Game and Unit development: Difference between revisions

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[[Engine_Development|Development]] < {{FULLPAGENAME}}
#REDIRECT [[Gamedev:Main]]
 
=Game development=
This information is meant to help newcomers learn how to develop their own games for the Spring Engine.
==General==
*[[Game structure]]<br />
*[[Game specification|Game specification]]<br />
*[[Simple Mod Tutorial|Simple Game Tutorial]] - a bit old and confusing
*[[General_Resources|Free Assets]]
*[[The Complete Guide To Making A Spring Game]] - this one is the best so far
*[http://answers.springlobby.info/ Q&A Site for the Spring Engine]
*[[SpringTutorialGame|Spring Tutorial Game]] - (attempt to create) a "template game" for new projects.
*[http://springrts.com/phpbb/viewtopic.php?f=14&t=26409| Porting TA content to Spring]
 
==Rants, Rambling & Demotivation==
*[http://springrts.com/phpbb/viewtopic.php?t=6015 What do I need to create a game?] - Planning & Organization (read the text only, the technical stuff is outdated)
*[http://springrts.com/phpbb/viewtopic.php?f=10&t=26352 Rate Evo!] - Escaping the Spring tar pit?
*[http://springrts.com/phpbb/viewtopic.php?f=72&t=25768 Dune: Evolution] - Nice models & ideas alone do not make a game.
*[http://springrts.com/phpbb/viewforum.php?f=50 AA Forever] - A Cenotaph, dark reminder to mankind's oblivion.
*[http://springrts.com/phpbb/viewtopic.php?f=14&t=26216 From idea to game in 2 weeks] - Unlike those power diets pills, this actually worked out.
 
=Modeling (.3do, .s3o)=
Spring supports different 3d representations: '.s3o' and '.3do'. The biggest difference between both formats is the workflow to create a new unit. There are exporter plugins for 'blender' and '3ds-max' so that texturing and modeling can be done using these.
In contrast: when you model an '.3do' you have to use [[upspring]] currently.
 
The animation with can either be done using 'lua' or 'COB/BOS' is does not depend on either, see rigging/animation. For new units use 'lua' scripting.
 
==s3o modeling==
* [[Basic s3o unit making guide]] (using UpSpring)
* [[s3o using blender]] (not using UpSpring)
* [[Trouble-shooting s3o units]]
 
===Tutorials===
* [http://springrts.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]
* [http://springrts.com/phpbb/viewtopic.php?f=9&t=12354 Saving polygons in Wings3d Tutorial]
* [http://springrts.com/phpbb/viewtopic.php?t=10503 Runecrafter's 3DS Max UV Mapping Tutorial]
 
===S3O Textures===
* [http://springrts.com/phpbb/viewtopic.php?f=57&t=22392 DDS Textures:  How To]
* [http://springrts.com/phpbb/viewtopic.php?t=10947 Greeble Tutorial 1]
* [http://springrts.com/phpbb/viewtopic.php?f=9&t=12356 Greeble Tutorial 2]
 
==Models - 3do Files==
'''NOTE:''' 3do is an outdated model format used by OTA models (Balanced Annihilation, NOTA, etc.).<br>
(Note: [[upspring]] has some problems with empty objects and groundplates)
*use upspring and [http://springfiles.com/spring/tools/3do-builder 3doBuilder] to edit those files
 
=Unit Scripting/Animations (.cob, .bos, .lua)=
* [[Animation-CobLuaDifferences | Differences of .lua and .cob unit scripts]]
 
==Lua Animations==
To edit .lua files you need a text editor.
*[[Animation-LuaScripting]]
**[[Animation-LuaCallins]]
**[[Animation-LuaCallouts]]
**[[Animation-CobLuaDifferences]]
 
==COB Animations==
The binary '.cob' file format is obsolete and some '.cob' files might be copyrighed by cavedog. A '.cob' file can be decompiled to see what it is doing or if you have the source, that is a '.bos' file, you can compile it into a '.cob' file.
 
To edit .bos files you need a program/compiler. The most famous one is [http://jobjol.nl/1384 Scriptor]
*[[Animation-CobOverview]]
**[[Animation-CobExamples]]
**[[Animation-CobAnimation]]
**[[Animation-CobCallins]]
**[[Animation-CobConstants]]
**[[Animation-CobThreads]]
**[[Animation-CobHitByWeaponID]]
*[[Units:LuaCOB]] - how to interface COB with LUA
*[[CEG_For_Units|Game Development:Calling basic CEGs from COB]]
* [http://springrts.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]
 
=UnitDefs (.fbi, .lua)=
*[[Units-UnitDefs|UnitDefs]] - define the attributes of units
*[[Unit_Categories]] - define which weapon type aim at which targets
*[[Unit_collision_volumes | Unit Collision Volumes]] - collision detection
 
=FeatureDefs (objects on the map, wrecks of destroyed units)=
*[[Units-FeatureDefs]] - define the attributes of features
 
=MoveDefs (movedefs.lua)=
*[[Units:MoveTypes]]
 
=WeaponDefs (.tdf, .lua)=
*[[Weapon Variables]] : This is the most up to date
*[[Units:WeaponMainDir]]
*[[Weapons:Antinukes]]: All about antinukes.
 
=Global game variables (modrules.lua)=
*[[Modrules.lua]]
 
=Explosions (.tdf, .lua)=
*[[CEG]]
**[[CEG-Calls]]
**[[CEG-Format]]
**[[CEG-Classes]]
**[[CEG-Operators]]
**[[CEG-Miscellaneous]]
**[[CEG-OldInfo]]
*[[LUPS]]
 
=Misc=
*[[VirtualFileSystem]]
*[[MouseCursors]]
*[[Units:Textures]]
*[[Units:Buildpics]]
*[[Sidedata.lua]]
*[[Units:FlankingBonus]]
*[[Mod Development:Armor|Game Development:Armor]]
*[[Mod Development:Cursors|Game Development:Cursors]]
*[[Mod Development:Archives|Game Development:Archives]]
*[[Mod Development:Sidepics|Game Development:Sidepics]]
*[[CustomUnitIcons|Game Development:Custom unit icons]]
 
=Tools=
* [[TA2Spring]] - Automatically adds and converts Total Annihilation unit packs (.ufo files, etc..) into Spring games (requires a base game for the game rules, XTA is recommended, it is probably not properly supported by current Spring)
 
* [[Map,_Mod,_And_Unit_Development_Programs|Development Tools]]
 
 
[[Category: Unit_development]]
[[Category:Game development]]
 
=Engine Related=
* [[Download_Testing]] - Test the compatibility of your game on upcoming versions of the Spring engine.

Latest revision as of 16:10, 22 February 2013

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