Posted: Wed Apr 04, 2007 1:27 am Post subject:
porting mod units from Generals to C&C3
Just wondrin if it will be possible to port my mod units from GeneralsZH to c&c3, it will certainly be great to use my mod units in a game engine that uses shaders like c&c3.
I think I'm getting some ideas regarding the shaders being used in C&C3. The shader files in the shaders big of c&c 3 are somewhat similar to the shaders being used in StarWars Empire at War, They are similarly named FXO files and provides for those bump, Gloss, specular fx's. I'm at present praticing applying dx9 shader textures to my models using the w3D tools in 3DS max 8, (i'm using BFM2 w3D tools), in anticipation of the release of the c&c3 MOD SDK, if it will indeed be provided. Then perhaps i can go full swing with modding C&C3........ QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Wed Apr 04, 2007 5:20 am Post subject:
Fantastic work!
Especially the Mammoth replacement.
While I actually prefer the one already in the game, that would make an awesome Nod counter to GDI's Mammoth. To me it looks more like a Nod Heavy than a GDI.
That Heavy blasting head to head with a GDI Mammoth would look incredable!
Just my opinion, but regardless, it's kickass work. QUICK_EDIT
The top three screenshots are from my GeneralsZH MOD "ULTIMATE WAR" I've never made it public due to the high poly assets that i'm sure will make the old sage engine of GenZH crawl. The NEW (OPTIMIZED) Engine of C&C3 will surely be able to handle these kind of high poly assets. The MAMMOTH VARIANT above is intended to be used by NOD as a counter unit against the original Mammoth (Which i'm gonna replace with something that will be equally beautiful in graphics). See tha color scheme of my MAMMOTH? its near enough to the color scheme of NOD units..... The texture details will be further highlighted once a new w3d or w3x viewer is released (since the old w3d viewer intended for renegade does not render dx9 shader while the bfme2 w3d viewer likewise does not have the screenshot tool that the old viewer has).... QUICK_EDIT
Posted: Wed Apr 04, 2007 11:04 am Post subject:
Ships Ahoy!
Once that MOD SDK is out? I'm gonna rip everything that can be possible in making C&C3 more to my likings. In fact i have two (2) Mods planned. One in the Tiberian Universe and the other is in the timeline of RED ALERT3..........
Somebody in some other forums discussing c&c 3 mods said that naval warfare will not be possible... I think he was plain wrong coz i've seen one naval unit with a appropriate locomotor for a seaborne vehicle: the Hover craft which delivered mammoths in the alexandria mssion of GDI? (of course we will just have to restrict its movement to that of deeper waters only and adjust its float values and physics through xml coding which i am well versed from other RTS games which already used this formats a long time now)......
heres a CARRIER that will debut in my coming RED ALERT universe MOD
ships.jpg
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Last edited by cavesyudepu on Wed Apr 04, 2007 11:10 am; edited 1 time in total QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Apr 04, 2007 11:10 am Post subject:
Holy shit. Dude, these are mindblowing! Especially that Mammoth Tank. Is this mod ever going to be released? This makes installign ZH interesting, even the Infantry are amazing. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Everything will depend on a MOD SDK from EALA if and ever they provide for an import export plugins as well as documentations on the ART and coding PIPELINE............
and if the system will be "MOD FRIENDLY' enough so that what we modders have learned all through the W3D Years will not be wasted.......... Like how to animate the Tank Threads through vertex linear offset setting of the textures, applying the transparency in textures so that we can attain the way my helicopter rotors looks like, the glass in cockpits...etc...etc.. relearning from scrach will be a long journey for us all fans and modders of C&C games. I've been around since the DOS versions of the games, to Playstation One, and recently the Generals series, and have faithfully followed the trends in modding even up yo now that i am a parent to four kids who are all just like me... addicted to computer games................ QUICK_EDIT
Joined: 11 Nov 2005 Location: Buffalo NY, a yellow zone w00t!
Posted: Wed Apr 04, 2007 2:27 pm Post subject:
OMG,those are awesome. What did you design them with ? I need that program. If you can tell me where u got it im me at laxhegemonist, pm me , or email me at raptorirq6665@gmail.com. _________________
-Wraith88 on EA forums QUICK_EDIT
The top three screenshots are from my GeneralsZH MOD "ULTIMATE WAR" I've never made it public due to the high poly assets that i'm sure will make the old sage engine of GenZH crawl. The NEW (OPTIMIZED) Engine of C&C3 will surely be able to handle these kind of high poly assets. The MAMMOTH VARIANT above is intended to be used by NOD as a counter unit against the original Mammoth (Which i'm gonna replace with something that will be equally beautiful in graphics). See tha color scheme of my MAMMOTH? its near enough to the color scheme of NOD units..... The texture details will be further highlighted once a new w3d or w3x viewer is released (since the old w3d viewer intended for renegade does not render dx9 shader while the bfme2 w3d viewer likewise does not have the screenshot tool that the old viewer has)....
Please release it in 0hr for now until the SDK's come out, it will be worth the lag (tho i dont think there will be any ) QUICK_EDIT
Posted: Sat Apr 21, 2007 10:53 pm Post subject:
All C&C3 Mod Projects Ported over to SupCom
I've just decided to try Supreme Commanders "EXTREME" Modability for the moment........ I cant see any hope in Modding C&C3 coz of the very "Limited" Mod Capability and the total lack of Developer Support............. Just look at the released World Builder for C&C3... EALA Stripped everything relating to access to "assets" (Their SDK-if it ever come out-will likewise be that limited)......... QUICK_EDIT
Yeah supreme commander is awesome, is it really as good as the movies show it. Another thin, how good would these models be in the battlefield series. QUICK_EDIT
Yeah..... Supreme Commander is indeed EXTREMELY MODABLE..... here's some models i've already imported into 3DS Max 9 (TSupCom's Mod Community already has a model import/export plugin for 3DS Max 9 that even supports applying animations...)
Note: The textures of these models have been redone by me using photoshop to see if i could "mimic" the color scheme in C&C3.... look for yourseleves.... aint they nice models compared to the AA Turret and the GunPlatform of the GDI?....
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Tue May 01, 2007 4:07 am Post subject:
Klinkhammer Artillery, Tech 1 air defense, tech 2 air defense, and tech 2 point defense... pretty cool stuff for GDI. Better than their watchtower T_T _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
for "daChickenHead" whatever................ All the "previous" posts i made did not in any manner of speaking "OWN" any of the "Models" i've peresented in my posts.............. If it ever "DID" came to be somewhat>>>>>>>>>>>>>>>>>>>>>>> TO YOU in any manner...... then thank you you for your very "RESPECTABLE" post............. IT ENDED SOMETHING....................... QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Wed May 02, 2007 1:45 am Post subject:
uhmm.. either you're really high, really drunk, or just really stupid because i said that i LIKED the models. they would look GOOD in C&C 3... I always thought the UEF reminded me of GDI. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
You still don't want to go in an unnecessarily bash the end users computers for a whole lot of nothing right? Besides, if you're talking bout those infantries and you're gonna be using like 5 of them in a squad then i'd think it'd be in your best interest to tone them down a tad haha QUICK_EDIT
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Sat Jun 16, 2007 11:24 am Post subject:
with the generals and ZH sage engine poly count is irevelent. its the total amount of objects map rendering and Ai coding and textures that lag it down the most. _________________
Joined: 01 Mar 2007 Location: Dead and back Commander...Dead and back
Posted: Fri Jul 27, 2007 4:21 pm Post subject:
the nod mammoth looks kind of underpowered, i like the shape and design but the gun turrets look too weak for a unit that is supposed to go head to head with a GDI mammoth _________________ Join My forum (please??)
Did you expect no one on these forums to of played BF2? BF2142? People, none of these models were made by him. All of these models were rips, for instance... the carrier is from BF2 clear as day. I've looked at some of your other threads... they are all rips!!! You disgrace modelers that actually model, imo. QUICK_EDIT
Did you expect no one on these forums to of played BF2? BF2142? People, none of these models were made by him. All of these models were rips, for instance... the carrier is from BF2 clear as day. I've looked at some of your other threads... they are all rips!!! You disgrace modelers that actually model, imo.
As long as its not unbalanced as hell, the mods just fine, and as long as its not from mods he didn't make.
Otherwise, it looks damn good, hope it all gets completed sooner or later. _________________ ... QUICK_EDIT
So those models aint from C&C? What the **** do you care as long as it was not from your own mod and did the guy stole them from you? and another thing, the guy never said anything about making those models himself.
I think the best part here is the "HOW" did the guy managed to integrate those models in an effecient way (Look at the ingame screenshots, the "better looking rotors, the transparent glasses, the carrier with those nicely proportioned planes taking off, etc...)
give us a break you freakin guys who slams their worthless ****load of whines coz you are not the only ones in this forum who wants to see how better C&C could be with those other-world art assets. QUICK_EDIT
I think CoolSon is cavesyudepu. Same writing style. And it does matter because pplw want to see what you can do personally, not what you can just import and hope no one finds out. QUICK_EDIT
So those models aint from C&C? What the **** do you care as long as it was not from your own mod and did the guy stole them from you? and another thing, the guy never said anything about making those models himself.
I think the best part here is the "HOW" did the guy managed to integrate those models in an effecient way (Look at the ingame screenshots, the "better looking rotors, the transparent glasses, the carrier with those nicely proportioned planes taking off, etc...)
give us a break you freakin guys who slams their worthless ****load of whines coz you are not the only ones in this forum who wants to see how better C&C could be with those other-world art assets.
You keep on thinking that. If you were actually an artist, you would hate to see other people take your work. If you saw his other threads where he said he was making new units for C&C3 and showed a picture of 2 mechs from BF2142 put together. The least he could do is give credit to someones work.
EDIT: Yeah, CoolSon is cavesyudepu. It's quite obvious. QUICK_EDIT
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