I am a C&C fan since the 1990s and currently a C&C modder of the Reloaded mod series, except C&C Reloaded. I do play various games of different genres.

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What I have done so far in my new expansion mod (part two)

5 days ago by PurpleGaga27 1 comment

This is part two of my blog and continuing my modding adventure.

So far I only did the AptUIs and maps successfully in only 2-3 weeks of development and stopped there for a short hiatus.

While it took me only several days on this specific part, I finally managed to modify all the AptUIs and even the in-game Tactical HUD. I did once mention to bring in a purple theme to the main menu and this is what I got even with a purple ShellEarth (this isn't final yet since I probably would want to replace this image with another image or a new modified video):

On the skirmish menu, notice the new factions seen in the list. This isn't final yet since a video is probably going to need a replacement with an image and also I still haven't found a way how to change the buttons to purple because it's hardcoded.

On the in-game Tactical HUD, taking a page out of C&C Generals and Starcraft II, I got something more interesting for a better layout of the battlefield. The main sidebars are on the bottom while the support powers are on the right of the screen. That sort of idea was used with permission from Detroy[RU] whom he's working on a C&C3 mod under mandated restrictions. I also used the FreeCam, sky textures and modified maps from C&C3 A New Experience.

The angle is still maintained as the same level as C&C3/KW at 37.5 degrees. Once zoomed in, you can see the sky. Also for the very first time in the C&C series, I managed to include something that even any Starcraft game has (and no other C&C game would have this), shown stats for a unit or a structure. No more need to look into the manual for stats of those units, and that also applies to new imported units and structures as well. The stats layout took me weeks and they are not even done yet because new units aren't imported and implemented yet into the mod. Also the support powers need to be the original ones with house colors because I don't like the white transparent images since they are barely visible.

So that's it for now and hopefully I will post a third blog soon.

Future plans for my last best C&C mod ever (part one)

6 months ago by PurpleGaga27 0 comments

This is my very first blog I ever written for my own user mod page.

As for the title I have been mentioning about, I have considered doing a C&C3; expansion mod project that started in 2008, but it took too long to wait for better resources to come ashore until everything changed in September of 2010 when I got the real package of the original KW xml pack by a retired C&C player in GameReplays.org, around 24 hours after Bibber (one of the original great C&C modders) released the very first C&C Asset Extractor tool. That is when everything changed for C&C3;/KW modding once and for all, and to this day, my KW Reloaded mod is still the only C&C3; mod to cover most working KW content involving units, neutral objects, unit abilities, upgrades and support powers. Without the original KW xml pack and Bibber's C&C Asset Extractor, this project would have been impossible.

Now comes my bigger challenge, if I have the budget and time to do so, is to create the biggest C&C3; mod of all time (possibly even the biggest C&C mod in the series of all time). Hoping to release sometime in 2017 in which it will be the 10th anniversary of C&C3;, this C&C3; expansion mod with ideas I had imagined for years might resolve the woes of C&C4; and Tiberium FPS. Why? It will feature playable mission maps covering those missing stories that EA did not mention. As for the content, all assets from KW Reloaded will be carried to this next project plus much further content from other C&C games. It will also contain additional skirmish and some new "custom game" maps.

So what will this contain: a possible 100 mission maps, dozens of new skirmish maps, some new game modes with new maps, 100+ new units and structures, 100+ new civilian/neutral objects, 14 factions, dozens of new unit abilities/upgrades/support powers, 32 in-game custom music tracks and modified UI menus.

And that ends my first blog for today. More to elaborate soon.

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