Hello there ;)
that's right! ;p hahaha glad you love it!
thanks yamen21! it's been a while :D
keep the comments coming in guys!
Thank you buddy! ^^ Yes, CNC Generals definitely has the potential to perform a lot better with some further optimizations, but considering it was one of the very first full-3D RTS games back in its day, I felt it was a pretty successful attempt by EA :)
The CNC2142 team is definitely planning a how-we-mod tutorial series for the future, including everything that we've learned in terms of game performance optimizations, gameplay coding, realistic heightmap environments in SAGE, etc. New modders should find them super useful in the years to come ^_^ Thanks again for your support!
As for making textures more efficient and better looking, that is a much more complicated problem.. :/
When EA designed BF2142, they textured all the structures using a "palette system". So, something as simple as a brick house could have wall textures from the file "herp_derp.TGA"; window textures from "blablabla.TGA"; and roof textures from "hahalol.TGA". Each of these texture files could contain some sort of texture for up to 5-6 totally unrelated structures, and that made our job very difficult.
We tried to recreate the structures by hand, but the results were just too different. Finally, we decided to build our own in-house tool, which would automatically read EA's programming and sort out each structure's original textures. We then bake those textures, and optimize them by removing unnecessary spaces, reorganizing sizes, giving larger structures a better focus on graphics quality.
Our goal is to strike the best balance between texture quality, and in-game performance. It was a slow and seriously painful process, but we managed to sort out all of the materials in the end, and the results definitely pay off!
Ultimately, each engine has its own pros and cons. Optimizations largely depend on what kind of final product you're looking for. Larger texture files will always look better, but they also seriously affect performance.
It is almost always a constant battle for balance between game performance, and graphics quality :) Let me know if you have any other questions ^_^
Hey man! ^^ Well, optimization techniques really depend on what you're dealing with to be honest.
For each unit that you train, each structures you build, even the map terrain itself, all of these add "draw calls" to the game. In reality, it is a bit more complicated than that, but this is the simple version :)
Using CNC2142's SAGE engine as an example: it renders 3d objects by giving each object it's own "draw call". Because of this optimization, the SAGE engine can render a 2000-poly model, with the same efficiency as a 100-poly model.
The key to having great in-game performance, is to keep the number of draw calls to a minimum, so even if players mass crazy armies on-screen, lag will be less noticeable. ^^ There are many ways to reduce draw calls, but for the CNC2142 team, we try to merge all 3d models into 1 object as often as possible!
Using our EU tank unit as an example: its design included wheels, tracks, main body, main turrent, main gun barrel, machine-gun turrent and machine-gun barrels. However, as we work on it for the CNC2142 mod, all of these high quality polygons are optimized, then merged into no more than 2-3 parts in total. As a result, each EU tank polygon/model in-game will only take around 2-3 draw calls only, which is even more efficient than many of the original models from EA ;)
HOLY MOTHER OF GOD
well, currently speaking we do have a solution that enables units automatically use staircases.. it is a messy solution for mappers, but at least we know it works ^^
Hey man!! Long time no see and thanks :D
CNC2142 has been through some changes over its development process, but ultimately we have decided players will have the ability to build a selection of buildings similar to vanilla C&C3, however with micro-management embedded into a two-click command system. We will be releasing more information on that very soon ^^
the hell.. this man must be like 200 years old considering how far he jumped to get to 2142..
Could be larger, but it might block the screen too much.. we'll enlarge it a little, and it should be great then!
it is a flying warship, like an airbase where you may spawn, albeit limited, gunship and transport helicopters to aid your cause. this type of warships is called a Titan in Battlefield 2142, and it'll be in exactly the same flavour here in CNC2142 ;)
yup i think i can tone the side down just a bit, but right now if we use blue, red or any of those dimmer colors, its actually quite fine i think ^^
yupyup! the orange bits are team color areas, it could be blue, green, yellow and so on depending on which one you chose at the start of the game :P
derek328 from C&C2142 here.. man, this model is SWEET! :D
but the fact is, AK-47 is still one of the cheapest and most widely available firearms available due to counterfits and low production costs.
when one mentions AK-47, he/she's most probably referring to the "Type 2" - one of the original designs. in that case, you're right - most developed countries won't use that anymore. nowadays, like the PRC army, they employ modern versions like the "Type 56-I", but still technically AK-47s :)
it's like comparing the Iron Man "Mark I" and "Mark III" armour. Yes, different versions, but still technically Iron Man armour ;P
no problemo :P
"Squad! Hold this position!"
all thanks to those who suggested that I should keep the team colours less in the first place ^^
yup they do :) but if they ever run out of missiles, by default still remembers to go back for a reload as priority, primary pilot gets the say; secondary turret gunner can fire along the way ;)
well, right now just for the sake of testing out the units, tiberium fields will remain in the CNC2142 internal build. maybe they will not gona make it into the final public version, we'll see :)
hahahh I love the doragon too ^^ and thank you! the team appreciates this! :)
"Alright hold on, it's recharging!"
We're not a company - just a team of like-minded hobbyists from all around the world, aiming to reproduce the sensation of BF2142 in CNC3 ;)
The CNC2142 team does have a black-and-white notification from EA, stating as long as...
- members of the group are using genuine copies of BF2142 & BF2142:NS
- everything we use from BF2142 & BF2142:NS is properly credited; and
- remains free for people to download, without having to cost them fiancially
.. then they see no problem with us using the concepts or content from BF2142 and BF2142:NS.
However, as I don't even know who you are, please do understand as responsible team leader, I'm afraid I would not be able to give you such sensitive information.
thank you for all the support :)
yeah, we're still early in progress - yet to finalize the weapon trails ^^
i love this!!!
hahahah ^^ i'm glad you like it :P
next time it'll be orange as Jinzor requested XD
hahahah, just imagine the extra coolness for them to be spawning from a certain airbase vehicle instead ;D
HAHHA it's spelt as gib-ral-tar :P we are definately looking into it, one big problem is potential sniper/recon spam.. we'll keep you guys posted!
sorry, it's error on our end - fixed and thanks! ^^
i thought the song was fine..
apparentely we also forgot you had to be a mod dev to rape critics for free Photoshop.
holy bleep this is fantastic! O:
gimli in the two towers.
haha thanks, well EU doesn't have more in terms of number, but their tanks are generally geared towards the heavy-armour side. PAC opts for the lighter ones for swifter movements. Just the way things are in the shooter BF2142 ;)
omg -.- hopefully santa's gona bring you at least one of those 3 listed by CplRush.. lol >.>
yes that is definately possible! i'm trying to code it so that with the RDX upgrade, the FAV gains the ability to target and ram enemy units and structures, and potentially have 2 soldiers eject from the car soon upon impact.
shoulder span is too wide out
just FYI, the chinese words on the phone booth should the flipped horizontally (along the y-axis). We just don't write them this way, not like the text on ambulances.
your avator icon reminds me of taylor swift lol hahahahhhahah xD
Yes, we do have permission from EA dated in 2007 when this mod first started.. as long as we are not selling the mod for cash, EA said its all fine! ^^
I gotta disagree mate.. just comes down to how you use them in the game. Besides, the two new hidden blades are now modified so the bearer doesn't need to sacrifice any fingers.
That makes sure by AC10, Ubisoft doesn't need to deal with a fingerless assassin. :P
ezio in all his pimp robe's glory XD
great stuff!! :D
what an epic trailer, love it
Hahaha, thanks for your note - it's back up and running! (:
mannnnn 2 years underground, and finally coming out! ^^
Yup, we have an agreement from EA dated wayyyy back in 2007. Having that said, we're really trying to make most (if not all) of the models ourselves.
That would depend on the game mode you're playing. If it's Titan mode in CNC2142, you only get the one Titan you start off with. As for conquest mode, we're still finalizing the ideas ^^
thank youu guys ^^
Currently speaking, in terms of units we have:
- 14 vehicles in total. (8 for EU and 8 for PAC)
Includes: walkers, tanks, fast attack vehicles, hover gunships, etc..
- 4 vehicle upgrades for both teams.
- 2 Titans (1 for each team, though designs are similar/same)
- 4 basic infantry classes for both teams.
Includes: recon, assault, engineer & support just like BF2142.
- 2 special infantry units (1 for each team), called in as 1 of the 7 commander support powers.
However, since this mod just returned after going underground for 2 yeaers, I can't guess when we'd have anything for you to download right now. Sorry mate :/
Right now, I'd say animation is the position we're REALLY lacking. ^^''
having said that, more modellers and skinners would also help!
hey TankGun, i've read the comment you left on Command & Conquer 2142 mod page about a year ago,, and i'm really happy to tell you that the mod - after going underground for 2 years, is possibly coming out of deep freeze! Please visit the mod page if you have the time ^^
hey yaik7a, i've read the comment you left on Command & Conquer 2142 mod page about a year ago,, and i'm really happy to tell you that the mod - after going underground for 2 years, is possibly coming out of deep freeze! Please visit the mod page if you have the time ^^
hey danw13335, i've read the comment you left on Command & Conquer 2142 mod page about a year ago,, and i'm really happy to tell you that the mod - after going underground for 2 years, is possibly coming out of deep freeze! Please visit the mod page if you have the time ^^
hey starchristian456, i've read the comment you left on Command & Conquer 2142 mod page about a year ago,, and i'm really happy to tell you that the mod - after going underground for 2 years, is possibly coming out of deep freeze! Please visit the mod page if you have the time ^^
hey guys (: thanks for all the comments!
i've decided to take the official modification website out of deep freeze, so make sure to keep an eye on the address! :D
that's because it's only in deep freeze ;)
Regarding your question with the possibiltiy of releasing a CnC2142 skirmish mode demo, up until today, the mod team has been very busy coding the work (& all sorts of stuff in real life), we currently plan to release both LAN / multiplayer & skirmish modes together as one full mod. ;)
And finally, the mod team and I would like to again highlight that this mod remains as our most prioritized project. AND did I even mention our community profiles gathered OVER 7530 views, purely from cnc3.net and Moddb alone?!?! A pretty good start, considering this is the first mod our clans've ever produced. :D
Keep the comments coming!
derek328 & CnC2142 Team
haha sure thanks :)
my nickname is derek328 by the way!
Thanks for your kind comments!!! :)
Regarding your question, there will be maps that can be played in Titan / CQ modes, such as Verdun and Minsk. However, some maps such as Belgrade or Camp Gib. will be mode-specific, so basically only one mode will be be available for these maps.
I hope this answers your question.
Hi to all.
Sorry for our recently lack of updates, our team is really busy with all sorts of things at the moment - real life always seem to call for us. However, we can promise that all majourity of vehicle meshes are now finished with textures applied. We have also stared work another map - Verdun, which will provide Titan Mode gameplay to users.
Again, sorry for the lack of updates. If possible, we'll release more renders in the following weeks! Thanks for the support! The mod is NOT dead!
CnC2142 Mod Team
To thebigalex :
Thanks for your offer. Currently, we have, including me, a total of 2 mappers plus additional on-n-offs working for our team. We have already finished a map, Belgrade to be exact, and have already started on another 2142 map named Verdun. You are most welcome to come join us! :D
Do you have any emails that I can contact you directly for mod team application process?
To kkkllle :
I believe the only tool for making maps for CnC3 is the Official worldbuilder. However, there ARE 3rd-party softwares that can also produce .map files... I haven't used them before, but probably worth a try if you really dislike Worldbuilder. :)
Packer, this mod actually offers more than simply reused models. the mod team has also included new elements into the mod, AND we have made new models at the same time - including new vehicle units and aircrafts. ;)
Also, the mod team takes crediting very seriously - and through our website you can see we give credit to EVERY SINGLE person that contributed, nobody (even idea contributors) won't be left out!!!
We are confident the same problem in BF2 "conspiracy of nod" mod won't happen to us. :)
Thanks for all the nice compliments!
Since around 2006, EA actually acquired DICE, in the same way they bought Maxis (for the Sims). ;)
So basically, even if we visit the official DICE website for contact info, it redirects us back to the EA Headquarters.
Regarding the models, the mod team and I would sincerely like to highlight again, that we decided to reuse the original BF2142 game elements, simply because we really want to make it as identical to the original game as possible.
Also, the mod team has already personally notified, confirmed & double-checked with EA that we are going to use elements in BF2142 prior our mod development, and actually, EA has issued the mod team a brief but effective written consent regarding this matter. So off you go now, legal-genius mod spoilers ;)
Finally, if you have any ideas for improvements, please post it here or at our main forum!
Do not worry, this mod will have gameplay that is just as fast, fun & fluid as the original CNC3! On the other hand, this mod DOES also provide options that would allow games to last longer - for those who aren't into rushes all the time. :)
This mod will also somewhat different from the "Battlefield Commander" mod, for instance:
Tickets (in the Battlefield series) do NOT represent money in CNC2142.
Think what would happen if both teams use up all their "tickets"? no more "CnC"! Currently, our design is that you gain finance over time from captured outposts (ie flags, silos, and so on). There WILL be a unit cap in our Conquest mode - just to prevent overpowered spamming. ;)
You train solders at the barracks, and vehicles from war factory, and so on.
That IS how it goes in the world of CNC... solders don't just "pop-n-spawn" next to a flag, do they? (Well this is the case in Battlefield, but afterall this IS a CNC mod! )
There will be a base for every player in CNC2142.
A base is the most fundamental thing for a player to start gaming in CNC. If there are no "bases" - then where do you get your structures built? solders trained? tanks constructed?
There will be sucide rams, knifings, and so on in CNC2142.
We make these stuff available simply because they're almost part of the original BF2142 game. It would be a shame if we leave these elements out. XD
hey man!! i'm terribly sorry it took me so long to reply, as people don't normally comment on older screenshots XD thank you so much for your reply, the support we receive from people like you in this community is the reason why we dedicate to making this modification. it is a passion of ours ^_^
although all the CNC2142 team members have university work and what not in real life, we do try our best to juggle between the two to make sure our work does not go to waste. truth be told, this mod first started off as an idea between my friend and I when we were sitting in a bus, on our way to school one morning. it was just one of those "if somebody made this, it would've been so awesome" ideas, you know :p even we didn't expect the mod to become so popular, to be honest, but we're really glad sooo many people have shown us crazy amounts of support over the years, either as fans, think-tanks, or even fellow mod team members. we are extremely grateful for all of this, and we'll make sure it all works out in the end. :)
thank you again for your message, stay awesome buddy! ^^
AC bad gameplay? what?
on the other hand, i am pretty sure your mama has bad gameplay.
thanks for the tip mate ;)
damnnn, this mod looks epic. good luck, but for now - i gotta go change my pants. lol
Hi, thank you for the whole contacting EA Rep thing, we're really grateful for the help :)
Regarding the site idea, I should've probably structured my point more clearly. Basically, I was trying to say while we love how EA has a site for the C&C fran, and a load of forums just for that game and modders.. we often find duplicated threads for very similar problems, yet only one or two of them might have been answered correctly. I think EA's efforts would be way more appreciated if there's an actual dedicated sub-website/portal of the C&C fran website just for C&C mods. It's sorta like how Sony has a general website for a laptop series (this in our case would be EA's C&C fran website), and smaller promotional websites for some of the more specific things. The C&C modding portal should definately have a link to the existing modding forum, with other things like "mod of the month" articles, interviews with mod teams/leaders and maybe even modding tutorials like the ones here: (http://cnc3.net/itemlist?type=1)
And wow, all of my friends and I LOVE "Generals: Zero Hour". In fact, we still get together and play it through the Internet every now and then. While some people might've disliked the fact that Generals doesn't have any live action cutscenes like other C&C games, we are totally fine with that to be honest hahaha. It was one of the best looking games back then, theme & gameplay were both terrific, campaign was definately nice (so nice China had to ban it hahahah) - it definately deserves its E3 award. I'd love the oppertunity to work on the next Generals as a proud representative of the CNC modding community :) If there's anything more regarding this which you'd like to discuss more privately, please feel free to private message me or email! It's on my profile :)
hahahahhaha thanks guys :D it's even more awesome when its firing off XP
thanks! :) APCs will include the one default gun turret and EMP launcher. However, with a vechicle upgrade, it'll have the secondary turret that shoots up to four missiles at one time - effective against infantry and certain vehicles!
as of right now, we temporarily disabled support for the 4 passenger turrets of the APCs due to balance reasons.
no, check your knowledge first.
EA is the publisher, Valve's Steam is their chosen publishing PLATFORM. They're two different things.
hahahahhahahaa! totally lol'd XD