from one game square in 1 second from an area of metal that had a red value of 255 in your metal map. If making an old style metal deposit map, then this will be quite high: maybe 2 or 3. If you are making a new style metal-all-over-the-place-map, then it will be low: perhaps 0.2. Also for old style maps, you&#039;ll have to fiddle with the...&lt;br /&gt;
* ExtractorRadius, which is the area that is harvested by 1 metal extractor. For old style maps make this very small, so as they only take from one deposit.&lt;br /&gt;
&lt;br /&gt;
===Atmosphere, Water Colours===&lt;br /&gt;
Each value (it would appear this bit is by no means gospel) is a representation of the RGB values for that parameter. It would appear to be relative, i.e. you can put in what ever numbers you like and the game will work out what you want. The best way to go about it is to look at it as percentages.&lt;br /&gt;
The numbers 1, 0.5, 0.2 refer to 100% red, 50% green and 20% blue. But 2, 1, 0.4, will get the same result. Using numbers below one for all the numbers will result in the colour being less bright.&lt;br /&gt;
&lt;br /&gt;
This is all a bit confusing so an example will be given:&lt;br /&gt;
&lt;br /&gt;
SkyColor=0.2 0.1 0.5;&lt;br /&gt;
&lt;br /&gt;
In this example the sky is coloured with 20% red, 10% green, and 50% blue, approximatly RGB(51,25,127), resulting in a very deep night-time blue. Other colours are added to the initial sky colour. If you set your sun as being a pale yellow and it came out rather green, this is why. &lt;br /&gt;
&lt;br /&gt;
One helpful tip is &#039;&#039;negative&#039;&#039; colour. That&#039;s right: you can type in a negative number for a colour and it will remove it from the base sky colour. Just be careful not to go below the original values or you may get a surprise.&lt;br /&gt;
&lt;br /&gt;
===The Sun System/Shadow System===&lt;br /&gt;
The Sun System/Shadow System is quite a useful tool as well in making your maps look &#039;&#039;well done&#039;&#039;.  &lt;br /&gt;
Within the .smd file there is a line: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;SunDir=-1 1 -.5;	//direction of sun&amp;quot; (The part of the &amp;quot;//&amp;quot; is a comment.)&lt;br /&gt;
&lt;br /&gt;
The numbers &amp;quot;-1&amp;quot;, &amp;quot;1&amp;quot;, &amp;quot;.5&amp;quot; determine the angle and elevation of the sunlight system. &lt;br /&gt;
&lt;br /&gt;
The first number is the X angle (East/West) (from -1 to 1) where any negative number means the sun is on the West (and therefore shadows will be cast east), and any positive number means the sun is on the East (and therefore shadows will be cast west), and if the number is 0 there are no east or west shadows, the sun is directly above you. &lt;br /&gt;
&lt;br /&gt;
The second is its elevation, (0 to 1), this number is how far from the horizion the sun is, ignoring it&#039;s angle. Thus, 1 puts the sun directly overhead (while still casting angular shadows) and 0 putting it directly on the horizion. &lt;br /&gt;
&lt;br /&gt;
The final number is the Z angle (North/South). (I know, I know, they wrote the engine with Y as elevation and Z as vertical. Don&#039;t blame me.) It is just like the East West positioning, where negative numbers put them on the North, and positive numbers put them on the South. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039; If you want the shadows &#039;&#039;in&#039;&#039; one of the boxes (your shadow casting surface is in the middle), use the numbers provided, or start from them and tweak the angle and sun height as seen fit.&lt;br /&gt;
&lt;br /&gt;
                            N&lt;br /&gt;
      ----------------------------------------------&lt;br /&gt;
      |  ( 1 .5 -1)  |  ( 0 .5 -1)  |  (-1 .5 -1)  |&lt;br /&gt;
      ----------------------------------------------&lt;br /&gt;
   W  |  ( 1 .5  0)  |  ( 0  1  0)  |  (-1 .5  0)  |  E&lt;br /&gt;
      ----------------------------------------------&lt;br /&gt;
      |  ( 1 .5  1)  |  ( 0 .5  1)  |  (-1 .5  1)  |&lt;br /&gt;
      ----------------------------------------------&lt;br /&gt;
                            S&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; on the current build, it &#039;&#039;will&#039;&#039; cast the shadows in the proper direction, etc. Negative direction numbers tend to make some maps unstable and cause crashes. The best solution would be to rotate or flip your map to where the shadows point up or right (North or West). I do believe these bugs are being worked on and will be fixed soon.&lt;br /&gt;
&lt;br /&gt;
We can only hope this has been helpful! Any questions, or things you think we have missed, please ask us in the maps section.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>60.234.132.130</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Tutorial:CreateMaps(Fnordia_et_al)&amp;diff=18545</id>
		<title>Tutorial:CreateMaps(Fnordia et al)</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Tutorial:CreateMaps(Fnordia_et_al)&amp;diff=18545"/>
		<updated>2005-09-28T05:33:23Z</updated>

		<summary type="html">&lt;p&gt;60.234.132.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Original by aGorm, with help from LathanStanley&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BEGIN COMMENT&lt;br /&gt;
&lt;br /&gt;
Where possible I (rjn945) have replaced HTML with wiki markup.&lt;br /&gt;
A quick guide to wiki markup is available at:&lt;br /&gt;
http://taspring.clan-sy.com/wiki/Help:Editing&lt;br /&gt;
In short: &lt;br /&gt;
   Use #&#039;s for numbered lists&lt;br /&gt;
   Use *&#039;s for unnumbered lists&lt;br /&gt;
   And replace &amp;lt;br&amp;gt;&#039;s with blank lines&lt;br /&gt;
&lt;br /&gt;
aGorm... Fair enough.. thanks for the clean up.&lt;br /&gt;
&lt;br /&gt;
END COMMENT --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Idea==&lt;br /&gt;
First of all you need an idea. There is no point (OK, there is some point for test purposes) in making a map just like another one that already exists. You need to think of certain things before you make your map.&lt;br /&gt;
# Is this map idea different, not just a copy of someone else&#039;s?&lt;br /&gt;
# Does my map idea give each player a fair share of the cover and high ground?&lt;br /&gt;
# Is my map idea possible to make?&lt;br /&gt;
# Is it possible with the amount of time I&#039;m willing to spend?&lt;br /&gt;
&lt;br /&gt;
If you answered yes to the above, then you are 25% of the way towards making your map!&lt;br /&gt;
&lt;br /&gt;
You should probably doodle it on a piece of paper to act as a guide later.&lt;br /&gt;
&lt;br /&gt;
==The Tools==&lt;br /&gt;
With your idea hopefully sketched out, it&#039;s time to get the tools to make the map! (You can skip this if you already have them.)&lt;br /&gt;
&lt;br /&gt;
For all your map compiling needs you should first download the [http://fileuniverse.com/?p=showitem&amp;amp;ID=1234 newest MapConv program].&lt;br /&gt;
&lt;br /&gt;
You will also need some image editing software. Favorites are Photoshop, the [http://www.gimp.org/ GIMP], And Paintshop Pro.&lt;br /&gt;
The GIMP, however, is the only one that&#039;s free!&lt;br /&gt;
(I&#039;m going to have to assume you know how to use the program you choose. If you can&#039;t there are loads of tutorials on the net.)&lt;br /&gt;
&lt;br /&gt;
You may also want to check out [http://www.planetside.co.uk/terragen/ Terragen] for generating terrain. But as you have to pay to render anything of a good size, I won&#039;t mention it other than here. Another tool for generating terrain is the freeware tool [http://www.delphigl.de/projects/terrtexgen/eng_index.html TerrTexGen]. &amp;quot;It generates a terraintexture on the base of a grayscale heightmap und uses five surfacetextures that are distributed over the heightmap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Preparing your map==&lt;br /&gt;
This is the fun part! And also, often, the longest part.&lt;br /&gt;
&lt;br /&gt;
For a map you will need several different things:&lt;br /&gt;
# a texture map&lt;br /&gt;
# a height map&lt;br /&gt;
# a metal map&lt;br /&gt;
&lt;br /&gt;
They all have certain needs! Read this bit carfully!&lt;br /&gt;
&lt;br /&gt;
===Texture Map===&lt;br /&gt;
All maps are based on a texture image. This image&#039;s width and height must be an exact multiple of 1024 pixels. So, for instance, you can have a &amp;quot;4096 by 8192&amp;quot; image, but not a &amp;quot;4096 by 4608&amp;quot; image, as 4608 does not divide by 1024. It, like  all three maps, must be saved as a 24 bit BMP. &lt;br /&gt;
&lt;br /&gt;
It may look like whatever you want! Find a texture (preferably, one that you can tile seamlessly) and fill your texture map with it. You could, for instance, fill the whole image with a sand texture. This would make your whole world look like sand. You could then decide to add a few patches of grass to it by finding a suitable grass texture and adding it on in patches. So you&#039;d have a map that was mostly sand with a few patches of green.&lt;br /&gt;
&lt;br /&gt;
===Height Map===&lt;br /&gt;
Next is the height map. This must be exactly one eighth (1/8) of the size of the texture map &#039;&#039;&#039;+ 1 pixel!&#039;&#039;&#039; For instance, if the dimensions of your texture map are &amp;quot;4096 by 8192&amp;quot;, divide 4096 and 8192 each by 8 and add one to the result of each. The result for this example would be &amp;quot;513 by 1025&amp;quot;. The height map is a black and white BMP. Only use black and white, no colour! (well its better to work it as a greyscale image, and when saving to process, convert to rgb and save as bmp, that way you get a 24 bit bmp)&lt;br /&gt;
&lt;br /&gt;
White areas are the tops of mountains; black areas are the sea floor or the bottom of valleys. The shades of grey between are the different heights between! When you draw your heightmap, make sure the white blends into the black with greys. I suggest you use the blur tool. If you have a white splodge in a patch of black you will have a very tall pillar that won&#039;t look natural at all!&lt;br /&gt;
&lt;br /&gt;
===Metal Map===&lt;br /&gt;
Finally, you need a metal map. This is the same size as the height map, one eighth (1/8) of the size of the texture map &#039;&#039;&#039;+ 1 pixel.&#039;&#039;&#039; On this one you paint down red (in verying degrees) to represent metal. So a red spot that is RGB(50,0,0) will provide about a 5th of the metal patch of red RGB(255,0,0) will give.&lt;br /&gt;
&lt;br /&gt;
On this map you can also place green pixels. Each green pixel will create 1 geothermal vent. If you put down a green splodge you will get a cluster of geo vents! Only place 1 pixel.&lt;br /&gt;
&lt;br /&gt;
Ensure you have all three saved as 24 bit BMPs and you&#039;re ready to convert it all to a map!&lt;br /&gt;
&lt;br /&gt;
==MapConv.exe==&lt;br /&gt;
&lt;br /&gt;
Instuctions pulled from [http://fileuniverse.com/?p=showitem&amp;amp;ID=1234 the newest MapConv program]. If all goes well, the MapConv.exe should create four new files: mini.bmp, mini.dds, yourmapname.smf, and yourmapname.smt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;USAGE: &lt;br /&gt;
&lt;br /&gt;
   mapconv  [-l] [-i] [-c &amp;lt;compression&amp;gt;] -x &amp;lt;max height&amp;gt; -n &amp;lt;min height&amp;gt; [-o &lt;br /&gt;
   &amp;lt;Output file&amp;gt;] [-e &amp;lt;tile file&amp;gt;] [-y &amp;lt;Typemap file&amp;gt;] -m &amp;lt;Metalmap file&amp;gt; -a &lt;br /&gt;
   &amp;lt;Heightmap file&amp;gt; -t &amp;lt;Texture file&amp;gt; [--] [-v] [-h]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where: &lt;br /&gt;
&lt;br /&gt;
   -l,  --lowpass&lt;br /&gt;
     Lowpass filters the heightmap&lt;br /&gt;
&lt;br /&gt;
   -i,  --invert&lt;br /&gt;
     Inverts the height map vertically (not the height values but the height map &lt;br /&gt;
     (uhm someone rewrite this))&lt;br /&gt;
&lt;br /&gt;
   -c &amp;lt;compression&amp;gt;,  --compress &amp;lt;compression&amp;gt;&lt;br /&gt;
     (value required)  How much we should try to compress the texture file. &lt;br /&gt;
     Default value 0.8 . (lower=higher quality, larger file)&lt;br /&gt;
&lt;br /&gt;
   -x &amp;lt;max height&amp;gt;,  --maxheight &amp;lt;max height&amp;gt;&lt;br /&gt;
     (required)  (value required)  What altitude in spring the max(0xffff) level &lt;br /&gt;
     of the height map should represent&lt;br /&gt;
&lt;br /&gt;
   -n &amp;lt;min height&amp;gt;,  --minheight &amp;lt;min height&amp;gt;&lt;br /&gt;
     (required)  (value required)  What altitude in spring the min(0) level of &lt;br /&gt;
     the height map should represent&lt;br /&gt;
&lt;br /&gt;
   -o &amp;lt;Output file&amp;gt;,  --outfile &amp;lt;Output file&amp;gt;&lt;br /&gt;
     (value required)  The name of the created map&lt;br /&gt;
&lt;br /&gt;
   -e &amp;lt;tile file&amp;gt;,  --externaltilefile &amp;lt;tile file&amp;gt;&lt;br /&gt;
     (value required)  External tile file that will be used for finding tiles, &lt;br /&gt;
     tiles not found in this will be added in a new tile file&lt;br /&gt;
&lt;br /&gt;
   -y &amp;lt;Typemap file&amp;gt;,  --typemap &amp;lt;Typemap file&amp;gt;&lt;br /&gt;
     (value required)  Type map to use, uses the red channel to decide type, &lt;br /&gt;
     types are defined in the .smd, if this argument is skipped the map will be &lt;br /&gt;
     all type 0&lt;br /&gt;
&lt;br /&gt;
   -m &amp;lt;Metalmap file&amp;gt;,  --metalmap &amp;lt;Metalmap file&amp;gt;&lt;br /&gt;
     (required)  (value required)  Metal map to use, red channel is amount of &lt;br /&gt;
     metal, green=255 is where to place geos (one pixel=one geo). Is resized to &lt;br /&gt;
     fit the mapsize&lt;br /&gt;
&lt;br /&gt;
   -a &amp;lt;Heightmap file&amp;gt;,  --heightmap &amp;lt;Heightmap file&amp;gt;&lt;br /&gt;
     (required)  (value required)  Input heightmap to use for the map, this &lt;br /&gt;
     should be in 16 bit raw format (.raw extension) or an image file. Must be &lt;br /&gt;
     xsize*128+1 x ysize*128+1 in size.&lt;br /&gt;
&lt;br /&gt;
   -t &amp;lt;Texture file&amp;gt;,  --intex &amp;lt;Texture file&amp;gt;&lt;br /&gt;
     (required)  (value required)  Input bitmap to use for the map. Must be &lt;br /&gt;
     xsize*1024 x ysize*1024 in size. (xsize,ysize integers determined from this &lt;br /&gt;
     file)&lt;br /&gt;
&lt;br /&gt;
   --,  --ignore_rest&lt;br /&gt;
     Ignores the rest of the labeled arguments following this flag.&lt;br /&gt;
&lt;br /&gt;
   -v,  --version&lt;br /&gt;
     Displays version information and exits.&lt;br /&gt;
&lt;br /&gt;
   -h,  --help&lt;br /&gt;
     Displays usage information and exits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   Convers a series of bmp/raw files to a spring map. This just creates the .smf &lt;br /&gt;
   file, you will also have to create a .smd file using a text editor&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
==Mothers MapConv==&lt;br /&gt;
The usage is the same as above, with the following exceptions:&lt;br /&gt;
All features (including GeoVent/Tree/Grass) are now on their own FeatureMap.  This is a 24bit bmp specified with the -f &amp;lt;featuremapname.bmp&amp;gt; flag.&lt;br /&gt;
&#039;&#039;It should be 1/8th the resolution of your map.&#039;&#039; (i.e. 1 pixel smaller in each direction then your heightmap)&lt;br /&gt;
&lt;br /&gt;
Tree&#039;s and GeoVents are placed on the green layer.&lt;br /&gt;
*255 Places a GeoVent&lt;br /&gt;
*200-215 Places tree types 1-16&lt;br /&gt;
&lt;br /&gt;
MapConv will try to place these features in the exact spot you place them, it will then go into crackhead mode if it cannot.&lt;br /&gt;
&lt;br /&gt;
Grass is the blue layer.  The blue value  maps to a &#039;pseudo-density&#039; of the grass.  The &#039;grass&#039; map in the engine is very very low resolution,  so be aware that you will not get nice linear results.  255=full grass, 0=no grass.&lt;br /&gt;
&lt;br /&gt;
The red layer places &#039;Arbitrary Features,&#039; aka wreckages.  One pixel of red equals one feature.  Red &#039;1&#039; gives you a feature of the first arbitrary type, 2 the second, 3 the third, and so on.&lt;br /&gt;
&lt;br /&gt;
===But what are these &#039;Arbitrary Features,&#039; Im so confused!===&lt;br /&gt;
They are &#039;features&#039; found in the /features/All Worlds or /features/corpses filesystems.  Which feature is &#039;type 1&#039; is defined on a map-by-map basis via a new file called &#039;fs.txt&#039;.  This file should contain &amp;lt;cr&amp;gt; delimited feature names. The first line is the feature placed when a red=1 dot is found, etc.&lt;br /&gt;
&lt;br /&gt;
===Ok, Now what do I do?===&lt;br /&gt;
If you are using any custom features, and/or you want to mod-proof your map, you should include them in the sd7 that you package the map in.  The tree structure should look something like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;mapname.sd7&amp;gt;&lt;br /&gt;
     -maps/&lt;br /&gt;
          -mapname.smf&lt;br /&gt;
          -mapname.smt&lt;br /&gt;
          -mapname.smd&lt;br /&gt;
     -Objects3d/&lt;br /&gt;
          -&amp;lt;featurename[s]&amp;gt;.3do(specified in the tdf)&lt;br /&gt;
     -features/&lt;br /&gt;
          -All Worlds/ &lt;br /&gt;
           (and/or) &lt;br /&gt;
          -Corpses/&lt;br /&gt;
               -&amp;lt;featurename[s]&amp;gt;.tdf&lt;br /&gt;
     -textures/&lt;br /&gt;
          -tatex/&lt;br /&gt;
               -&amp;lt;texname[s]&amp;gt;00.bmp or .tga&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Without getting into modding/unit making I will say that the .tdf tells you the name of the .3do (&amp;quot;Object=&amp;quot;), and the name of the &#039;feature&#039; is in the top brackets.  The .3do specifies the texture names.  The engine looks for those texture names + 00 in either bmp or tga format in tatex. &lt;br /&gt;
&lt;br /&gt;
Examples of a built-in XTA wreckage name would be &amp;lt;code&amp;gt;armckfus_dead&amp;lt;/code&amp;gt; which would be looking for a tdf (likely armckfus_dead.tdf) that has a [armckfus_dead] section which then specified something like &amp;lt;code&amp;gt;Object=armckfus_dead&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
armckfus_dead.3do Would then specify some texture like &amp;lt;code&amp;gt;wreck01b&amp;lt;/code&amp;gt; which would go looking for either a wreck01b00.bmp or wreck01b00.tga file.&lt;br /&gt;
&lt;br /&gt;
[http://fileuniverse.com/?p=showitem&amp;amp;ID=1421 Start with this version of MapConv]&lt;br /&gt;
or&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1507 This one]&lt;br /&gt;
[I will clean this up and add more later --Mother]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making your map work==&lt;br /&gt;
This is the final push. Once Sharp map has finshed it will spit out a .sm2 file. This needs to be copyed to the MAPS folder in Spring. But you still need one more thing: an .smd file. Basically, this file tells the game things like the maximum metal, the light colours, the clouds, etc. (All the bits you were thinking that you hadn&#039;t done yet!)&lt;br /&gt;
&lt;br /&gt;
I would suggest you copy the .smd of another map and fiddle with the settings until you get what you want. smd&#039;s can be opened in notepade or similar. Look at all the .smd&#039;s so you can get a jist of what each option does. Make sure both the .sm2 and .smd have the same file name then start up Spring (not the client!) in [http://taspring.clan-sy.com/wiki/FAQ#People_talk_about_.27Single_Player.27._How_do_I_start_a_single_player_game.3F single-player mode] and run the commanders script. Choose your map and away you go!&lt;br /&gt;
&lt;br /&gt;
==SMD Rundown==&lt;br /&gt;
What follows is all that we (aGorm and LathanStanley) have figured out in the SMD&#039;s. Its by no means the be all and end all, but it&#039;s the next best thing.&lt;br /&gt;
&lt;br /&gt;
* Goto [[Maps:SMD]] for a more detailed listing&lt;br /&gt;
 &lt;br /&gt;
===General Map Information===&lt;br /&gt;
* Description is just a short description of your map. Keep it simple.&lt;br /&gt;
* TidalStrength determines how much energy tidal generators will produce. A normal figure is around 20.&lt;br /&gt;
* Gravity, as you would expect, affects ballisitcs and how far units fly after an explosion.&lt;br /&gt;
* MaxMetal is the maximum amount of metal you will gain from one game square in 1 second from an area of metal that had a red value of 255 in your metal map. If making an old style metal deposit map, then this will be quite high: maybe 2 or 3. If you are making a new style metal-all-over-the-place-map, then it will be low: perhaps 0.2. Also for old style maps, you&#039;ll have to fiddle with the...&lt;br /&gt;
* ExtractorRadius, which is the area that is harvested by 1 metal extractor. For old style maps make this very small, so as they only take from one deposit.&lt;br /&gt;
&lt;br /&gt;
===Atmosphere, Water Colours===&lt;br /&gt;
Each value (it would appear this bit is by no means gospel) is a representation of the RGB values for that parameter. It would appear to be relative, i.e. you can put in what ever numbers you like and the game will work out what you want. The best way to go about it is to look at it as percentages.&lt;br /&gt;
The numbers 1, 0.5, 0.2 refer to 100% red, 50% green and 20% blue. But 2, 1, 0.4, will get the same result. Using numbers below one for all the numbers will result in the colour being less bright.&lt;br /&gt;
&lt;br /&gt;
This is all a bit confusing so an example will be given:&lt;br /&gt;
&lt;br /&gt;
SkyColor=0.2 0.1 0.5;&lt;br /&gt;
&lt;br /&gt;
In this example the sky is coloured with 20% red, 10% green, and 50% blue, approximatly RGB(51,25,127), resulting in a very deep night-time blue. Other colours are added to the initial sky colour. If you set your sun as being a pale yellow and it came out rather green, this is why. &lt;br /&gt;
&lt;br /&gt;
One helpful tip is &#039;&#039;negative&#039;&#039; colour. That&#039;s right: you can type in a negative number for a colour and it will remove it from the base sky colour. Just be careful not to go below the original values or you may get a surprise.&lt;br /&gt;
&lt;br /&gt;
===The Sun System/Shadow System===&lt;br /&gt;
The Sun System/Shadow System is quite a useful tool as well in making your maps look &#039;&#039;well done&#039;&#039;.  &lt;br /&gt;
Within the .smd file there is a line: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;SunDir=-1 1 -.5;	//direction of sun&amp;quot; (The part of the &amp;quot;//&amp;quot; is a comment.)&lt;br /&gt;
&lt;br /&gt;
The numbers &amp;quot;-1&amp;quot;, &amp;quot;1&amp;quot;, &amp;quot;.5&amp;quot; determine the angle and elevation of the sunlight system. &lt;br /&gt;
&lt;br /&gt;
The first number is the X angle (East/West) (from -1 to 1) where any negative number means the sun is on the West (and therefore shadows will be cast east), and any positive number means the sun is on the East (and therefore shadows will be cast west), and if the number is 0 there are no east or west shadows, the sun is directly above you. &lt;br /&gt;
&lt;br /&gt;
The second is its elevation, (0 to 1), this number is how far from the horizion the sun is, ignoring it&#039;s angle. Thus, 1 puts the sun directly overhead (while still casting angular shadows) and 0 putting it directly on the horizion. &lt;br /&gt;
&lt;br /&gt;
The final number is the Z angle (North/South). (I know, I know, they wrote the engine with Y as elevation and Z as vertical. Don&#039;t blame me.) It is just like the East West positioning, where negative numbers put them on the North, and positive numbers put them on the South. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039; If you want the shadows &#039;&#039;in&#039;&#039; one of the boxes (your shadow casting surface is in the middle), use the numbers provided, or start from them and tweak the angle and sun height as seen fit.&lt;br /&gt;
&lt;br /&gt;
                            N&lt;br /&gt;
      ----------------------------------------------&lt;br /&gt;
      |  ( 1 .5 -1)  |  ( 0 .5 -1)  |  (-1 .5 -1)  |&lt;br /&gt;
      ----------------------------------------------&lt;br /&gt;
   W  |  ( 1 .5  0)  |  ( 0  1  0)  |  (-1 .5  0)  |  E&lt;br /&gt;
      ----------------------------------------------&lt;br /&gt;
      |  ( 1 .5  1)  |  ( 0 .5  1)  |  (-1 .5  1)  |&lt;br /&gt;
      ----------------------------------------------&lt;br /&gt;
                            S&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; on the current build, it &#039;&#039;will&#039;&#039; cast the shadows in the proper direction, etc. Negative direction numbers tend to make some maps unstable and cause crashes. The best solution would be to rotate or flip your map to where the shadows point up or right (North or West). I do believe these bugs are being worked on and will be fixed soon.&lt;br /&gt;
&lt;br /&gt;
We can only hope this has been helpful! Any questions, or things you think we have missed, please ask us in the maps section.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>60.234.132.130</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4659</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4659"/>
		<updated>2005-07-06T05:55:43Z</updated>

		<summary type="html">&lt;p&gt;60.234.132.130: /* 2005-07-05 - Map Editing Guide Updated */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2005-07-05 - Map Editing Guide Updated===&lt;br /&gt;
You know you wanted to make that map? Well now you can! Check it out in the Wiki, or click on the link.&lt;br /&gt;
[[Create_maps]]&lt;br /&gt;
&lt;br /&gt;
===2005-07-03 - New strategy guide===&lt;br /&gt;
A new strategy guide to help out new players has been added to the wiki.&lt;br /&gt;
Here&#039;s the link: [[Spring guide!]]&lt;br /&gt;
&lt;br /&gt;
===2005-07-03 - Community news section===&lt;br /&gt;
A new site feature has been added, that allows users to contribute news that will be seen in this section.&lt;br /&gt;
&lt;br /&gt;
This might be useful to expose new maps for example to those that don&#039;t visit the map forum regularly.. We&#039;ll see how it turns out.&lt;/div&gt;</summary>
		<author><name>60.234.132.130</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6624</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6624"/>
		<updated>2005-06-10T07:13:14Z</updated>

		<summary type="html">&lt;p&gt;60.234.132.130: /* Will TA Spring support campaigns? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
&lt;br /&gt;
. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
. . . . . .C) Support the mod community as we see fit.&lt;br /&gt;
 &lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the download page.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
That&#039;s the current plan.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Until we have finished our own map and unit formats, we are not looking for anything in particular.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something playable released in the near future, there is no guarantee that it will ever happen. Unforseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped, or was not released at all.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
OpenGL for rendering.&lt;br /&gt;
DirectSound for sound.&lt;br /&gt;
Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
C and C++.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the downloads section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. If someone wants to port it to another platform, please contact us once we have an initial release ready. We will not, however, port it ourselves at any time (in the forseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it working well on just one platform.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3). Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1ghz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and mapsize, but 512mb should be enough. &lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. This limit will exist in TA Spring only if a unit is made in the original Total Annihilation format. To bypass this limit, a unit would have to be created entirely within the limits of our own format.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Feature units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort will be impossible.&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
No such support is planned at the moment but if someone wants to program it, go ahead.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as big as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it so far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We will create an interface that people can use to create there own skirmish AIs later.&lt;br /&gt;
 &lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
You will have to go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host. &lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it, :) &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 2 problems. Either you don&#039;t have an account, or the server is down. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait. &lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall. &lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall &lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest updates and that all Spring video features are on the lowest settings. &lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The best thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. &lt;br /&gt;
Good Luck  &lt;br /&gt;
&lt;br /&gt;
===Sometimes when I chat in the &#039;game lobby&#039;, people can&#039;t hear me.=== &lt;br /&gt;
I would recommend closing and restarting the whole Spring application after each successful game. Weird things tend too happen. (By successful I mean all the players loaded and the game started.) &lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
Then they probably are having firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. &lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed. &lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only. &lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes. &lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used too be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button too revert back to your mouse pointer. &lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa. &lt;br /&gt;
&lt;br /&gt;
===Sometimes my units just get deleted. Why?=== &lt;br /&gt;
For some reason units get deleted when they go into the wrong places. Where are the wrong places? Nobody really knows. Just hope for the best. &lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t. The best thing to do is just not play with the cheaters anymore. &lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
Well first you have to do three successful backflips while chanting I love my mommy. Then you lick your computer screen and say, &amp;quot;Please oh please give me lots of metal and energy.&amp;quot;... &lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press &#039;H&#039;. &lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy too be shared after. &lt;br /&gt;
&lt;br /&gt;
===Man I am soooo sick of XTA. How do I play AA or OTA instead?=== &lt;br /&gt;
Well. Somebody has made a patch to turn TA Spring into OTA. An AA patch has been released, and can be downloaded from fileuniverse. It will be out soon. But really, why would you want to go back to OTA?&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until 1)Your unit kills a lot of units and gets experience, or 2)You get a targetting facility. &lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. In theory, you would right click on someone&#039;s name in the &#039;game lobby&#039; and that would give you the option to kick them. This feature is not currently supported, however, but it will be fixed soon. &lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, I can&#039;t use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon. &lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls(the controls most First Person Shooters use anymore)?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too. &lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card canÃ‚Â´t handle shadows, so Spring automatically turns them off. &lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units where never intended to go backwards. Sorry. &lt;br /&gt;
&lt;br /&gt;
===I&#039;m in the Unreal Tournament 2004 kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships(The brawler, rapier, and light gunships.) &lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play with certain people I get HUGE sync errors that continue throughout the game.=== &lt;br /&gt;
It&#039;s because they have a differen&#039;t mod installed than you. If, for example, you have not installed a mod, and somebody is in the game with you that has the OTA mod installed, it will cause the &#039;sync&#039; error. &lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays ?=== &lt;br /&gt;
The game is always recorded to test.sdf which is overwritten by each new game. Change the name if you want to save it. To view a demo start spring.exe as non server and enter the full demo name (coolgame.sdf for example) as server address. You must change the name to something else than test.sdf to view a demo.&lt;/div&gt;</summary>
		<author><name>60.234.132.130</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6623</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6623"/>
		<updated>2005-06-10T06:50:55Z</updated>

		<summary type="html">&lt;p&gt;60.234.132.130: /* When will TA Spring be ready? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
&lt;br /&gt;
. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
. . . . . .C) Support the mod community as we see fit.&lt;br /&gt;
 &lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the download page.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
That&#039;s the current plan.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Until we have finished our own map and unit formats, we are not looking for anything in particular.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something playable released in the near future, there is no guarantee that it will ever happen. Unforseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped, or was not released at all.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
OpenGL for rendering.&lt;br /&gt;
DirectSound for sound.&lt;br /&gt;
Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
C and C++.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the downloads section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. If someone wants to port it to another platform, please contact us once we have an initial release ready. We will not, however, port it ourselves at any time (in the forseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it working well on just one platform.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3). Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1ghz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and mapsize, but 512mb should be enough. &lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. This limit will exist in TA Spring only if a unit is made in the original Total Annihilation format. To bypass this limit, a unit would have to be created entirely within the limits of our own format.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Feature units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort will be impossible.&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
No such support is planned at the moment but if someone want to program it, go ahead.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as big as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it so far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We will create an interface that people can use to create there own skirmish AIs later.&lt;br /&gt;
 &lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
You will have to go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host. &lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it, :) &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 2 problems. Either you don&#039;t have an account, or the server is down. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait. &lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall. &lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall &lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest updates and that all Spring video features are on the lowest settings. &lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The best thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. &lt;br /&gt;
Good Luck  &lt;br /&gt;
&lt;br /&gt;
===Sometimes when I chat in the &#039;game lobby&#039;, people can&#039;t hear me.=== &lt;br /&gt;
I would recommend closing and restarting the whole Spring application after each successful game. Weird things tend too happen. (By successful I mean all the players loaded and the game started.) &lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
Then they probably are having firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. &lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed. &lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only. &lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes. &lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used too be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button too revert back to your mouse pointer. &lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa. &lt;br /&gt;
&lt;br /&gt;
===Sometimes my units just get deleted. Why?=== &lt;br /&gt;
For some reason units get deleted when they go into the wrong places. Where are the wrong places? Nobody really knows. Just hope for the best. &lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t. The best thing to do is just not play with the cheaters anymore. &lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
Well first you have to do three successful backflips while chanting I love my mommy. Then you lick your computer screen and say, &amp;quot;Please oh please give me lots of metal and energy.&amp;quot;... &lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press &#039;H&#039;. &lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy too be shared after. &lt;br /&gt;
&lt;br /&gt;
===Man I am soooo sick of XTA. How do I play AA or OTA instead?=== &lt;br /&gt;
Well. Somebody has made a patch to turn TA Spring into OTA. An AA patch has been released, and can be downloaded from fileuniverse. It will be out soon. But really, why would you want to go back to OTA?&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until 1)Your unit kills a lot of units and gets experience, or 2)You get a targetting facility. &lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. In theory, you would right click on someone&#039;s name in the &#039;game lobby&#039; and that would give you the option to kick them. This feature is not currently supported, however, but it will be fixed soon. &lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, I can&#039;t use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon. &lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls(the controls most First Person Shooters use anymore)?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too. &lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card canÃ‚Â´t handle shadows, so Spring automatically turns them off. &lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units where never intended to go backwards. Sorry. &lt;br /&gt;
&lt;br /&gt;
===I&#039;m in the Unreal Tournament 2004 kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships(The brawler, rapier, and light gunships.) &lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play with certain people I get HUGE sync errors that continue throughout the game.=== &lt;br /&gt;
It&#039;s because they have a differen&#039;t mod installed than you. If, for example, you have not installed a mod, and somebody is in the game with you that has the OTA mod installed, it will cause the &#039;sync&#039; error. &lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays ?=== &lt;br /&gt;
The game is always recorded to test.sdf which is overwritten by each new game. Change the name if you want to save it. To view a demo start spring.exe as non server and enter the full demo name (coolgame.sdf for example) as server address. You must change the name to something else than test.sdf to view a demo.&lt;/div&gt;</summary>
		<author><name>60.234.132.130</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Spring:Community_portal&amp;diff=21280</id>
		<title>Spring:Community portal</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Spring:Community_portal&amp;diff=21280"/>
		<updated>2005-06-09T20:24:39Z</updated>

		<summary type="html">&lt;p&gt;60.234.132.130: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome.&lt;/div&gt;</summary>
		<author><name>60.234.132.130</name></author>
	</entry>
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