Game and Unit development: Difference between revisions
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*[[Freely available and reusable content|Freely available and reusable content for maps and games]] | *[[Freely available and reusable content|Freely available and reusable content for maps and games]] | ||
= | =Modeling= | ||
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. | 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. | In contrast: when you model an '.3do' you have to use 'UpSpring' currently. | ||
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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. | 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) | * [[Basic s3o unit making guide]] (using UpSpring) | ||
* [[s3o using blender]] (not using UpSpring) | * [[s3o using blender]] (not using UpSpring) | ||
* [[Trouble-shooting s3o units]] | * [[Trouble-shooting s3o units]] | ||
==Models - Modeling, UV Mapping== | |||
* [http://springrts.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial] | * [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?f=9&t=12354 Saving polygons in Wings3d Tutorial] | ||
* [http://springrts.com/phpbb/viewtopic.php?t=10503 Runecrafter's 3DS Max UV Mapping 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?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?t=10947 Greeble Tutorial 1] | ||
* [http://springrts.com/phpbb/viewtopic.php?f=9&t=12356 Greeble Tutorial 2] | * [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:''' 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) | (Note: UpSpring has some problems with empty objects and groundplates) | ||
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* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro's tutorial of Upspring and textures- very outdated]. | * [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro's tutorial of Upspring and textures- very outdated]. | ||
===[http://springrts.com/wiki/Category:Animation Scripting and Animation - LUA Files] | =Scripting= | ||
==[http://springrts.com/wiki/Category:Animation Scripting and Animation - LUA Files]== | |||
To edit .lua files you need a text editor. | To edit .lua files you need a text editor. | ||
*[[Animation-LuaScripting]] | *[[Animation-LuaScripting]] | ||
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**[[lua-animation-synthax-usage]] to develop and clean | **[[lua-animation-synthax-usage]] to develop and clean | ||
==[http://springrts.com/wiki/Category:Animation Scripting and Animation - COB/BOS Files]== | |||
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. | 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. | ||
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* [http://springrts.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.] | * [http://springrts.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.] | ||
= | =UnitDefs (.fbi, .lua)= | ||
*[[Units:FBI]] | *[[Units:FBI]] | ||
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variable datatype list)]] | *[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variable datatype list)]] | ||
*[[Unit_Categories]] | *[[Unit_Categories]] | ||
= | =MoveTypes= | ||
*[[Units:MoveTypes]] | *[[Units:MoveTypes]] | ||
= | =WeaponDefs (.tdf, .lua)= | ||
*[[Weapon Variables]] : This is the most up to date | *[[Weapon Variables]] : This is the most up to date | ||
*[[Units:WeaponMainDir]] | *[[Units:WeaponMainDir]] | ||
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*[[Weapons:Antinukes]]: All about antinukes. | *[[Weapons:Antinukes]]: All about antinukes. | ||
=Explosions= | |||
*[[CEG]] | *[[CEG]] | ||
**[[CEG-Calls]] | **[[CEG-Calls]] | ||
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**[[CEG-OldInfo]] | **[[CEG-OldInfo]] | ||
=Misc= | |||
*[[Units:Design]] | *[[Units:Design]] | ||
*[[Units:Textures]] | *[[Units:Textures]] | ||
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*[[CustomUnitIcons|Game Development:Custom unit icons]] | *[[CustomUnitIcons|Game Development:Custom unit icons]] | ||
=Legacy Porting Tools= | |||
==Automated Game Creation== | |||
* [[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) | * [[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) | ||
[[Category: Unit_development]] | [[Category: Unit_development]] | ||
[[Category: Mod_development]] | [[Category: Mod_development]] | ||
Revision as of 14:00, 19 September 2010
Development < Game and Unit development
Game development
This information is meant to help newcomers learn how to develop their own games for the Spring Engine.
General
- Game specification
- What do I need to create a game?
- Simple Game Tutorial
- Freely available and reusable content for maps and games
Modeling
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
Models - Modeling, UV Mapping
- Wings UV Mapping Tutorial
- Saving polygons in Wings3d Tutorial
- Runecrafter's 3DS Max UV Mapping Tutorial
S3O Textures
Models - 3do Files
NOTE: 3do is an outdated model format used by OTA models (Balanced Annihilation, NOTA, etc.).
(Note: UpSpring has some problems with empty objects and groundplates)
- use UpSpring and 3doBuilder to edit those files
- Click here to download UpSpring, our content support tool.
- Argh's UpSpring Easy Workflow Guide
- Maestro's tutorial of Upspring and textures- very outdated.
Scripting
Scripting and Animation - LUA Files
To edit .lua files you need a text editor.
- Animation-LuaScripting
- Animation-LuaCallins
- Animation-LuaCallouts
- Animation-CobLuaDifferences
- lua-animation-basic-tutorial to clean
- lua-animation-synthax-usage to develop and clean
Scripting and Animation - COB/BOS Files
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 Scriptor
- Animation-CobLuaDifferences
- Animation-CobOverview
- PlanetAnnihilation has a nice tutorial
- Units:LuaCOB - how to interface COB with LUA
- Game Development:Calling basic CEGs from COB
- GPL-compliant sourcecode, scripting code examples, and other things.
UnitDefs (.fbi, .lua)
MoveTypes
WeaponDefs (.tdf, .lua)
- Weapon Variables : This is the most up to date
- Units:WeaponMainDir
- Units:Weapons : Various informations about the weapontypes (uncompleted)
- Weapons:Antinukes: All about antinukes.
Explosions
Misc
- Units:Design
- Units:Textures
- Units:Buildpics
- Units:SideData TDF
- Units:Download TDF
- Units:FlankingBonus
- Game Development:Armor
- Game Development:Cursors
- Game Development:Archives
- Game Development:Sidepics
- Game Development:Custom unit icons
Legacy Porting Tools
Automated Game Creation
- 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)