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Generals Mod : Spaceborne RTS? (Forums : Ideas & Concepts : Generals Mod : Spaceborne RTS?) Locked
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ambershee
ambershee Nimbusfish Rawks
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.
It can be dealt with fairly simply - players starting with a large naval facility that can build other facilities - leading to factories that produce small-large cruisers which in turn can be upgraded to carry additional weapons systems and even fighter / bomber wings.
I'm getting my head straight about how exactly to do it, but I'd appreciate input on the whole thing in general - problems, ideas - the lot.
I'm likely to go ahead with the idea, especially as it's fairly unique and it can be pulled off, even if not particularily complex in nature.
Anyway, unput would be really appreciated as this is a rather different idea alltogether in my opinion.
What do people think of the idea? How do people think it could fare? Are there people willing to help out. This may be a rather quiet community, but I'm sure there are some solid opinions in here

Thanks,

The Ambershee

a_llama
a_llama Teh moddb llama
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)

T-RonX
T-RonX Warm Milk
Feb 8 2004 Anchor

Coding for generals is not possable remember :rolleyes:

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modDB oldtimer

a_llama
a_llama Teh moddb llama
Feb 9 2004 Anchor

Yes it is....

T-RonX
T-RonX Warm Milk
Feb 9 2004 Anchor

explain... :confused: (i dont mean ini scripting)

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modDB oldtimer

a_llama
a_llama Teh moddb llama
Feb 9 2004 Anchor

If StarKiller is possible, so is this :P

T-RonX
T-RonX Warm Milk
Feb 9 2004 Anchor

Its just some ini stuff :rolleyes:

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modDB oldtimer

ambershee
ambershee Nimbusfish Rawks
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.
It would be totally space meaning a lot of graphical work and sneaky map editoring to pull of, but It's totally possible :)

ambershee
ambershee Nimbusfish Rawks
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.
Paste this link into your browser, download, and decompress with an appropriate agent. All comments are well recieved.
Geocities.com

As for staff, there are vacancies in all fields, but most importantly these at present;
Modellers
Texture Artists
Ini Editors (not so important, but I can't be relied upon to know all can I?)

Thanks!

The Ambershee

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 :P

Garglet
Garglet I can't get the neighbours cat out of my house!
Feb 11 2004 Anchor

simple :)

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look at me, i have no signature!

ambershee
ambershee Nimbusfish Rawks
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.

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.

ambershee
ambershee Nimbusfish Rawks
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).
And obviously it may / may not fit the style I'm hoping to achieve :P

T-RonX
T-RonX Warm Milk
Feb 12 2004 Anchor

my models r 300 / 400 polys

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modDB oldtimer

ambershee
ambershee Nimbusfish Rawks
Feb 12 2004 Anchor

Yeah, that's pretty much the optimum for Generals. I like to force engines to their maximum operative capacities mind :)

Feb 12 2004 Anchor

hmm, do u have any skethes or something on what your looking for?

T-RonX
T-RonX Warm Milk
Feb 13 2004 Anchor

yea, they could be intresting :)

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modDB oldtimer

ambershee
ambershee Nimbusfish Rawks
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.
As it happens I've been doing a little tweaking. We're running this mod with a polycount of 1000 for structures and cruisers, 500 for corvettes and low for anything smaller.
Makes for some great detail now I've got large polycounts working :)

T-RonX
T-RonX Warm Milk
Feb 13 2004 Anchor

high polycounts dude

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modDB oldtimer

ambershee
ambershee Nimbusfish Rawks
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.

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.:)

T-RonX
T-RonX Warm Milk
Feb 14 2004 Anchor

so whats the question?

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modDB oldtimer

Feb 14 2004 Anchor

bleh what a dull poly limit:P quake1 standards :P

a_llama
a_llama Teh moddb llama
Feb 14 2004 Anchor

But in generals the units are small, so you don't notice it.

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