Concise modding guide?
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- Joined: Fri Dec 25, 2009 7:35 pm
Concise modding guide?
I've just downloaded wings3d and made my two first models today . I'd like to texture, animate, and ultimately add them to TA. However, I don't know what to do beyond making a model... are there any concise step-by-step guides on how to make and add a unit into TA? I've tried to piece this together but the info seems sparse. If anyone could offer links to such sites, I'd hug you I'd be so happy. Anyway, here's a few pics of my first models... keep in mind they are my first and I just got the program today lol !
Re: Concise modding guide?
It's very diffrent to other game.
For TA, you should transform modle into 3do, then write scipt for the model. I didn't make sure it's must and ever didnt know how to write.
But babah and zuzuf should know all about this. /:^]
For TA, you should transform modle into 3do, then write scipt for the model. I didn't make sure it's must and ever didnt know how to write.
But babah and zuzuf should know all about this. /:^]
Re: Concise modding guide?
for animating is Scriptor needed
just look on some cob scripts like armstump.cob
it isnt difficulty to learn it
you need to make on piece =
adding all the pieces that you model has for example you model has 2 piece one is piece1 and other is piece2
then you do on piece = piece1, piece2;
this is important otherwise TA*/Spring Will whine
the rest i guess it is self explainable about move and rotate
TA3D has support for s3o As far as i know but it might be buggy and 3dm support TA3D variant
it supports UV Mapping , and more..
3DM is the native TA3D model support as far as i know
making UVMapping is easy or hard it depends of you complexity of your model higher complexity = more difficulty
by the way your models isn't that bad for a bloody novice
they are good
just look on some cob scripts like armstump.cob
it isnt difficulty to learn it
you need to make on piece =
adding all the pieces that you model has for example you model has 2 piece one is piece1 and other is piece2
then you do on piece = piece1, piece2;
this is important otherwise TA*/Spring Will whine
the rest i guess it is self explainable about move and rotate
TA3D has support for s3o As far as i know but it might be buggy and 3dm support TA3D variant
it supports UV Mapping , and more..
3DM is the native TA3D model support as far as i know
making UVMapping is easy or hard it depends of you complexity of your model higher complexity = more difficulty
by the way your models isn't that bad for a bloody novice
they are good
- zuzuf
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Re: Concise modding guide?
You may want to have a look at this:
http://downloads.ta3d.org/misc/tadesign%20guide/
http://downloads.ta3d.org/misc/tadesign%20guide/
=>;-D Penguin Powered
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Re: Concise modding guide?
Thanks for all the replies ! I'll have to take a better look at that link!
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- Posts: 8
- Joined: Fri Dec 25, 2009 7:35 pm
Re: Concise modding guide?
Now that I've learned the basics of how to create a 3d model and texture it, I was hoping someone could point me to some tutorials on how to write a script for my creations. I haven't the foggiest clue as to where I should start . If anyone could provide any feed back, that would be awesome! As proof that peoples comments and advice are not wasted, here is my first simple but complete model of a Borg cube! Thanks again to all that have already posted
made the texture in MS paint lol And here's a more complex model of a warship in-the-works:
made the texture in MS paint lol And here's a more complex model of a warship in-the-works:
- zuzuf
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Re: Concise modding guide?
looks nice .
The link I have previously posted also points to a interesting document concerning BOS files (click the BOS link on the left) which describes everything you need to know to understand how it works (which script functions should be implemented and what they do, and almost everything about TA's BOS scripting language).
If you want to make a TA3D Lua script you should have a look at the list of Lua function available: http://trac.ta3d.org/browser/trunk/docs ... otypes.txt.
For both OTA and TA3D scripting I recommend looking at some unit script files, they are quite interesting .
The link I have previously posted also points to a interesting document concerning BOS files (click the BOS link on the left) which describes everything you need to know to understand how it works (which script functions should be implemented and what they do, and almost everything about TA's BOS scripting language).
If you want to make a TA3D Lua script you should have a look at the list of Lua function available: http://trac.ta3d.org/browser/trunk/docs ... otypes.txt.
For both OTA and TA3D scripting I recommend looking at some unit script files, they are quite interesting .
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- Balthazar
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Re: Concise modding guide?
Conserning TA scripting - look here http://tauniverse.com/forum/showthread.php?t=39038
Re: Concise modding guide?
You sir you texture and uv mapping is very good
by the way COB/BOS Example:
By the way i would discourage using 3DO Builder because it seems to be crash happy.. and not really Reliable/stable
since you can UVmapping i would recommend that you use 3DM Editor from here and making mods for TA3D because it has some more Advantages over OTA
like it dosent got the shitty ID Limit
and 3DM/s3o looks better then the out-to date 3do technology
by the way COB/BOS Example:
Code: Select all
#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h" //what script files should be included
piece base, flare, turret, barrel; //defines what piece the model has important!
static-var restore_delay; // allows you to apply some additonal script function like the unit can only shoot if its not moving good for artillary it is impossible to do an "hit-and-run" on 100 ton shell moving
// artillerry o_o
// Signal definitions
#define SIG_AIM 2
SmokeUnit(healthpercent, sleeptime, smoketype)
{
while( get BUILD_PERCENT_LEFT ) //if the unit has this health percentes it starts to smoke
{
sleep 400;
}
while( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = 256 | 2;
if( Rand( 1, 66 ) < healthpercent )
{
smoketype = 256 | 1;
}
emit-sfx smoketype from base;
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}
RockUnit(anglex, anglez)
{
turn base to x-axis anglex speed <50.010989>; //if its shooting good to "simulate" recoil effects
turn base to z-axis anglez speed <50.010989>;
wait-for-turn base around z-axis;
wait-for-turn base around x-axis;
turn base to z-axis <0.000000> speed <20.000000>;
turn base to x-axis <0.000000> speed <20.000000>;
}
HitByWeapon(Func_Var_1, Func_Var_2)
{
turn base to z-axis Func_Var_2 speed <105.021978>;
turn base to x-axis Func_Var_1 speed <105.021978>; //when it got hit
wait-for-turn base around z-axis;
wait-for-turn base around x-axis;
turn base to z-axis <0.000000> speed <30.005495>;
turn base to x-axis <0.000000> speed <30.005495>;
}
Create()
{
hide flare;
restore_delay = 3000; //how long the unit must the unit idle befor the script gets called
start-script SmokeUnit();
}
SetMaxReloadTime(Func_Var_1)
{
restore_delay = Func_Var_1 * 2;
}
RestoreAfterDelay()
{
sleep restore_delay;
turn turret to y-axis <0.000000> speed <90.021978>;
turn barrel to x-axis <0.000000> speed <50.010989>;
}
AimPrimary(heading, pitch)
{
signal SIG_AIM; //no idea but seems important
set-signal-mask SIG_AIM;
turn turret to y-axis heading speed <90.021978>;
turn barrel to x-axis <0.000000> - pitch speed <50.010989>;
wait-for-turn turret around y-axis;
wait-for-turn barrel around x-axis;
start-script RestoreAfterDelay(); //if the unit dosent do anything it calls tha script to restore its position/rotation
return (1);
}
FirePrimary()
{
move barrel to z-axis [-2.400000] speed [500.000000]; //self explainable
sleep 150;
wait-for-move barrel along z-axis; /it waits for moving the barrel on the deffined axis and the position
move barrel to z-axis [0.000000] speed [3.000000];
}
AimFromPrimary(piecenum)
{
piecenum = turret; //which piece it should use for rotating
}
QueryPrimary(piecenum)
{
piecenum = flare; //where its shooting point is
}
SweetSpot(piecenum)
{
piecenum = base; //hitsphere ?
}
Killed(severity, corpsetype)
{
hide flare;
if( severity <= 25 ) //if the stumpy has an health of 100 and got damaged by 125 for example this script line gets called IIRC
{
corpsetype = 1;
explode barrel type BITMAPONLY | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode flare type BITMAPONLY | BITMAP3;
explode turret type BITMAPONLY | BITMAP4;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode barrel type FALL | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode flare type FALL | BITMAP3;
explode turret type SHATTER | BITMAP4;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode barrel type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode flare type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode turret type SHATTER | BITMAP4;
return (0);
}
corpsetype = 3;
explode barrel type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode flare type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode turret type SHATTER | EXPLODE_ON_HIT | BITMAP4;
}
since you can UVmapping i would recommend that you use 3DM Editor from here and making mods for TA3D because it has some more Advantages over OTA
like it dosent got the shitty ID Limit
and 3DM/s3o looks better then the out-to date 3do technology
Re: Concise modding guide?
/:^]!!!
Greeting
I can't touch TA in some time, and this suck me, really sick.
Will be fine after some days, I hate this some days.
Greeting
I can't touch TA in some time, and this suck me, really sick.
Will be fine after some days, I hate this some days.
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