Game and Unit development: Difference between revisions
| Line 38: | Line 38: | ||
**[[Mod Development:Sidepics|Game Development:Sidepics]] | **[[Mod Development:Sidepics|Game Development:Sidepics]] | ||
**[[CustomUnitIcons|Game Development:Custom unit icons]] | **[[CustomUnitIcons|Game Development:Custom unit icons]] | ||
=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The binary '.cob' file format is obsolete and some '.cob' files might be copyrighed by cavedog.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 [[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.] | |||
=Modeling = | =Modeling = | ||
Revision as of 05:36, 12 February 2012
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
- Development Tools
- Game structure
- Game specification
- Simple Game Tutorial - a bit old and confusing
- Free Assets
- The Complete Guide To Making A Spring Game - this one is the best so far
- Q&A Site for the Spring Engine
- Spring Tutorial Game - (attempt to create) a "template game" for new projects.
- Porting TA content to Spring
Reference
- UnitDefs (.fbi, .lua)
- UnitDefs - define the attributes of units
- Unit_Categories - define which weapon type aim at which targets
- Unit Collision Volumes - collision detection
- WeaponDefs (.tdf, .lua)*
- Weapon Variables : This is the most up to date
- Units:WeaponMainDir
- Weapons:Antinukes: All about antinukes.
- MoveDefs*
- Misc*
Unit Scripting/Animations (.cob, .bos, .lua)
Lua Animations
To edit .lua files you need a text editor.
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 Scriptor
- Animation-CobOverview
- Units:LuaCOB - how to interface COB with LUA
- Game Development:Calling basic CEGs from COB
- GPL-compliant sourcecode, scripting code examples, and other things.
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.
FeatureDefs (objects on the map, wrecks of destroyed units)
- Units-FeatureDefs - define the attributes of features
Global game variables (modrules.lua)
Explosions (.tdf, .lua)
Tutorials
Modeling Tutorials
- Wings UV Mapping Tutorial
- Saving polygons in Wings3d Tutorial
- Runecrafter's 3DS Max UV Mapping Tutorial
Texture Tutorials
Engine Related
- Download_Testing - Test the compatibility of your game on upcoming versions of the Spring engine.