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Generals Mod : Spaceborne RTS? | Locked | |
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Feb 8 2004 Anchor | |
Hey all. I've been thinking about this over the last few minutes, and I've actually realised that it's very feasible to create a spaceborne RTS title using the Generals engine. Thanks, The Ambershee |
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Feb 8 2004 Anchor | |
I think it's a good idea, but would it be an all space thing? Or would it be a starcraft style thing with land bits where buildings are placed? (since there is a sc generals mod in production) |
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Feb 8 2004 Anchor | |
Coding for generals is not possable remember -- _______________ |
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Feb 9 2004 Anchor | |
Yes it is.... |
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Feb 9 2004 Anchor | |
explain... (i dont mean ini scripting) -- _______________ |
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Feb 9 2004 Anchor | |
If StarKiller is possible, so is this |
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Feb 9 2004 Anchor | |
Its just some ini stuff -- _______________ |
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Feb 9 2004 Anchor | |
Indeed, it's all ini edited. I've the know-how on how to rig this up. I'm getting the unit specifics sorted out, they'll be done soon in a nice statistical excel workbook for people to pour over. |
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Feb 11 2004 Anchor | |
Ok, after a lot of very positive input from around the web I present thee with the Design Document, Mod Overview and Data Tables for the aforementioned CnC Generals Spaceborne RTS mod known as 'Dh4 RTS' for now. It'll get a catchier name sometime in the not so distant future if enough of a team comes together to actually build it. As for staff, there are vacancies in all fields, but most importantly these at present; Thanks! The Ambershee |
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Feb 11 2004 Anchor | ||
it IS possible, just change the terrain to black, and the units to spacecrafts:) well, i would help with the ini coding, but the only experience i have got with inis is in cnc: red alert 1 -- |
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Feb 11 2004 Anchor | |
simple -- look at me, i have no signature! |
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Feb 11 2004 Anchor | |
lol, terrain will be a little more complex than that. Nicely textured backgrounds are a must - not just black as it looks dull and obscures vision to the models. Swirling coloured nebulas and dense clouds of star fields will make for a nice looking backer I'm also looking into capital ships which launch wings of fighters / bombers at their foes, as well as instituting a left/front/rear firing direction with no inbetweens to simulate broadside and forward assaults. It's taking a bit of thought to get everything in, but I think I've cracked it. RA1 inis aren't all that similar to Generals lol. |
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Feb 11 2004 Anchor | ||
i've got a space ship laying around my hard disk. its sorta a carrier thingie. i'll finsish it and give it to yah if you want. |
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Feb 12 2004 Anchor | |
It would be nice to take a look at , although the poly limit in Generals is REALLY low. I'm looking at about 500 polies max for most models (ouch). |
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Feb 12 2004 Anchor | |
my models r 300 / 400 polys -- _______________ |
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Feb 12 2004 Anchor | |
Yeah, that's pretty much the optimum for Generals. I like to force engines to their maximum operative capacities mind |
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Feb 12 2004 Anchor | ||
hmm, do u have any skethes or something on what your looking for? |
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Feb 13 2004 Anchor | |
yea, they could be intresting -- _______________ |
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Feb 13 2004 Anchor | |
Not really, although I'm able to refer to a number of images that can inspire the modeller. I tend to let my modellers have free range in this sort of scenario. |
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Feb 13 2004 Anchor | |
high polycounts dude -- _______________ |
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Feb 13 2004 Anchor | |
yeah, it should hopefully make for something rather special graphically providing the level of work required to make it look so can be obtained. |
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Feb 13 2004 Anchor | ||
ok,... thats a mouthfull. why make he smaller ships have lower polycounts? i know they'll be smaller and not seen, but detail counts. |
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Feb 14 2004 Anchor | |
so whats the question? -- _______________ |
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Feb 14 2004 Anchor | ||
bleh what a dull poly limit:P quake1 standards -- |
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Feb 14 2004 Anchor | |
But in generals the units are small, so you don't notice it. |
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