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		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2883</id>
		<title>Basic s3o unit making guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2883"/>
		<updated>2006-04-27T22:08:45Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: /* The UV map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need:==&lt;br /&gt;
&lt;br /&gt;
*The Model&lt;br /&gt;
*The UV map&lt;br /&gt;
*The Textures&lt;br /&gt;
*The Script&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2317 UpSpring]&lt;br /&gt;
&lt;br /&gt;
== The Model ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make it in any of the 3d modeling programs mentioned [http://taspring.clan-sy.com/wiki/Map%2C_Mod%2C_And_Unit_Development_Programs#3d_Modeling here.]&lt;br /&gt;
&lt;br /&gt;
Upspring will import .OBJ, and .3DS, (.3DO is supported aswell but we are supposing to work from scratch here and not converting old units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Importing 3ds files will have some sort of hierarchy, but with all pieces at the same level, so you will have to re-arrange them in the correct order using cut-paste commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If im not mistaken, .OBJ files dont have hierarchy, so there is no distinction between parts of the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for using this format you must save each part of the unit in separate files and import them individually from upspring. You must have at least one existing object to import to, so create an &amp;quot;empty&amp;quot; if needed, then import the pieces following the hierarchy, or you can manually arrange them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For moving object origins, move part using the move tool, and then use &amp;quot;Apply transformation&amp;quot; button in object tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the saved .S3O file in the &amp;quot;Objects3D&amp;quot; folder in your mod structure files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;All part names in s3o must be in lower case in UpSpring.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will avoid issues with the script.&lt;br /&gt;
&lt;br /&gt;
== The UV map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only one UV map image is allowed, so you must make all part use the same UV map.&lt;br /&gt;
&lt;br /&gt;
Its reported that the biggest texture size of the UV map is 2048x2048.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A guide on Skinning (UV mapping) can be found [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3511 here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**Added by TA 3D:&#039;&#039;&#039; When you want to bring in UV coordinates, go to the Texture Mapping menu again and click on Import UV coordinates from model. Since the texture is fliped vertically you have to flip the UV coordinates. Only use 3ds files for this as obj dosen&#039;t have UV coordinates. I hope this helps.&#039;&#039;&#039;**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can import .3DS models already UV mapped into UpSpring.&lt;br /&gt;
&lt;br /&gt;
(But in my tests the UV map results incorrectly displayed, please fix this part if you know how to do it right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way of making the UV map is importing the model first to Upspring, either by using one .3DS file or the separate .OBJ files method.&lt;br /&gt;
&lt;br /&gt;
Once you have the model imported and in the right place, use &amp;quot;Export Model for UV mapping&amp;quot; in Upspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then uvmap that .OBJ file in whatever UV mapping tool of your liking, save, and then import back the UV using the &amp;quot;load UV map from file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The Textures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quote&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(In The GIMP, what is texture will show completely black, and what is teamcolor will show transparent, showing the texture under the alpha. Which is a bit awkward if you ask me.. as you wont be able to see what is supposed to be texture, but what wont. buh!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The value of the alpha will blend with the texture, so you can make cool teamcolor/texture transitions ;) .&lt;br /&gt;
&lt;br /&gt;
(I&#039;ve tested DDS format several times in The Gimp, using the export plugin, and have not been able to make this files work so far. Hopefully someone can add more information on this.). &#039;&#039;&#039;**Edit: I will do some digging to find out what the exact formats are that dds is supposed to be saved as. TA 3D**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UpSpring 1.3 has a built it texture builder that works great. Use bmps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**Added by TA 3D:&#039;&#039;&#039; Spring will use TGA  and PNG files, but if you want the textures to work better and run more effencetly, use DDS files which is a native image format for videocards made by Nvidia. It works on any videocard, not just Nvidia&#039;s cards.&lt;br /&gt;
NOTE: Upspring makes the files fliped verticaly so you will have to flip the UV coordinates in Upspring. &#039;&#039;&#039;Do not use any other format for making dds files with Upspring then bmp otherwise you will have problems. If you use anything else the alpha channel will screw it up. Note: The following images are png to conserve bandwith.&#039;&#039;&#039;&lt;br /&gt;
Heres an example of a dds file I made for a model recently.&lt;br /&gt;
Texture 1 Texture and Team color:&lt;br /&gt;
Texture RGB-channels of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc1.png&lt;br /&gt;
&lt;br /&gt;
Team color-the alpha channel of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc2.png&lt;br /&gt;
&lt;br /&gt;
Texture 2 Reflectivity and Illumination:&lt;br /&gt;
Reflection green-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc3.png&lt;br /&gt;
&lt;br /&gt;
Illumination red-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc4.png&lt;br /&gt;
&lt;br /&gt;
Upspring can make dds files using the S3O Texture Builder option under the Texture menu.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/menu.png&lt;br /&gt;
&lt;br /&gt;
Making the first dds file.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/texture_builder.png&lt;br /&gt;
&lt;br /&gt;
And making the second.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/texture_builder2.png&lt;br /&gt;
&lt;br /&gt;
When you want to bring in UV coordinates, go to the Texture Mapping menu again and click on Import UV coordinates from model. Since the texture is fliped vertically you have to flip the UV coordinates. If the Team color doesn&#039;t work try inverting the the Team color image using the invert box. I hope this helps. As soon as I have a working model, then I will post a pic of the above textures applyed to it.&#039;&#039;&#039;**&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the finished files in &amp;quot;unittextures&amp;quot; folder inside your mod structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
some other words on the textures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;alpha is a greyscale... black = no team color, white = all team colour... because Photoshop is dumb stick to 1% balck or 99% black... anything in between is &amp;quot;blended&amp;quot;... like transparency in the team colour mapped over the main texture...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Script ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common script, see other wiki resources for information on what is new/changed in spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The unit FBI file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this file goes the usual information, plus one change:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the usual&lt;br /&gt;
	Objectname=UNITNAME;&lt;br /&gt;
&lt;br /&gt;
must be &lt;br /&gt;
	Objectname=UNITNAME&#039;&#039;&#039;.s3o&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
== Common Troubles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The unit wont show up in game, although the &amp;quot;.give unitname&amp;quot; will work and you can see the selected base.&lt;br /&gt;
&lt;br /&gt;
This is caused bc the unit is underground. In the Model tab you must give your unit a center, collision sphere radius and heigth in Upspring, you can use &amp;quot;estimate&amp;quot; and will be fine.&lt;br /&gt;
&lt;br /&gt;
*The unit texture is all black in game!&lt;br /&gt;
&lt;br /&gt;
Read the texture section here. 3DOs cant be UV textured. Use .TGA format. Dont forget alpha.&lt;br /&gt;
&lt;br /&gt;
*The UV seems wrong in game..&lt;br /&gt;
&lt;br /&gt;
Flip the UV. In UpSpring go to, Texture Mapping&amp;gt;Show UV Maps, then, edit&amp;gt;Flip UVs.&lt;br /&gt;
&lt;br /&gt;
*I get a &amp;quot;missing part&amp;quot; error, and the unit wont aim turrets or animate as indicated in the script.&lt;br /&gt;
&lt;br /&gt;
See last lines in The Model part.&lt;br /&gt;
&lt;br /&gt;
== Related Threads ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3766]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4536 Complementary information]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Credits&lt;br /&gt;
&lt;br /&gt;
Its all stolen from the above threads.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2882</id>
		<title>Basic s3o unit making guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2882"/>
		<updated>2006-04-27T22:08:39Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: /* The Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need:==&lt;br /&gt;
&lt;br /&gt;
*The Model&lt;br /&gt;
*The UV map&lt;br /&gt;
*The Textures&lt;br /&gt;
*The Script&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2317 UpSpring]&lt;br /&gt;
&lt;br /&gt;
== The Model ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make it in any of the 3d modeling programs mentioned [http://taspring.clan-sy.com/wiki/Map%2C_Mod%2C_And_Unit_Development_Programs#3d_Modeling here.]&lt;br /&gt;
&lt;br /&gt;
Upspring will import .OBJ, and .3DS, (.3DO is supported aswell but we are supposing to work from scratch here and not converting old units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Importing 3ds files will have some sort of hierarchy, but with all pieces at the same level, so you will have to re-arrange them in the correct order using cut-paste commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If im not mistaken, .OBJ files dont have hierarchy, so there is no distinction between parts of the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for using this format you must save each part of the unit in separate files and import them individually from upspring. You must have at least one existing object to import to, so create an &amp;quot;empty&amp;quot; if needed, then import the pieces following the hierarchy, or you can manually arrange them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For moving object origins, move part using the move tool, and then use &amp;quot;Apply transformation&amp;quot; button in object tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the saved .S3O file in the &amp;quot;Objects3D&amp;quot; folder in your mod structure files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;All part names in s3o must be in lower case in UpSpring.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will avoid issues with the script.&lt;br /&gt;
&lt;br /&gt;
== The UV map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only one UV map image is allowed, so you must make all part use the same UV map.&lt;br /&gt;
&lt;br /&gt;
Its reported that the biggest texture size of the UV map is 2048x2048.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A guide on Skinning (UV mapping) can be found [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3511 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can import .3DS models already UV mapped into UpSpring.&lt;br /&gt;
&lt;br /&gt;
(But in my tests the UV map results incorrectly displayed, please fix this part if you know how to do it right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way of making the UV map is importing the model first to Upspring, either by using one .3DS file or the separate .OBJ files method.&lt;br /&gt;
&lt;br /&gt;
Once you have the model imported and in the right place, use &amp;quot;Export Model for UV mapping&amp;quot; in Upspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then uvmap that .OBJ file in whatever UV mapping tool of your liking, save, and then import back the UV using the &amp;quot;load UV map from file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The Textures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quote&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(In The GIMP, what is texture will show completely black, and what is teamcolor will show transparent, showing the texture under the alpha. Which is a bit awkward if you ask me.. as you wont be able to see what is supposed to be texture, but what wont. buh!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The value of the alpha will blend with the texture, so you can make cool teamcolor/texture transitions ;) .&lt;br /&gt;
&lt;br /&gt;
(I&#039;ve tested DDS format several times in The Gimp, using the export plugin, and have not been able to make this files work so far. Hopefully someone can add more information on this.). &#039;&#039;&#039;**Edit: I will do some digging to find out what the exact formats are that dds is supposed to be saved as. TA 3D**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UpSpring 1.3 has a built it texture builder that works great. Use bmps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**Added by TA 3D:&#039;&#039;&#039; Spring will use TGA  and PNG files, but if you want the textures to work better and run more effencetly, use DDS files which is a native image format for videocards made by Nvidia. It works on any videocard, not just Nvidia&#039;s cards.&lt;br /&gt;
NOTE: Upspring makes the files fliped verticaly so you will have to flip the UV coordinates in Upspring. &#039;&#039;&#039;Do not use any other format for making dds files with Upspring then bmp otherwise you will have problems. If you use anything else the alpha channel will screw it up. Note: The following images are png to conserve bandwith.&#039;&#039;&#039;&lt;br /&gt;
Heres an example of a dds file I made for a model recently.&lt;br /&gt;
Texture 1 Texture and Team color:&lt;br /&gt;
Texture RGB-channels of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc1.png&lt;br /&gt;
&lt;br /&gt;
Team color-the alpha channel of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc2.png&lt;br /&gt;
&lt;br /&gt;
Texture 2 Reflectivity and Illumination:&lt;br /&gt;
Reflection green-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc3.png&lt;br /&gt;
&lt;br /&gt;
Illumination red-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc4.png&lt;br /&gt;
&lt;br /&gt;
Upspring can make dds files using the S3O Texture Builder option under the Texture menu.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/menu.png&lt;br /&gt;
&lt;br /&gt;
Making the first dds file.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/texture_builder.png&lt;br /&gt;
&lt;br /&gt;
And making the second.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/texture_builder2.png&lt;br /&gt;
&lt;br /&gt;
If the Team color doesn&#039;t work try inverting the the Team color image using the invert box. I hope this helps. As soon as I have a working model, then I will post a pic of the above textures applyed to it.&#039;&#039;&#039;**&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the finished files in &amp;quot;unittextures&amp;quot; folder inside your mod structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
some other words on the textures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;alpha is a greyscale... black = no team color, white = all team colour... because Photoshop is dumb stick to 1% balck or 99% black... anything in between is &amp;quot;blended&amp;quot;... like transparency in the team colour mapped over the main texture...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Script ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common script, see other wiki resources for information on what is new/changed in spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The unit FBI file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this file goes the usual information, plus one change:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the usual&lt;br /&gt;
	Objectname=UNITNAME;&lt;br /&gt;
&lt;br /&gt;
must be &lt;br /&gt;
	Objectname=UNITNAME&#039;&#039;&#039;.s3o&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
== Common Troubles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The unit wont show up in game, although the &amp;quot;.give unitname&amp;quot; will work and you can see the selected base.&lt;br /&gt;
&lt;br /&gt;
This is caused bc the unit is underground. In the Model tab you must give your unit a center, collision sphere radius and heigth in Upspring, you can use &amp;quot;estimate&amp;quot; and will be fine.&lt;br /&gt;
&lt;br /&gt;
*The unit texture is all black in game!&lt;br /&gt;
&lt;br /&gt;
Read the texture section here. 3DOs cant be UV textured. Use .TGA format. Dont forget alpha.&lt;br /&gt;
&lt;br /&gt;
*The UV seems wrong in game..&lt;br /&gt;
&lt;br /&gt;
Flip the UV. In UpSpring go to, Texture Mapping&amp;gt;Show UV Maps, then, edit&amp;gt;Flip UVs.&lt;br /&gt;
&lt;br /&gt;
*I get a &amp;quot;missing part&amp;quot; error, and the unit wont aim turrets or animate as indicated in the script.&lt;br /&gt;
&lt;br /&gt;
See last lines in The Model part.&lt;br /&gt;
&lt;br /&gt;
== Related Threads ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3766]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4536 Complementary information]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Credits&lt;br /&gt;
&lt;br /&gt;
Its all stolen from the above threads.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2881</id>
		<title>Basic s3o unit making guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2881"/>
		<updated>2006-04-24T21:14:31Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: /* The Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need:==&lt;br /&gt;
&lt;br /&gt;
*The Model&lt;br /&gt;
*The UV map&lt;br /&gt;
*The Textures&lt;br /&gt;
*The Script&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2317 UpSpring]&lt;br /&gt;
&lt;br /&gt;
== The Model ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make it in any of the 3d modeling programs mentioned [http://taspring.clan-sy.com/wiki/Map%2C_Mod%2C_And_Unit_Development_Programs#3d_Modeling here.]&lt;br /&gt;
&lt;br /&gt;
Upspring will import .OBJ, and .3DS, (.3DO is supported aswell but we are supposing to work from scratch here and not converting old units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Importing 3ds files will have some sort of hierarchy, but with all pieces at the same level, so you will have to re-arrange them in the correct order using cut-paste commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If im not mistaken, .OBJ files dont have hierarchy, so there is no distinction between parts of the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for using this format you must save each part of the unit in separate files and import them individually from upspring. You must have at least one existing object to import to, so create an &amp;quot;empty&amp;quot; if needed, then import the pieces following the hierarchy, or you can manually arrange them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For moving object origins, move part using the move tool, and then use &amp;quot;Apply transformation&amp;quot; button in object tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the saved .S3O file in the &amp;quot;Objects3D&amp;quot; folder in your mod structure files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;All part names in s3o must be in lower case in UpSpring.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will avoid issues with the script.&lt;br /&gt;
&lt;br /&gt;
== The UV map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only one UV map image is allowed, so you must make all part use the same UV map.&lt;br /&gt;
&lt;br /&gt;
Its reported that the biggest texture size of the UV map is 2048x2048.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A guide on Skinning (UV mapping) can be found [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3511 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can import .3DS models already UV mapped into UpSpring.&lt;br /&gt;
&lt;br /&gt;
(But in my tests the UV map results incorrectly displayed, please fix this part if you know how to do it right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way of making the UV map is importing the model first to Upspring, either by using one .3DS file or the separate .OBJ files method.&lt;br /&gt;
&lt;br /&gt;
Once you have the model imported and in the right place, use &amp;quot;Export Model for UV mapping&amp;quot; in Upspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then uvmap that .OBJ file in whatever UV mapping tool of your liking, save, and then import back the UV using the &amp;quot;load UV map from file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The Textures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quote&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(In The GIMP, what is texture will show completely black, and what is teamcolor will show transparent, showing the texture under the alpha. Which is a bit awkward if you ask me.. as you wont be able to see what is supposed to be texture, but what wont. buh!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The value of the alpha will blend with the texture, so you can make cool teamcolor/texture transitions ;) .&lt;br /&gt;
&lt;br /&gt;
(I&#039;ve tested DDS format several times in The Gimp, using the export plugin, and have not been able to make this files work so far. Hopefully someone can add more information on this.). &#039;&#039;&#039;**Edit: I will do some digging to find out what the exact formats are that dds is supposed to be saved as. TA 3D**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UpSpring 1.3 has a built it texture builder that works great. Use bmps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**Added by TA 3D:&#039;&#039;&#039; Spring will use TGA  and PNG files, but if you want the textures to work better and run more effencetly, use DDS files which is a native image format for videocards made by Nvidia. It works on any videocard, not just Nvidia&#039;s cards.&lt;br /&gt;
NOTE: Upspring makes the files fliped verticaly so you will have to flip the UV coordinates in Upspring. &#039;&#039;&#039;Do not use any other format for making dds files with Upspring then bmp otherwise you will have problems. If you use anything else the alpha channel will screw it up. Note: The following images are png to conserve bandwith.&#039;&#039;&#039;&lt;br /&gt;
Heres an example of a dds file I made for a model recently.&lt;br /&gt;
Texture 1 Texture and Team color:&lt;br /&gt;
Texture RGB-channels of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc1.png&lt;br /&gt;
&lt;br /&gt;
Team color-the alpha channel of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc2.png&lt;br /&gt;
&lt;br /&gt;
Texture 2 Reflectivity and Illumination:&lt;br /&gt;
Reflection green-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc3.png&lt;br /&gt;
&lt;br /&gt;
Illumination red-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc4.png&lt;br /&gt;
&lt;br /&gt;
Upspring can make dds files using the S3O Texture Builder option under the Texture menu.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/menu.png&lt;br /&gt;
&lt;br /&gt;
Making the first dds file.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/texture_builder.png&lt;br /&gt;
&lt;br /&gt;
And making the second.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/texture_builder2.png&lt;br /&gt;
&lt;br /&gt;
When you want to bring in UV coordinates, go to the Texture Mapping menu again and click on Import UV coordinates from model. Since the texture is fliped vertically you have to flip the UV coordinates. If the Team color doesn&#039;t work try inverting the the Team color image using the invert box. I hope this helps. As soon as I have a working model, then I will post a pic of the above textures applyed to it.&#039;&#039;&#039;**&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the finished files in &amp;quot;unittextures&amp;quot; folder inside your mod structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
some other words on the textures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;alpha is a greyscale... black = no team color, white = all team colour... because Photoshop is dumb stick to 1% balck or 99% black... anything in between is &amp;quot;blended&amp;quot;... like transparency in the team colour mapped over the main texture...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Script ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common script, see other wiki resources for information on what is new/changed in spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The unit FBI file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this file goes the usual information, plus one change:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the usual&lt;br /&gt;
	Objectname=UNITNAME;&lt;br /&gt;
&lt;br /&gt;
must be &lt;br /&gt;
	Objectname=UNITNAME&#039;&#039;&#039;.s3o&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
== Common Troubles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The unit wont show up in game, although the &amp;quot;.give unitname&amp;quot; will work and you can see the selected base.&lt;br /&gt;
&lt;br /&gt;
This is caused bc the unit is underground. In the Model tab you must give your unit a center, collision sphere radius and heigth in Upspring, you can use &amp;quot;estimate&amp;quot; and will be fine.&lt;br /&gt;
&lt;br /&gt;
*The unit texture is all black in game!&lt;br /&gt;
&lt;br /&gt;
Read the texture section here. 3DOs cant be UV textured. Use .TGA format. Dont forget alpha.&lt;br /&gt;
&lt;br /&gt;
*The UV seems wrong in game..&lt;br /&gt;
&lt;br /&gt;
Flip the UV. In UpSpring go to, Texture Mapping&amp;gt;Show UV Maps, then, edit&amp;gt;Flip UVs.&lt;br /&gt;
&lt;br /&gt;
*I get a &amp;quot;missing part&amp;quot; error, and the unit wont aim turrets or animate as indicated in the script.&lt;br /&gt;
&lt;br /&gt;
See last lines in The Model part.&lt;br /&gt;
&lt;br /&gt;
== Related Threads ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3766]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4536 Complementary information]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Credits&lt;br /&gt;
&lt;br /&gt;
Its all stolen from the above threads.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2880</id>
		<title>Basic s3o unit making guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Basic_s3o_unit_making_guide&amp;diff=2880"/>
		<updated>2006-04-20T22:54:18Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: /* The Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need:==&lt;br /&gt;
&lt;br /&gt;
*The Model&lt;br /&gt;
*The UV map&lt;br /&gt;
*The Textures&lt;br /&gt;
*The Script&lt;br /&gt;
*[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2317 UpSpring]&lt;br /&gt;
&lt;br /&gt;
== The Model ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make it in any of the 3d modeling programs mentioned [http://taspring.clan-sy.com/wiki/Map%2C_Mod%2C_And_Unit_Development_Programs#3d_Modeling here.]&lt;br /&gt;
&lt;br /&gt;
Upspring will import .OBJ, and .3DS, (.3DO is supported aswell but we are supposing to work from scratch here and not converting old units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Importing 3ds files will have some sort of hierarchy, but with all pieces at the same level, so you will have to re-arrange them in the correct order using cut-paste commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If im not mistaken, .OBJ files dont have hierarchy, so there is no distinction between parts of the unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for using this format you must save each part of the unit in separate files and import them individually from upspring. You must have at least one existing object to import to, so create an &amp;quot;empty&amp;quot; if needed, then import the pieces following the hierarchy, or you can manually arrange them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For moving object origins, move part using the move tool, and then use &amp;quot;Apply transformation&amp;quot; button in object tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the saved .S3O file in the &amp;quot;Objects3D&amp;quot; folder in your mod structure files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;All part names in s3o must be in lower case in UpSpring.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will avoid issues with the script.&lt;br /&gt;
&lt;br /&gt;
== The UV map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only one UV map image is allowed, so you must make all part use the same UV map.&lt;br /&gt;
&lt;br /&gt;
Its reported that the biggest texture size of the UV map is 2048x2048.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A guide on Skinning (UV mapping) can be found [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3511 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can import .3DS models already UV mapped into UpSpring.&lt;br /&gt;
&lt;br /&gt;
(But in my tests the UV map results incorrectly displayed, please fix this part if you know how to do it right)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another way of making the UV map is importing the model first to Upspring, either by using one .3DS file or the separate .OBJ files method.&lt;br /&gt;
&lt;br /&gt;
Once you have the model imported and in the right place, use &amp;quot;Export Model for UV mapping&amp;quot; in Upspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then uvmap that .OBJ file in whatever UV mapping tool of your liking, save, and then import back the UV using the &amp;quot;load UV map from file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The Textures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quote&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(In The GIMP, what is texture will show completely black, and what is teamcolor will show transparent, showing the texture under the alpha. Which is a bit awkward if you ask me.. as you wont be able to see what is supposed to be texture, but what wont. buh!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The value of the alpha will blend with the texture, so you can make cool teamcolor/texture transitions ;) .&lt;br /&gt;
&lt;br /&gt;
(I&#039;ve tested DDS format several times in The Gimp, using the export plugin, and have not been able to make this files work so far. Hopefully someone can add more information on this.). &#039;&#039;&#039;**Edit: I will do some digging to find out what the exact formats are that dds is supposed to be saved as. TA 3D**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UpSpring 1.3 has a built it texture builder that works great. Use bmps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**Added by TA 3D:&#039;&#039;&#039; Spring will use TGA  and PNG files, but if you want the textures to work better and run more effencetly, use DDS files which is a native image format for videocards made by Nvidia. It works on any videocard, not just Nvidia&#039;s cards.&lt;br /&gt;
NOTE: Upspring makes the files fliped verticaly so you will have to flip the UV coordinates in Upspring.&lt;br /&gt;
Heres an example of a dds file I made for a model recently.&lt;br /&gt;
Texture 1 Texture and Team color:&lt;br /&gt;
Texture RGB-channels of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc1.png&lt;br /&gt;
&lt;br /&gt;
Team color-the alpha channel of the first dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc2.png&lt;br /&gt;
&lt;br /&gt;
Texture 2 Reflectivity and Illumination:&lt;br /&gt;
Reflection green-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc3.png&lt;br /&gt;
&lt;br /&gt;
Illumination red-channel of the second dds texture file:&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/fc4.png&lt;br /&gt;
&lt;br /&gt;
Upspring can make dds files using the S3O Texture Builder option under the Texture menu.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/menu.png&lt;br /&gt;
&lt;br /&gt;
Making the first dds file.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/texture_builder.png&lt;br /&gt;
&lt;br /&gt;
And making the second.&lt;br /&gt;
&lt;br /&gt;
http://www.maj.com/gallery/3dbricks/TASPRING/texture_builder2.png&lt;br /&gt;
&lt;br /&gt;
When you want to bring in UV coordinates, go to the Texture Mapping menu again and click on Import UV coordinates from model. Since the texture is fliped vertically you have to flip the UV coordinates. If the Team color doesn&#039;t work try inverting the the Team color image using the invert box. I hope this helps. As soon as I have a working model, then I will post a pic of the above textures applyed to it.&#039;&#039;&#039;**&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put the finished files in &amp;quot;unittextures&amp;quot; folder inside your mod structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
some other words on the textures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;alpha is a greyscale... black = no team color, white = all team colour... because Photoshop is dumb stick to 1% balck or 99% black... anything in between is &amp;quot;blended&amp;quot;... like transparency in the team colour mapped over the main texture...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The Script ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A common script, see other wiki resources for information on what is new/changed in spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The unit FBI file ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this file goes the usual information, plus one change:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the usual&lt;br /&gt;
	Objectname=UNITNAME;&lt;br /&gt;
&lt;br /&gt;
must be &lt;br /&gt;
	Objectname=UNITNAME&#039;&#039;&#039;.s3o&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
== Common Troubles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The unit wont show up in game, although the &amp;quot;.give unitname&amp;quot; will work and you can see the selected base.&lt;br /&gt;
&lt;br /&gt;
This is caused bc the unit is underground. In the Model tab you must give your unit a center, collision sphere radius and heigth in Upspring, you can use &amp;quot;estimate&amp;quot; and will be fine.&lt;br /&gt;
&lt;br /&gt;
*The unit texture is all black in game!&lt;br /&gt;
&lt;br /&gt;
Read the texture section here. 3DOs cant be UV textured. Use .TGA format. Dont forget alpha.&lt;br /&gt;
&lt;br /&gt;
*The UV seems wrong in game..&lt;br /&gt;
&lt;br /&gt;
Flip the UV. In UpSpring go to, Texture Mapping&amp;gt;Show UV Maps, then, edit&amp;gt;Flip UVs.&lt;br /&gt;
&lt;br /&gt;
*I get a &amp;quot;missing part&amp;quot; error, and the unit wont aim turrets or animate as indicated in the script.&lt;br /&gt;
&lt;br /&gt;
See last lines in The Model part.&lt;br /&gt;
&lt;br /&gt;
== Related Threads ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3766]&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4536 Complementary information]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Credits&lt;br /&gt;
&lt;br /&gt;
Its all stolen from the above threads.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12867</id>
		<title>Map, Game, And Unit Development Programs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12867"/>
		<updated>2006-03-21T21:28:08Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: /* 3d Modeling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Comprehensive list of tools to make Spring content.&lt;br /&gt;
&lt;br /&gt;
*Those that are Open Source are marked with a &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Those that are Free are marked with a &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Those that Cost are marked with a &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Image Editing ===&lt;br /&gt;
# &#039;&#039;&#039;[http://www.gimp.org/ Gimp]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Pre compiled Binary files(or installer files) can be found here: &#039;&#039;&#039;[http://www.gimp.org/downloads/]&amp;lt;br&amp;gt;-&amp;gt; The DDS plugin for Gimp can be found at [http://nifelheim.dyndns.org/~cocidius/dds/ http://nifelheim.dyndns.org/~cocidius/dds/]&lt;br /&gt;
# &#039;&#039;&#039;[http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307383&amp;amp;pid=1047025487586 Corel Paint Shop Pro]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Jasc was recently bought out by Corel.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307335&amp;amp;pid=1047022690654 Corel Draw]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; This is Corel&#039;s orignal graphics program. Very easy to work with. I have used an older version of it, and love the photoshop it has.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.adobe.com/products/photoshop/main.html Adobe Photoshop]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used image editing program ever.&lt;br /&gt;
&lt;br /&gt;
=== 3d Modeling ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.wings3d.com/ Wings 3D]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Probably the most popular modeller for Spring.&amp;lt;br&amp;gt;-&amp;gt; Easy to learn modelling and UV mapping environments.&amp;lt;br&amp;gt;-&amp;gt; Excellent introduction to using it can be found [http://www.wings3d.com/doghouse.php here]. &amp;lt;br&amp;gt;-&amp;gt; For help on how to UV map with it just ask around.&lt;br /&gt;
# &#039;&#039;&#039;[http://blender.org/cms/Home.2.0.html Blender]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt;  The most used opensource modeler that has it&#039;s own way of doing things.&amp;lt;br&amp;gt;-&amp;gt;Most popular whitin unit makers using this excellent tool.&amp;lt;br&amp;gt;-&amp;gt;Get basic usage, advanced, and video tutorials [http://www.blender3d.org/cms/Using_Blender.80.0.html here]&lt;br /&gt;
# &#039;&#039;&#039;[http://www.anim8or.com/main/index.html Anim8or]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://usa.autodesk.com/adsk/servlet/index?id=5659302&amp;amp;siteID=123112 3DS MAX]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used and aclaimed modeling programs ever. Used in creation of many games and movies(The Matrix). One of the 2 major model programs used by professionals.&amp;lt;br&amp;gt;-&amp;gt; The s3o plugin for 3DS MAX can be found here. NOTE: This is not backwards compatible with versions older then 7. Also this only exports: &#039;&#039;&#039;[http://taspring.clan-sy.com/temp/s3oexport.dle]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://www.newtek.com/ Lightwave]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A popular modeling program thats been around a long time. One of the 2 major model programs used by professionals.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.rhino3d.com/ Rhinoceros]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A farely new comer to the world of modeling, uses a lot of nurbs surfaces. &lt;br /&gt;
# &#039;&#039;&#039;[http://www.turbosquid.com/gmax GMAX]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Great for learning as it is 3DS MAX v4 without rendering, and has game packs for a fair amount of games, is locked in exporting, though there are a few workarounds.&lt;br /&gt;
# &#039;&#039;&#039;[http://usa.autodesk.com/adsk/servlet/index?id=6871843&amp;amp;siteID=123112 MAYA]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The other most widely used and aclaimed modeling program. Used in creation of many games and movies. One of the 2 major model programs used by professionals.&lt;br /&gt;
&lt;br /&gt;
===3d Model converters/Assemblers===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=305 3DO Builder]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used program for converting models to the 3do file format of TA. Follow the tips on the main page in the above link and it will run just fine.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1892 UpSpring]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Help information, manual, and tips can be found here: &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2839&amp;amp;start=0]&amp;lt;br&amp;gt;-&amp;gt; This is the only other way to get files into the s3o file format for Spring other then the s3o plugin for 3DS MAX.&lt;br /&gt;
&lt;br /&gt;
=== Scripting And Unit Stats files ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=70 Scripter]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with a broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=65 Cobbler]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; This is a very simple script compiler that converts your newly written .bos files understood by humans into a hexadecimal .cob gibberish used by the TA engine. Beware, however, that this program is a lightweight, which means that it doesn&#039;t provide especially much error tracing, not to mention that it is in French.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=193 Servo]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Rhad&#039;s awesome but somewhat buggy animation scripting program. It features keyframed animation script generation from a 3D positioner.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=62 Brain]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The Brain is a scripting utility that converts your newly written code rows into incomprehensible hex codes used by the game. This program is in english and can sometimes give you the most wondorous error messages, so it&#039;s only reccomended as a backup scripting program.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=194 UnCobbler]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The first (I think) uncobbling utility. Bad english and brute force approach make this one outdated, but here it is for completeness sake.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1680 Excel FBI editor]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Lets you quickly edit all your FBI files in an Excel spread sheet. Made by Maelstorm.&amp;lt;br&amp;gt;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Microsoft Excel is NOT FREE.&amp;lt;br&amp;gt;-&amp;gt; Help information, manual, and tips can be found here: &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Map Compiling ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1421 mothers MapConv]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The map compiler used by most people. Supports feature placment.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1507 mothers MapConv special]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The normal MapConv does not work for some people. If you are one of them, try this one.&lt;br /&gt;
# &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 SMD Creator]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Maelstroms SMD creator. Has a few bugs, but a new release should be out in a few days.&lt;br /&gt;
&lt;br /&gt;
=== Documentation and Tutorials ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660&amp;amp;start=0 S3O file format for Spring]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The above link is to the form were this currently being disscused, and feed back is being provided. Also includes tips and helpful information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:Unit development]]&lt;br /&gt;
[[Category:Mod development]]&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Simple_Game_Tutorial&amp;diff=16829</id>
		<title>Simple Game Tutorial</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Simple_Game_Tutorial&amp;diff=16829"/>
		<updated>2006-03-16T05:51:03Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: /* Step 2:Getting Da Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Until I Finish [[Mod Development]] is the place to go.&lt;br /&gt;
&lt;br /&gt;
This Tutorial Aims to get a person from knowing nothing about Spring to the point where they can create and edit mods.&lt;br /&gt;
&lt;br /&gt;
Right now I am working from memory so you may want to correct me when I&#039;m wrong, I will try to cross link from my summaries to the appropriate articles available in other places.&lt;br /&gt;
&lt;br /&gt;
I will not go too deep into making 3do&#039;s because they are old and dumb... but I&#039;ll try to make note of the differences here.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know anything about scripting right now, so that section is likely to be sparse when I write it, I hope that someone will expand on it.&lt;br /&gt;
&lt;br /&gt;
=Book 1: The First Unit=&lt;br /&gt;
&lt;br /&gt;
==Step 1:Planning==&lt;br /&gt;
Who cares about planning, you know what you&#039;re doing... just come up with an idea for a mod... I made a chess set... if you don&#039;t have a real idea and just want to make a model show up in the game... then yeah... this is the place to start... I&#039;d do that if I were you.&lt;br /&gt;
&lt;br /&gt;
Another good thing to do at this point is to creat a &amp;quot;working directory&amp;quot;, and inside it create a directory with the name that your mod will have... after many headaches I decided it&#039;s best to put this in the root directory of your system so it&#039;s really easy to find when you are switching around back and forth between folders and keep having to find your files over and over again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2:Getting Da Tools==&lt;br /&gt;
You will need a bunch of stuff... here&#039;s the list (I assume you are using windows)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Want:&#039;&#039;&lt;br /&gt;
*Spring - The main program, you will likely need this to test if you&#039;ve screwed up&lt;br /&gt;
*A Tiny Map (2x2) - to test your mod fast&lt;br /&gt;
*SpringSP - To load up your mod and your map in spring without confising lobby folks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Need:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Program listings can be found here:&#039;&#039;&#039; &#039;&#039;&#039;[http://taspring.clan-sy.com/wiki/Map%2C_Mod%2C_And_Unit_Development_Programs Map, Mod, And Unit Development Programs]&#039;&#039;&#039;&lt;br /&gt;
*3D Modeling Program - &#039;&#039;&#039;See above link&#039;&#039;&#039;&lt;br /&gt;
*Notepad - to edit all the miriad of text files&lt;br /&gt;
*A Graphical Editing Program - needs to handle RGBA TGAs (aka tga&#039;s with alpha channels), I suggest Photoshop if you have it, or the Gimp... needed for all of the texture making for UVmapping stuff... &#039;&#039;&#039;See above link&#039;&#039;&#039;&lt;br /&gt;
*Upspring 1.3 - To convert your models to the approprite s3o format (if you want to fight with 3do builder, then go ahead... a good trick is to get your model into upspring first and adjust all the hierachy, then save it as an 3do... but why bother?). &#039;&#039;&#039;See above link&#039;&#039;&#039;&lt;br /&gt;
*Scriptor - to make and compile your units &amp;quot;animation script&amp;quot;... or steal someone elses and make it work for your unit. &#039;&#039;&#039;See above link&#039;&#039;&#039;&lt;br /&gt;
*7zip - even if you are using zip compressiong and not 7zip, it&#039;s still good to have.&lt;br /&gt;
&lt;br /&gt;
==Step 3:Making a 3D Model==&lt;br /&gt;
&lt;br /&gt;
Go into your 3D modelling program and make a 3D model, combine all the objects and UV map the model, then separate it out any parts that need to move.  Then Export the UV map as an Image File and Export the whole thing as a 3DS file.  Put the orriginal wings file, the UVMap image and the 3ds file into your working directory so you can find them later.&lt;br /&gt;
&lt;br /&gt;
Wings 3D UV Mapping tutorial:&lt;br /&gt;
&lt;br /&gt;
XXreminder for someone to fix the following Wings 3D UV Mapping tutorial and add pretty screenshots&lt;br /&gt;
&lt;br /&gt;
SIMPLE UV MAPPING STEP BY STEP FOR WINGS (from wings to s3o):&lt;br /&gt;
&lt;br /&gt;
Wings Homepage: http://www.wings3d.com/&lt;br /&gt;
&lt;br /&gt;
Get Wings, play around with it, figure out how to 3D model... yada, yada, yada... this step by step starts with the assumtion that you have made a 3D model in wings and are now trying to UV-Map it, it also assumes you know how to edit images&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Step 1: Combine All Your Objects&lt;br /&gt;
&amp;lt;br&amp;gt;Step 2: Generate a UV-Map&lt;br /&gt;
&amp;lt;br&amp;gt;Step 3: Generate a UV-Map Guide Texture&lt;br /&gt;
&amp;lt;br&amp;gt;Step 4: Export your UV-Map Guide Texture&lt;br /&gt;
&amp;lt;br&amp;gt;Step 5: Paint over your UV-Map Guide Texture to create your Texture&lt;br /&gt;
&amp;lt;br&amp;gt;Step 6: Add an Alpha Chanel make the &amp;quot;team color&amp;quot; parts of your it white&lt;br /&gt;
&amp;lt;br&amp;gt;Step 7: Import Your Texture and assign it to your &amp;quot;material&amp;quot; to make sure it looks right, if not, go back to Step 5.&lt;br /&gt;
&amp;lt;br&amp;gt;Step 8: Separate and Rename your Objects into any parts that need to be independently controlled by a script.&lt;br /&gt;
&amp;lt;br&amp;gt;Step 9: Export the whole thing as a 3DS&lt;br /&gt;
&amp;lt;br&amp;gt;Step 10: Import the 3DS into Upspring and rearange/rename your objects so they are all connectd to one object called &amp;quot;base&amp;quot; (all names should be lowercase).&lt;br /&gt;
&amp;lt;br&amp;gt;Step 11: Import your texture.&lt;br /&gt;
&amp;lt;br&amp;gt;Step 12: Save as s3o&lt;br /&gt;
&lt;br /&gt;
==Step 4:Fixing Your Images==&lt;br /&gt;
&lt;br /&gt;
Open up your UVMap in Photoshop (or whatever) go to the layer/chooser thingy and go to the Channels Tab, add a new layer (it should default to alpha) and fill it with 99% black so you can see your texture in upspring.  If you want to can paint the UVmap and put white (1% black) on the alpha channel where you want your team colours to show up (you can use something between 1% and 99% to get a blend of your team colour along with the texture... for example 50% will give you your texture with 50% of the team colour mixed in...)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know how to do glow maps... XXreminder for someone to create a Glowmapping tutorial... you don&#039;t acctually need one for the model to show up.&lt;br /&gt;
&lt;br /&gt;
Save these images both in the working directory.&lt;br /&gt;
&lt;br /&gt;
Save a copy of these images in tga format into &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/unittextures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 5:Upspring==&lt;br /&gt;
&lt;br /&gt;
===Importing Your 3ds===&lt;br /&gt;
Open Upspring 1.3, go to file&amp;gt;load model and navigate to and open your 3DS model you exported, you should see the model in upspring as a 3d mesh.  Go to the model tab and set the radius and height values to something other then zero... this defines where the health bar will show up, and more importantly, how big the collision sphere will be.&lt;br /&gt;
&lt;br /&gt;
You will also need to use all of the other tools on those tabs to resize and rotate and move your model to the right place... wings makes models that are 90 degrees off and about 30 times to small of the size of most spring models... make sure you click the &amp;quot;apply transform&amp;quot; button after any changes you acctually want to show up in game.&lt;br /&gt;
&lt;br /&gt;
Also, you will want to make the hierachy work using the cut, paste, and add empty buttons.  You will need an object called &amp;quot;base&amp;quot; that all the other objects are connected to... the &amp;quot;origin object&amp;quot;... sometimes you get lucky and wings exports it properly... usually not.&lt;br /&gt;
&lt;br /&gt;
===Importing Your UV and Glowmaps===&lt;br /&gt;
&lt;br /&gt;
Go to the textures tab and make your UV/texture/team-colour map as &amp;quot;texture1&amp;quot; and your UV/glow/reflectivity map as &amp;quot;texture2&amp;quot;... it should show up correctly in the preview pane.&lt;br /&gt;
&lt;br /&gt;
===Exporting Your s3o===&lt;br /&gt;
Choose File&amp;gt;Save Model As then in the drop down select &amp;quot;s3o&amp;quot; and type an appropriate name. this model should be saved to your working directory, and a copy of it made to &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/3dobjects/&lt;br /&gt;
&lt;br /&gt;
==Step 6:A couple Text Files==&lt;br /&gt;
&lt;br /&gt;
===UnitName.fbi===&lt;br /&gt;
For Reference visit [[Units:FBI]], but again, the easiest way to do this is to extract an existing mod and find the fbi for a unit that behaves similarly to the one you are trying to make and rename and modify it.&lt;br /&gt;
&lt;br /&gt;
Some More Specific Information Not Clear in the &amp;quot;Units:FBI&amp;quot; article:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name+&amp;quot; &amp;quot;+Description=Spring Display Name&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So is you have the following settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Name=Tiger;&lt;br /&gt;
Description=Fast Attack C.A.T.;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Tooltip will show &amp;quot;Tiger Fast Attack C.A.T.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BuildPic Defaults to UnitName.bmp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So if you leave out &amp;quot;BuildPic=filename.bmp;&amp;quot; Spring will look in /unitpics/ for a file called &amp;quot;UnitName.bmp&amp;quot; to use as your buildpic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ObjectName&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to use an s3o object, you will need to specify with &amp;quot;ObjectName=UnitName&#039;&#039;&#039;.S3O;&#039;&#039;&#039;&amp;quot; otherwise it will look for &amp;quot;UnitName.3do&amp;quot;.  Also, you don&#039;t have to use &amp;quot;UnitName&amp;quot; as the filename and, in fact, multiple Unit&#039;s fbi files can reference the same 3D models. It is easier, however, for people to figure out what you are doing in your mod if you follow the standards.&lt;br /&gt;
&lt;br /&gt;
Save this file as plain text in &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/units/&lt;br /&gt;
&lt;br /&gt;
===modinfo.tdf===&lt;br /&gt;
&lt;br /&gt;
modinfo.tdf is a text file that defines a number of things that are used when loading a mod, most of the information is self explanitory but basically what you are doing is defining what is going to show up in whatever mod-selection interface you use aswell as what other files need to be loaded into memory in order for your mod to work.&lt;br /&gt;
&lt;br /&gt;
====Making a New Mod with your unit/units====&lt;br /&gt;
The following is an example of what will be in your modinfo.tdf file if you are starting from scratch and making your own mod, this is also good when you are just testing one unit to see if it works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[MOD] {&lt;br /&gt;
&lt;br /&gt;
  // The name is shown in the selection interface&lt;br /&gt;
  Name=My Mod; &lt;br /&gt;
&lt;br /&gt;
  // These can be shown by the selection interface &lt;br /&gt;
  Description=My Mod That I Made; &lt;br /&gt;
  URL=http://www.theplacepeoplecangetthelatestversionofyourmod.com; &lt;br /&gt;
&lt;br /&gt;
  // What kind of mod this is &lt;br /&gt;
  //  0 - Hidden (support mod that can&#039;t be selected, such as OTA_textures) &lt;br /&gt;
  //  1 - Normal, only one can be selected at a time &lt;br /&gt;
  //  2 - Addon, any number of these can be selected. Could be used &lt;br /&gt;
  //      for single units for example. &lt;br /&gt;
  //  others - perhaps mutators and addon races that can be &lt;br /&gt;
  //           enabled in addition to xta for example? &lt;br /&gt;
  ModType=1; &lt;br /&gt;
&lt;br /&gt;
  // Number of other archives this one depends on    &lt;br /&gt;
  NumDependencies=4; &lt;br /&gt;
	Depend0=taenheter.sdz;&lt;br /&gt;
	Depend1=springcontent.sdz;&lt;br /&gt;
	Depend2=otacontent.sdz;&lt;br /&gt;
	Depend3=tatextures.sdz;&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
  // Number of other archives this one replaces&lt;br /&gt;
} &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
====Adding Your Unit to an Existing Mod====&lt;br /&gt;
The following is an example of what will be in your modinfo.tdf file if you are adding new units to an existing mod (in this case xta_se_v066.sdz), this is good for adding units to the build tree of an existing mod or adding a whole new team.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Description of the mod control file recognized by spring:&lt;br /&gt;
&lt;br /&gt;
[MOD] {&lt;br /&gt;
&lt;br /&gt;
// The name is shown in the selection interface&lt;br /&gt;
Name=XTASEv0.66 with+My Units; &lt;br /&gt;
&lt;br /&gt;
// These can be shown by the selection interface&lt;br /&gt;
//&lt;br /&gt;
Description=xta_se_v066 with the cool tank I made; &lt;br /&gt;
URL=http://www.fileuniverse.com/exactlocationblahblahblah; &lt;br /&gt;
&lt;br /&gt;
// What kind of mod this is &lt;br /&gt;
//  0 - Hidden (support mod that can&#039;t be selected, such as OTA_textures) &lt;br /&gt;
//  1 - Normal, only one can be selected at a time &lt;br /&gt;
//  2 - Addon, any number of these can be selected. Could be used &lt;br /&gt;
//      for single units for example. &lt;br /&gt;
//  others - perhaps mutators and addon races that can be &lt;br /&gt;
//           enabled in addition to xta for example? &lt;br /&gt;
ModType=1; &lt;br /&gt;
&lt;br /&gt;
// Number of other archives this one depends on    &lt;br /&gt;
NumDependencies=5; &lt;br /&gt;
	Depend0=taenheter.sdz;&lt;br /&gt;
	Depend1=springcontent.sdz;&lt;br /&gt;
	Depend2=otacontent.sdz;&lt;br /&gt;
	Depend3=tatextures.sdz;&lt;br /&gt;
	Depend4=xta_se_v066.sdz;&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
// Number of other archives this one replaces&lt;br /&gt;
} &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some extra bits in these examples, but I work on the &amp;quot;better safe then sorry&amp;quot; principle... which is to wait for someone who knows what they are doing to fix my articles.&lt;br /&gt;
&lt;br /&gt;
You will want to save this file as plain text in &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/&lt;br /&gt;
&lt;br /&gt;
===Armor.txt===&lt;br /&gt;
&lt;br /&gt;
I&#039;m not exactly sure how this works, but the file needs to exist, so either steal one from another mod and modify it... or just make a file that looks like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// [UNITNAME]- Good Against Lazer/Bad Against Nukes&lt;br /&gt;
[UNITNAME]&lt;br /&gt;
{&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will want to save this file as plain text in &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/&lt;br /&gt;
&lt;br /&gt;
===SIDEDATA.TDF===&lt;br /&gt;
&lt;br /&gt;
Start by stealing the sidedata.tdf file from your dependency mod if you have one, then edit it to include your units/side.&lt;br /&gt;
&lt;br /&gt;
Basically this file is in the form:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SIDE0]&lt;br /&gt;
	{&lt;br /&gt;
	name=Good Guys;&lt;br /&gt;
	nameprefix=GG;&lt;br /&gt;
	commander=UnitName1;&lt;br /&gt;
	}&lt;br /&gt;
[CANBUILD]&lt;br /&gt;
	{&lt;br /&gt;
	[UnitName1]&lt;br /&gt;
		{&lt;br /&gt;
		canbuild1=UnitName2;&lt;br /&gt;
		canbuild2=UnitName3;&lt;br /&gt;
		canbuild3=UnitName4;&lt;br /&gt;
		canbuild4=UnitName5;&lt;br /&gt;
		canbuild5=UnitName6;&lt;br /&gt;
		}&lt;br /&gt;
	}    &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...with additional &amp;quot;[SIDEX]&amp;quot; entries for each side/team/commander-choice available in the mod-selector you choose, additional &amp;quot;[UnitName]&amp;quot; sections for each factory of construction unit, and additional &amp;quot;canbuildx=UnitName&amp;quot; entries to all factory/con-units that can build each unit.&lt;br /&gt;
&lt;br /&gt;
You will save this file as plain text in &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/gamedata/&lt;br /&gt;
&lt;br /&gt;
==Step 7:Adding a Build Pic==&lt;br /&gt;
&lt;br /&gt;
Add a 96x96 BMP to your &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/unitpics/ folder named either &amp;quot;UnitName.bmp&amp;quot; or whatever you specified in the &amp;quot;BuildPic=&amp;quot; line of your fbi.&lt;br /&gt;
&lt;br /&gt;
==Step 8:Adding a Side Pic==&lt;br /&gt;
&lt;br /&gt;
Add a 16x16 BMP to your &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/sidepics/ folder named &amp;quot;teamname.bmp&amp;quot; or whatever you specified in the &amp;quot;name=&amp;quot; line of your SIDEDATA.TDF for each side/team you have added.&lt;br /&gt;
&lt;br /&gt;
==Step 9:Scriptor==&lt;br /&gt;
&lt;br /&gt;
===Stealing a Script===&lt;br /&gt;
Open someone elses script in scriptor that works the way you want your script to work, look at the top where it&#039;s talking about &amp;quot;piece names&amp;quot;... then change those piece names to be the piece names of your unit and do a find/replace to make all the places where those pieces show up to be your pieces too.  Compile it so it&#039;s name is the same as the &amp;quot;UnitName=&amp;quot; value in your &amp;quot;UnitName.fbi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
XXreminder to someone to link to a proper scripting tutorial&lt;br /&gt;
&lt;br /&gt;
put the bos and cob files for your unit script in &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt;/scripts&lt;br /&gt;
&lt;br /&gt;
==Step 10:Compiling Your Mod==&lt;br /&gt;
&lt;br /&gt;
navigate to your &amp;lt;working directory&amp;gt;/&amp;lt;mod name&amp;gt; and select everything and choose &amp;quot;add to archive &amp;lt;mod name&amp;gt;.7z&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
make a copy of this file called &amp;lt;mod name&amp;gt;v0.7z in your working directory so you don&#039;t screw anything up later, then make a copy of it called &amp;lt;mod name&amp;gt;.sd7 in the mods directory of spring.&lt;br /&gt;
&lt;br /&gt;
==Step 11:Testing Your Mod==&lt;br /&gt;
Open Up SpringSP, pick your mod from the drop-down at the top (if it doesn&#039;t show up you screwed up your modinfo.txt), choose your tiny map from the map list and press start.  If it doesn&#039;t break and your unit shows up, you have created all the neccessary files... yay!&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod development]]&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12861</id>
		<title>Map, Game, And Unit Development Programs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12861"/>
		<updated>2005-12-08T20:58:57Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Comprehensive list of tools to make Spring content.&lt;br /&gt;
&lt;br /&gt;
*Those that are Open Source are marked with a &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Those that are Free are marked with a &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Those that Cost are marked with a &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Image Editing ===&lt;br /&gt;
# &#039;&#039;&#039;[http://www.gimp.org/ Gimp]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Pre compiled Binary files(or installer files) can be found here: &#039;&#039;&#039;[http://www.gimp.org/downloads/]&amp;lt;br&amp;gt;-&amp;gt; The DDS plugin for Gimp can be found at [http://nifelheim.dyndns.org/~cocidius/dds/ http://nifelheim.dyndns.org/~cocidius/dds/]&lt;br /&gt;
# &#039;&#039;&#039;[http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307383&amp;amp;pid=1047025487586 Corel Paint Shop Pro]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Jasc was recently bought out by Corel.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307335&amp;amp;pid=1047022690654 Corel Draw]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; This is Corel&#039;s orignal graphics program. Very easy to work with. I have used an older version of it, and love the photoshop it has.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.adobe.com/products/photoshop/main.html Adobe Photoshop]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used image editing program ever.&lt;br /&gt;
&lt;br /&gt;
=== 3d Modeling ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.wings3d.com/ Wings 3D]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A very popular modeler for making low poly models.&lt;br /&gt;
# &#039;&#039;&#039;[http://blender.org/cms/Home.2.0.html Blender]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt;  The most used opensource modeler that has it&#039;s own way of doing things.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.anim8or.com/main/index.html Anim8or]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://usa.autodesk.com/adsk/servlet/index?id=5659302&amp;amp;siteID=123112 3DS MAX]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used and aclaimed modeling programs ever. Used in creation of many games and movies(The Matrix). One of the 2 major model programs used by professionals.&amp;lt;br&amp;gt;-&amp;gt; The s3o plugin for 3DS MAX can be found here. NOTE: This is not backwards compatible with versions older then 7. Also this only exports: &#039;&#039;&#039;[http://taspring.clan-sy.com/temp/s3oexport.dle]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://www.newtek.com/ Lightwave]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A popular modeling program thats been around a long time. One of the 2 major model programs used by professionals.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.rhino3d.com/ Rhinoceros]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A farely new comer to the world of modeling, uses a lot of nurbs surfaces. &lt;br /&gt;
# &#039;&#039;&#039;[http://www.turbosquid.com/gmax GMAX]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Great for learning as it is 3DS MAX v4 without rendering, and has game packs for a fair amount of games, is locked in exporting, though there are a few workarounds.&lt;br /&gt;
&lt;br /&gt;
===3d Model converters/Assemblers===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=305 3DO Builder]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used program for converting models to the 3do file format of TA. Follow the tips on the main page in the above link and it will run just fine.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1892 UpSpring]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Help information, manual, and tips can be found here: &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2839&amp;amp;start=0]&amp;lt;br&amp;gt;-&amp;gt; This is the only other way to get files into the s3o file format for Spring other then the s3o plugin for 3DS MAX.&lt;br /&gt;
&lt;br /&gt;
=== Scripting And Unit Stats files ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=70 Scripter]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with a broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=65 Cobbler]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; This is a very simple script compiler that converts your newly written .bos files understood by humans into a hexadecimal .cob gibberish used by the TA engine. Beware, however, that this program is a lightweight, which means that it doesn&#039;t provide especially much error tracing, not to mention that it is in French.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=193 Servo]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Rhad&#039;s awesome but somewhat buggy animation scripting program. It features keyframed animation script generation from a 3D positioner.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=62 Brain]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The Brain is a scripting utility that converts your newly written code rows into incomprehensible hex codes used by the game. This program is in english and can sometimes give you the most wondorous error messages, so it&#039;s only reccomended as a backup scripting program.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=194 UnCobbler]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The first (I think) uncobbling utility. Bad english and brute force approach make this one outdated, but here it is for completeness sake.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1680 Excel FBI editor]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Lets you quickly edit all your FBI files in an Excel spread sheet. Made by Maelstorm.&amp;lt;br&amp;gt;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Microsoft Excel is NOT FREE.&amp;lt;br&amp;gt;-&amp;gt; Help information, manual, and tips can be found here: &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Map Compiling ===&lt;br /&gt;
&lt;br /&gt;
=== Documentation and Tutorials ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660&amp;amp;start=0 S3O file format for Spring]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The above link is to the form were this currently being disscused, and feed back is being provided. Also includes tips and helpful information.&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12860</id>
		<title>Map, Game, And Unit Development Programs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12860"/>
		<updated>2005-12-08T20:55:43Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Comprehensive list of tools to make Spring mods.&lt;br /&gt;
&lt;br /&gt;
*Those that are Open Source are marked with a &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Those that are Free are marked with a &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Those that Cost are marked with a &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Image Editing ===&lt;br /&gt;
# &#039;&#039;&#039;[http://www.gimp.org/ Gimp]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Pre compiled Binary files(or installer files) can be found here: &#039;&#039;&#039;[http://www.gimp.org/downloads/]&amp;lt;br&amp;gt;-&amp;gt; The DDS plugin for Gimp can be found at [http://nifelheim.dyndns.org/~cocidius/dds/ http://nifelheim.dyndns.org/~cocidius/dds/]&lt;br /&gt;
# &#039;&#039;&#039;[http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307383&amp;amp;pid=1047025487586 Corel Paint Shop Pro]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Jasc was recently bought out by Corel.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307335&amp;amp;pid=1047022690654 Corel Draw]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; This is Corel&#039;s orignal graphics program. Very easy to work with. I have used an older version of it, and love the photoshop it has.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.adobe.com/products/photoshop/main.html Adobe Photoshop]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used image editing program ever.&lt;br /&gt;
&lt;br /&gt;
=== 3d Modeling ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.wings3d.com/ Wings 3D]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A very popular modeler for making low poly models.&lt;br /&gt;
# &#039;&#039;&#039;[http://blender.org/cms/Home.2.0.html Blender]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt;  The most used opensource modeler that has it&#039;s own way of doing things.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.anim8or.com/main/index.html Anim8or]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://usa.autodesk.com/adsk/servlet/index?id=5659302&amp;amp;siteID=123112 3DS MAX]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used and aclaimed modeling programs ever. Used in creation of many games and movies(The Matrix). One of the 2 major model programs used by professionals.&amp;lt;br&amp;gt;-&amp;gt; The s3o plugin for 3DS MAX can be found here. NOTE: This is not backwards compatible with versions older then 7. Also this only exports: &#039;&#039;&#039;[http://taspring.clan-sy.com/temp/s3oexport.dle]&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;[http://www.newtek.com/ Lightwave]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A popular modeling program thats been around a long time. One of the 2 major model programs used by professionals.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.rhino3d.com/ Rhinoceros]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; A farely new comer to the world of modeling, uses a lot of nurbs surfaces. &lt;br /&gt;
# &#039;&#039;&#039;[http://www.turbosquid.com/gmax GMAX]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Great for learning as it is 3DS MAX v4 without rendering, and has game packs for a fair amount of games, is locked in exporting, though there are a few workarounds.&lt;br /&gt;
&lt;br /&gt;
===3d Model converters/Assemblers===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=305 3DO Builder]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The most widely used program for converting models to the 3do file format of TA. Follow the tips on the main page in the above link and it will run just fine.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1892 UpSpring]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Help information, manual, and tips can be found here: &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2839&amp;amp;start=0]&amp;lt;br&amp;gt;-&amp;gt; This is the only other way to get files into the s3o file format for Spring other then the s3o plugin for 3DS MAX.&lt;br /&gt;
&lt;br /&gt;
=== Scripting And Unit Stats files ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=70 Scripter]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with a broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=65 Cobbler]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; This is a very simple script compiler that converts your newly written .bos files understood by humans into a hexadecimal .cob gibberish used by the TA engine. Beware, however, that this program is a lightweight, which means that it doesn&#039;t provide especially much error tracing, not to mention that it is in French.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=193 Servo]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Rhad&#039;s awesome but somewhat buggy animation scripting program. It features keyframed animation script generation from a 3D positioner.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=62 Brain]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The Brain is a scripting utility that converts your newly written code rows into incomprehensible hex codes used by the game. This program is in english and can sometimes give you the most wondorous error messages, so it&#039;s only reccomended as a backup scripting program.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=194 UnCobbler]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The first (I think) uncobbling utility. Bad english and brute force approach make this one outdated, but here it is for completeness sake.&lt;br /&gt;
# &#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1680 Excel FBI editor]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; Lets you quickly edit all your FBI files in an Excel spread sheet. Made by Maelstorm.&amp;lt;br&amp;gt;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Microsoft Excel is NOT FREE.&amp;lt;br&amp;gt;-&amp;gt; Help information, manual, and tips can be found here: &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Documentation and Tutorials ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660&amp;amp;start=0 S3O file format for Spring]&#039;&#039;&#039;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;-&amp;gt; The above link is to the form were this currently being disscused, and feed back is being provided. Also includes tips and helpful information.&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12858</id>
		<title>Map, Game, And Unit Development Programs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12858"/>
		<updated>2005-12-08T00:48:47Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is where I am creating a list of programs people use to make mod content so others can see, and be able to make there own content. I am asking for imput and suggestions to add to this list for the community to see. I will update it as I recive suggestions, imput, and information. &lt;br /&gt;
&lt;br /&gt;
 I WILL FIX THIS PAGE WHEN I GET TIME.&lt;br /&gt;
&lt;br /&gt;
 [b][u][size=18]NOTE:[/size][/u]&lt;br /&gt;
Those that are Open Source are marked with a [color=red]*[/color]&lt;br /&gt;
Those that are Free are marked with a [color=blue]*[/color]&lt;br /&gt;
Those that Cost are marked with a [color=green]*[/color][/b]&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--Image Editing--[/size][/color][/b]&lt;br /&gt;
1) [b]Gimp[color=red]*[/color][color=blue]*[/color] [url]http://www.gimp.org/[/url][/b]&lt;br /&gt;
-&amp;gt; Pre compiled Binary files(or installer files) can be found here: [b][url]http://www.gimp.org/downloads/[/url][/b]&lt;br /&gt;
-&amp;gt; The DDS plugin for Gimp can be found here: [b][url]http://nifelheim.dyndns.org/~cocidius/dds/[/url][/b]&lt;br /&gt;
&lt;br /&gt;
2) [b]Corel Paint Shop Pro[color=green]*[/color] [url]http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307383&amp;amp;pid=1047025487586[/url][/b]&lt;br /&gt;
-&amp;gt; Jasc was recently bought out by Corel.&lt;br /&gt;
&lt;br /&gt;
2) [b]Corel Draw[color=green]*[/color] [url]http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307335&amp;amp;pid=1047022690654[/url][/b]&lt;br /&gt;
-&amp;gt; This is Corel&#039;s orignal graphics program. Very easy to work with. I have used an older version of it, and love the photoshop it has.&lt;br /&gt;
&lt;br /&gt;
3) [b]Adobe Photoshop[color=green]*[/color] [url]http://www.adobe.com/products/photoshop/main.html[/url][/b]&lt;br /&gt;
-&amp;gt; The most widely used image editing program ever.&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--3d Modeling--[/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
1) [b]Wings 3D[color=blue]*[/color] [color=red]*[/color][url]http://www.wings3d.com/[/url][/b]&lt;br /&gt;
-&amp;gt; A very popular modeler for making low poly models.&lt;br /&gt;
&lt;br /&gt;
2) [b]Blender[color=red]*[/color][color=blue]*[/color] [url]http://blender.org/cms/Home.2.0.html[/url][/b]&lt;br /&gt;
-&amp;gt;  The most used opensource modeler that has it&#039;s own way of doing things.&lt;br /&gt;
&lt;br /&gt;
3) [b]Anim8or[color=blue]*[/color] [url]http://www.anim8or.com/main/index.html[/url][/b]&lt;br /&gt;
&lt;br /&gt;
4) [b]3DS MAX[color=green]*[/color] [url]http://usa.autodesk.com/adsk/servlet/index?id=5659302&amp;amp;siteID=123112[/url][/b]&lt;br /&gt;
-&amp;gt; The most widely used and aclaimed modeling programs ever. Used in creation of many games and movies(The Matrix). One of the 2 major model programs used by professionals.&lt;br /&gt;
-&amp;gt; The s3o plugin for 3DS MAX can be found here. NOTE this is not backwards compatible with versions older then 7. Also this only exports: [b][url]http://taspring.clan-sy.com/temp/s3oexport.dle[/url][/b]&lt;br /&gt;
&lt;br /&gt;
5) [b]Lightwave[color=green]*[/color] [url]http://www.newtek.com/[/url][/b]&lt;br /&gt;
-&amp;gt; A popular modeling program thats been around a long time. One of the 2 major model programs used by professionals.&lt;br /&gt;
&lt;br /&gt;
6) [b]Rhinoceros[color=green]*[/color] [url]http://www.rhino3d.com/[/url][/b]&lt;br /&gt;
-&amp;gt; A farely new comer to the world of modeling, uses a lot of nurbs surfaces. &lt;br /&gt;
&lt;br /&gt;
7) [b]GMAX[color=blue]*[/color] [url]http://www.turbosquid.com/gmax[/url][/b]&lt;br /&gt;
-&amp;gt; Great for learning as it is 3DS MAX v4 without rendering, and has game packs for a fair amount of games, is locked in exporting, though there are a few workarounds.&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--3d Model converters/Assemblers--[/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
1) [b]3DO Builder[color=blue]*[/color][color=red]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=305[/url][/b]&lt;br /&gt;
-&amp;gt; The most widely used program for converting models to the 3do file format of TA. Follow the tips on the main page in the above link and it will run just fine.&lt;br /&gt;
&lt;br /&gt;
2) [b]UpSpring[color=blue]*[/color][color=red]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1892[/url][/b]&lt;br /&gt;
-&amp;gt; Help information, manual, and tips can be found here: [b][url]http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2839&amp;amp;start=0[/url][/b]&lt;br /&gt;
-&amp;gt; This is the only other way to get files into the s3o file format for Spring other then the s3o for 3DS MAX.&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--Scripting And Unit Stats files--[/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
1) [b]Scripter[color=blue]*[/color][color=red]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=70[/url][/b]&lt;br /&gt;
-&amp;gt; The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with a broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) [b]Cobbler[color=blue]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=65[/url][/b]&lt;br /&gt;
-&amp;gt; This is a very simple script compiler that converts your newly written .bos files understood by humans into a hexadecimal .cob gibberish used by the TA engine. Beware, however, that this program is a lightweight, which means that it doesn&#039;t provide especially much error tracing, not to mention that it is in French.&lt;br /&gt;
&lt;br /&gt;
3) [b]Servo[color=blue]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=193[/url][/b]&lt;br /&gt;
-&amp;gt; Rhad&#039;s awesome but somewhat buggy animation scripting program. It features keyframed animation script generation from a 3D positioner.&lt;br /&gt;
&lt;br /&gt;
4) [b]Brain[color=blue]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=62[/url][/b]&lt;br /&gt;
-&amp;gt; The Brain is a scripting utility that converts your newly written code rows into incomprehensible hex codes used by the game. This program is in english and can sometimes give you the most wondorous error messages, so it&#039;s only reccomended as a backup scripting program.&lt;br /&gt;
&lt;br /&gt;
5) [b]UnCobbler[color=blue]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=194[/url][/b]&lt;br /&gt;
-&amp;gt; The first (I think) uncobbling utility. Bad english and brute force approach make this one outdated, but here it is for completeness sake.&lt;br /&gt;
&lt;br /&gt;
5) [b]Excel FBI editor[color=blue]*[/color][color=red]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1680[/url][/b]&lt;br /&gt;
-&amp;gt; Lets you quickly edit all your FBI files in an Excel spread sheet. Made by Maelstorm. NOTE: Microsoft Excel is NOT FREE.&lt;br /&gt;
-&amp;gt; Help information, manual, and tips can be found here: [b][url]http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596[/url][/b]&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--Documentation and Tutorials--[/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
1) [b]S3O file format for Spring[color=blue]*[/color][color=red]*[/color][color=green]*[/color] [url]http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660&amp;amp;start=0[/url][/b]&lt;br /&gt;
-&amp;gt; The above link is to the form were this currently being disscused, and feed back is being provided. Also includes tips and helpful information.&lt;br /&gt;
&lt;br /&gt;
[b][color=blue][size=24]IMPUT PLEASE![/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--SAVE--[/size][/color][/b]&lt;br /&gt;
[color=green]*[/color]&lt;br /&gt;
[color=blue]*[/color]&lt;br /&gt;
[color=red]*[/color]&lt;br /&gt;
X) [b]PROGRAM[color=blue]*[/color][color=red]*[/color][color=green]*[/color] [url]URL[/url][/b]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt;&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12857</id>
		<title>Map, Game, And Unit Development Programs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map,_Game,_And_Unit_Development_Programs&amp;diff=12857"/>
		<updated>2005-12-08T00:35:45Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is where I am creating a list of programs people use to make mod content so others can see, and be able to make there own content. I am asking for imput and suggestions to add to this list for the community to see. I will update it as I recive suggestions, imput, and information. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [b][u][size=18]NOTE:[/size][/u]&lt;br /&gt;
Those that are Open Source are marked with a [color=red]*[/color]&lt;br /&gt;
Those that are Free are marked with a [color=blue]*[/color]&lt;br /&gt;
Those that Cost are marked with a [color=green]*[/color][/b]&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--Image Editing--[/size][/color][/b]&lt;br /&gt;
1) [b]Gimp[color=red]*[/color][color=blue]*[/color] [url]http://www.gimp.org/[/url][/b]&lt;br /&gt;
-&amp;gt; Pre compiled Binary files(or installer files) can be found here: [b][url]http://www.gimp.org/downloads/[/url][/b]&lt;br /&gt;
-&amp;gt; The DDS plugin for Gimp can be found here: [b][url]http://nifelheim.dyndns.org/~cocidius/dds/[/url][/b]&lt;br /&gt;
&lt;br /&gt;
2) [b]Corel Paint Shop Pro[color=green]*[/color] [url]http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307383&amp;amp;pid=1047025487586[/url][/b]&lt;br /&gt;
-&amp;gt; Jasc was recently bought out by Corel.&lt;br /&gt;
&lt;br /&gt;
2) [b]Corel Draw[color=green]*[/color] [url]http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&amp;amp;pfid=1047024307335&amp;amp;pid=1047022690654[/url][/b]&lt;br /&gt;
-&amp;gt; This is Corel&#039;s orignal graphics program. Very easy to work with. I have used an older version of it, and love the photoshop it has.&lt;br /&gt;
&lt;br /&gt;
3) [b]Adobe Photoshop[color=green]*[/color] [url]http://www.adobe.com/products/photoshop/main.html[/url][/b]&lt;br /&gt;
-&amp;gt; The most widely used image editing program ever.&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--3d Modeling--[/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
1) [b]Wings 3D[color=blue]*[/color] [color=red]*[/color][url]http://www.wings3d.com/[/url][/b]&lt;br /&gt;
-&amp;gt; A very popular modeler for making low poly models.&lt;br /&gt;
&lt;br /&gt;
2) [b]Blender[color=red]*[/color][color=blue]*[/color] [url]http://blender.org/cms/Home.2.0.html[/url][/b]&lt;br /&gt;
-&amp;gt;  The most used opensource modeler that has it&#039;s own way of doing things.&lt;br /&gt;
&lt;br /&gt;
3) [b]Anim8or[color=blue]*[/color] [url]http://www.anim8or.com/main/index.html[/url][/b]&lt;br /&gt;
&lt;br /&gt;
4) [b]3DS MAX[color=green]*[/color] [url]http://usa.autodesk.com/adsk/servlet/index?id=5659302&amp;amp;siteID=123112[/url][/b]&lt;br /&gt;
-&amp;gt; The most widely used and aclaimed modeling programs ever. Used in creation of many games and movies(The Matrix). One of the 2 major model programs used by professionals.&lt;br /&gt;
-&amp;gt; The s3o plugin for 3DS MAX can be found here. NOTE this is not backwards compatible with versions older then 7. Also this only exports: [b][url]http://taspring.clan-sy.com/temp/s3oexport.dle[/url][/b]&lt;br /&gt;
&lt;br /&gt;
5) [b]Lightwave[color=green]*[/color] [url]http://www.newtek.com/[/url][/b]&lt;br /&gt;
-&amp;gt; A popular modeling program thats been around a long time. One of the 2 major model programs used by professionals.&lt;br /&gt;
&lt;br /&gt;
6) [b]Rhinoceros[color=green]*[/color] [url]http://www.rhino3d.com/[/url][/b]&lt;br /&gt;
-&amp;gt; A farely new comer to the world of modeling, uses a lot of nurbs surfaces. &lt;br /&gt;
&lt;br /&gt;
7) [b]GMAX[color=blue]*[/color] [url]http://www.turbosquid.com/gmax[/url][/b]&lt;br /&gt;
-&amp;gt; Great for learning as it is 3DS MAX v4 without rendering, and has game packs for a fair amount of games, is locked in exporting, though there are a few workarounds.&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--3d Model converters/Assemblers--[/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
1) [b]3DO Builder[color=blue]*[/color][color=red]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=305[/url][/b]&lt;br /&gt;
-&amp;gt; The most widely used program for converting models to the 3do file format of TA. Follow the tips on the main page in the above link and it will run just fine.&lt;br /&gt;
&lt;br /&gt;
2) [b]UpSpring[color=blue]*[/color][color=red]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1892[/url][/b]&lt;br /&gt;
-&amp;gt; Help information, manual, and tips can be found here: [b][url]http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2839&amp;amp;start=0[/url][/b]&lt;br /&gt;
-&amp;gt; This is the only other way to get files into the s3o file format for Spring other then the s3o for 3DS MAX.&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--Scripting And Unit Stats files--[/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
1) [b]Scripter[color=blue]*[/color][color=red]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=70[/url][/b]&lt;br /&gt;
-&amp;gt; The by far best compiler for your handmade .bos scripts into endless lines of letters and numbers that the TA engine reads. The program is large, easy to operate and with a broad error tracing (well, better than the other two alternatives). While other versions of this program sometimes refuse to compile on-off functions, this download is guaranteed to work in every condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) [b]Cobbler[color=blue]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=65[/url][/b]&lt;br /&gt;
-&amp;gt; This is a very simple script compiler that converts your newly written .bos files understood by humans into a hexadecimal .cob gibberish used by the TA engine. Beware, however, that this program is a lightweight, which means that it doesn&#039;t provide especially much error tracing, not to mention that it is in French.&lt;br /&gt;
&lt;br /&gt;
3) [b]Servo[color=blue]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=193[/url][/b]&lt;br /&gt;
-&amp;gt; Rhad&#039;s awesome but somewhat buggy animation scripting program. It features keyframed animation script generation from a 3D positioner.&lt;br /&gt;
&lt;br /&gt;
4) [b]Brain[color=blue]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=62[/url][/b]&lt;br /&gt;
-&amp;gt; The Brain is a scripting utility that converts your newly written code rows into incomprehensible hex codes used by the game. This program is in english and can sometimes give you the most wondorous error messages, so it&#039;s only reccomended as a backup scripting program.&lt;br /&gt;
&lt;br /&gt;
5) [b]UnCobbler[color=blue]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=194[/url][/b]&lt;br /&gt;
-&amp;gt; The first (I think) uncobbling utility. Bad english and brute force approach make this one outdated, but here it is for completeness sake.&lt;br /&gt;
&lt;br /&gt;
5) [b]Excel FBI editor[color=blue]*[/color][color=red]*[/color] [url]http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1680[/url][/b]&lt;br /&gt;
-&amp;gt; Lets you quickly edit all your FBI files in an Excel spread sheet. Made by Maelstorm. NOTE: Microsoft Excel is NOT FREE.&lt;br /&gt;
-&amp;gt; Help information, manual, and tips can be found here: [b][url]http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596[/url][/b]&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--Documentation and Tutorials--[/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
1) [b]S3O file format for Spring[color=blue]*[/color][color=red]*[/color][color=green]*[/color] [url]http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660&amp;amp;start=0[/url][/b]&lt;br /&gt;
-&amp;gt; The above link is to the form were this currently being disscused, and feed back is being provided. Also includes tips and helpful information.&lt;br /&gt;
&lt;br /&gt;
[b][color=blue][size=24]IMPUT PLEASE![/size][/color][/b]&lt;br /&gt;
&lt;br /&gt;
[b][color=darkblue][size=18]--SAVE--[/size][/color][/b]&lt;br /&gt;
[color=green]*[/color]&lt;br /&gt;
[color=blue]*[/color]&lt;br /&gt;
[color=red]*[/color]&lt;br /&gt;
X) [b]PROGRAM[color=blue]*[/color][color=red]*[/color][color=green]*[/color] [url]URL[/url][/b]&lt;br /&gt;
&lt;br /&gt;
-&amp;gt;&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12649</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12649"/>
		<updated>2005-12-08T00:22:08Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: /* Development: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Spring WIKI ==&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 5px; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; float:right;&amp;quot;&lt;br /&gt;
|width=&amp;quot;200px&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;http://www.portsmouth.gov.uk/images/FrenchFlag_small.gif French&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Pour les utilisateurs francophones:&amp;lt;BR&amp;gt;&lt;br /&gt;
Vous trouverez quelques documentations en franÃƒÂ§ais sur le lien suivant:[http://home.tele2.fr/flani/Tutoriaux.htm]&amp;lt;BR&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;FEED THE WIKI!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quoted From [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
&lt;br /&gt;
=New to Spring:=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - a Wiki article with the most commonly-asked questions from newcomers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Getting Started]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using Spring]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Lan]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Features]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Development:=&lt;br /&gt;
&#039;&#039;&#039;[[Source Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mod Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Create units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Create maps]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AI]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Navigation:=&lt;br /&gt;
&#039;&#039;&#039;[[Special:Allpages|All the pages in this wiki]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Special:Categories|List of Categories]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Special:Recentchanges|Recent Changes to pages]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also, &amp;quot;Browse&amp;quot; links below.&lt;br /&gt;
&lt;br /&gt;
If you find words or phrases which you don&#039;t understand, the [[Glossary]] may be of help.&lt;br /&gt;
&lt;br /&gt;
For tips on editing wiki pages, usage and configuration help, see [[Help:Editing]]&lt;br /&gt;
&lt;br /&gt;
Also of use: [http://meta.wikipedia.org/wiki/MediaWiki_i18n documentation on customizing the wiki interface]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.&lt;br /&gt;
&lt;br /&gt;
Any contributions you make to this Wiki are in the public domain.&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=87</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=87"/>
		<updated>2005-12-08T00:22:08Z</updated>

		<summary type="html">&lt;p&gt;TA 3D: /* Development: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Spring WIKI ==&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 5px; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; float:right;&amp;quot;&lt;br /&gt;
|width=&amp;quot;200px&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;http://www.portsmouth.gov.uk/images/FrenchFlag_small.gif French&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
Pour les utilisateurs francophones:&amp;lt;BR&amp;gt;&lt;br /&gt;
Vous trouverez quelques documentations en franÃƒÂ§ais sur le lien suivant:[http://home.tele2.fr/flani/Tutoriaux.htm]&amp;lt;BR&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;FEED THE WIKI!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quoted From [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
&lt;br /&gt;
=New to Spring:=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - a Wiki article with the most commonly-asked questions from newcomers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Getting Started]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using Spring]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Lan]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Features]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Development:=&lt;br /&gt;
&#039;&#039;&#039;[[Source Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mod Development]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Create units]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Create maps]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mac]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AI]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Navigation:=&lt;br /&gt;
&#039;&#039;&#039;[[Special:Allpages|All the pages in this wiki]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Special:Categories|List of Categories]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Special:Recentchanges|Recent Changes to pages]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also, &amp;quot;Browse&amp;quot; links below.&lt;br /&gt;
&lt;br /&gt;
If you find words or phrases which you don&#039;t understand, the [[Glossary]] may be of help.&lt;br /&gt;
&lt;br /&gt;
For tips on editing wiki pages, usage and configuration help, see [[Help:Editing]]&lt;br /&gt;
&lt;br /&gt;
Also of use: [http://meta.wikipedia.org/wiki/MediaWiki_i18n documentation on customizing the wiki interface]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.&lt;br /&gt;
&lt;br /&gt;
Any contributions you make to this Wiki are in the public domain.&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;/div&gt;</summary>
		<author><name>TA 3D</name></author>
	</entry>
</feed>