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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-18-2004, 02:06 PM
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#1 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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Wanted: YOUR opinion (Dh4RTS)
Hey all
I've been battling away with converting CnC Generals to a space based Cruiser clash strategy, and have been working on terrain recently. I'd like to enlist people's opinions based upon this early terrain shot.
Currently, I'm thinking of using Chinese mines as a base to build better looking stars over the top of the current dulled terrain textures, as well as introducing large targa overlays of distant nebulae and spiral galaxies etc.
Here t'is.
What do we think?

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06-18-2004, 02:16 PM
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#2 (permalink)
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Senior Member
Join Date: Jan 2004
Location: London, UK
Posts: 390
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I saw that pic on origen,
Its preety good, those asteroids are objects, not background, right?
Its really good 
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06-18-2004, 02:19 PM
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#3 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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Yeah, the asteroids are modelled objects (they're also animated so that they constantly intermingle with each other). I'm trying to make the terrain as busy as possible to detract from the emptiness of space a bit. Fortunately, you can get over 400 of these asteroid clusters on screen at once without any significant decrease in frame rate on the highest graphical settings, which means when the number is decreased a lot, we can play with even more memory eaters 
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06-18-2004, 02:27 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2004
Location: London, UK
Posts: 390
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Cool 
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06-20-2004, 02:09 AM
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#5 (permalink)
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Junior Member
Join Date: May 2004
Location: Australia
Posts: 28
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That is really quiet Good!!! 
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06-20-2004, 08:16 AM
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#6 (permalink)
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Senior Member
Join Date: May 2004
Location: The Netherlands, like everyone.
Posts: 107
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and you are gonna make some new buildings and units, right ?
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06-20-2004, 08:54 AM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
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ofcourse he is.
anyway, it does look very noce but the mines as stars will cause SERIOUS lag on larger maps.
I've experimentd with cluster-mine bombs and had some tht generated a LOT of them at once. the result was massive lag. thats was with approx. 250 mines or so.
Covering the terrain with them might result in the same. however, if your change the pririty in the particlesystem they might not cause lag. just set them to the lowest priority (what that actually is I dont know).
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06-20-2004, 09:06 AM
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#8 (permalink)
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Senior Member
Join Date: May 2003
Posts: 469
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buildings?
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06-20-2004, 11:15 AM
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#9 (permalink)
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Senior Member
Join Date: May 2004
Location: The Netherlands, like everyone.
Posts: 107
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space stations and stuff.
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06-20-2004, 12:13 PM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 338
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Really good work. I'm a big fan of space based strategy games and if your going to have asteroids and nebulas,look no further than to the game called ORB 
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