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Unit Making Guide
The Primary Roadblocks to making a unit are: Idea, Model, Animation, and feasability.
Ideas is not what is lacking but rather people willing to Model and Animate them, with bots being the hardest to make due to walking animations.
BAR is currently not accepting new Units for Armada or Cortex.
BAR Legion faction while accepting Units needs units that replace current placeholders, primarly Tier 2 bots.
BAR Raptors may be accepting units, primarly models and animations as the current roster is 8 models spread over over a 100 units.
BAR Scavangers exists.
Bar uses a lot of proprietary tools and file formats
- A local development environment, covered by this Repo's README github.com/beyond-all-reason/Beyond-All-Reason/README
- We have a new prototype setup guide here: Contributing-With-Github-Desktop-like-i'm-5
- A text editor, such as Visual Studio Code (recommended) or Notepad++
For VSCode it is recommended that you download: Lua, Lua Language Server coded by lua, By sumneko.
- Blender 4.3 or newer
- Chris' Blender Extension: github.com/ChrisFloofyKitsune/s3o-blender-tools/releases
Installation instructions are in the repo's readme - and/or Beherith's OBJ2S3O Converter and UPSPRING (if anyone knows where to get a working copy)
- We have a Blender Template File with a shader that reads the DDS file formats to match that of the game, it can be found in our discord here: https://discord.com/channels/549281623154229250/549282804412710925/1259641075916603494
- Alternatively you can attempt to manually create a shader that swaps Alpha to teamcolor, or remove it via another method.
- The textures for each faction can be found in your BAR.sdd folder, under
unittextures
, the files are:
Armada: Arm_colour, Arm_normal, Arm_Diffuse.
Cortex: cor_color, cor_normal, cor_diffuse.
Legion: leg_color, leg_normal, leg_shader.
- Beherith's BOS to COB compiler: github.com/beyond-all-reason/BARScriptCompiler
Installation steps for VSCode and Notepad++ inside.
It uses a c based programming language, with the only variable type beingints
.
You can find documentation for it here: springrts.com/wiki/Gamedev, under the heading of Animation of units, COB subheading specifically. It is also recommended to use other unit animation Scripts as refrence material.
Units are defined via a UnitDef file. This file defines the unit stats and properties, as well as references other files to put together the unit or properties that are shared across many units such as unit armour classes or for pathing meshes for specific unit sizes and traverse-ability.
A slightly outdated list of all unit defs can be found here on the old engine wiki: springrts.com/wiki/Gamedev:UnitDefs, our current version has renamed many if not all of these parameters to their lua game side equivalent unifying them (apart from captilization).
The general Structure of a UnitDef file is that you are to return a lua table containing tables of Unit Params that are keyed via the Unit's internal name. This file is a valid lua script, as such you can preform actual lua code in there, and even make some engine synced reads, to generate a Unit to your specifications, tho most often such setting based changes are done via BAR.sdd/gamedata/alldefs_post. To put these words into a perspective, the simplest form of a UnitDef looks like this:
return {
internal_name = {
-- Unit Params go here
}
}
Bar models are stored in a proprietary file format, .S3O
, but we also support (wip) the .DAE
file format for skinned meshes.
S3O stores and defines not only the meshe (3d model), but also:
- the object hierarchy (toros has arm and arm has hand)
- ambient occlusion (cheaper pre-caculated shadows)
- the unit's texture 1 (faction textures + teamcolor in alpha) and texture 2 (material properties: roughness, reflectiveness, and glow)
Unit Normals unfortunately need to be pointed to in the Unit Def file in the Custom Params
TODO: write how to use these tools: starting from a unit sketch, to a blockout, to finalizing the mesh, to texturing.
BAR's Animations are more than cosmetic, they are a part of the simulation. And some unit hitboxes may be model accurate rather than an encapsulating primitive shape.
A Unit's animation script affects the following parts of the simulation:
- Provides a weapon's aim position, fire position.
IT may also even delay an attack (g.g to wait for turret rotation) or prevent it for additional constraint.
Some Weapons can be set up to care for the model's orinatation. - Defines if a unit is capable of currently building, or for factories defining where they build a unit.
- Firing off not only special effects but also actual attacks.
- Some collision points may be attached to animated points. In addition COB animations can upcall to synced LUA gadget space for other effects or information (LUS may natively call synced LUA functions)
.BOS is our proprietary animating language, it is based of decyphering old Total Anihilation games. It is more limited but still very capable and useful.
Everything in BOS is an int, from variables to unit pieces being referenced starting from 0, to rotations and positions being multiplied by massive constants to achive our needed level of accuracy. It does not feature Arrays but our compiler is capable of using headers as well as conditional defines to achive some level of modularity and reusability between diffrent units.
BOS needs to be compiled into COB (COmipled BOS)
The following are some useful resources for animating a Unit for BAR or the spring game engine:
- An old Tauverse website: https://units.tauniverse.com/tutorials/tadesign/tadesign/bosdesc.htm
- Old Spring Wiki:
https://springrts.com/wiki/Animation-CobOverview
https://springrts.com/wiki/Animation-CobCallins
https://springrts.com/wiki/Animation-CobAnimation
There is more subcategories on the old spring wiki, Under the Animation of units, COB Animations (Antiquated):
*old, todo: intergrate
Very draft, for now mostly a list of facets, many of these need to be expanded into specific subpages.
Ideally this should end up as more 'how to do it right' rather than 'this is how to find if you did it wrong'. Modelling in particular needs a huge writeup on considerations and practicalites.
To add later:
- Design guidelines, both role and visual.
- Initial balance considerations.
- Modelling specifics
- Loads of other things
- List of where X file actually is/what it does and why it matters
- List of outdated unitdef entries that should be linted out of new units
- All faces checked for front/back orientation?
- Does it have a dead model with correct textures?
- Unit model lighting added?
- Does it have/need tracks?
- weapon names unique and sensible? correct target categories set?
- Is unit in all the correct categories?
- Movedef correct and added to the list in the movedef file?
- Armour defined correctly?
- Are the death explosion animations correct?
- Does it have/need a death specific animation to transition to the wreck pose?
- Is firing animation & recoil correct? Does unit move/rock when firing?
- Is there a correct 'restore after delay' setup?
- Does the unit have/need damaged smoke states added?
- Does the unit have any idle animations, are they fully paused when it's trying to shoot? Eg, 'turret twitch' on AA
- Any shot/barrel glow lighting correctly hooked in?
- Is unit size correctly defined in Upspring?
- Correct collision volumes, and aimpoints? (this absolutely needs a page to itself later)
- If a building, is there an AO plane made?
- If a constructor/factory, are all build options correct? Contrast with any opposing comparable units to try to be sure.
- Sound effects correct, both in unitdef and the sound file?
- Legacy build menu order placement added and correct?
- Grid keys added?
- Unit build picture created, converted & added?
- Unit name and description defined in language definition file?
- Icon selected/created if applicable, and at correct scale?
- Does any behaviour or detailing require gadget work / any existing gadgets need to be updated with the new unit name?