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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » New TC:MOD for C&C generals, early stages pre-coding. &

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

View Poll Results: Is this a good concept?
Yes 2 33.33%
No 2 33.33%
Wasnt Enough Info to Say 2 33.33%
Voters: 6. You may not vote on this poll

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Old 03-26-2005, 05:31 PM   #1 (permalink)
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Default New TC:MOD for C&C generals, early stages pre-coding. &

Hello all, I have been shoping around for a engine to power a MOD idea i have had, and have been in the stages of development, at first I was going to try the World Editor for WC3, but due to lack of help and lack of support(WC3 art tools only supports MAXR4/5) i have decide to upgrade to the saga engine.

currently i have documentions and some early stage renders and text files,
I am a 3d artist and php programmer so I am currently aquiring the skills to use the C&C generals editor, my orginal idea was to create a hybrid RTS/RPG based off of a Front Mission style anime gameplay. Using the WC3 engine i was going to change the game engine to work simlair to Front Mission 4 for PS2, I have been working in 3D since 1995 original in 3DS4 for DOS making Madcats in High School. :laugh:
Also have been playing C&C since the Orginal 640x480 C&C For DOS,

I am 100% serious about this mod as I have yet to see a good MOD that combines Mecha anime/C&C style gameplay. I have one or two of my personal friends have signed on, one is a Game Designer for a firm in Boston the other is a texture artist in Long Island, But of course I need more help and I need people famliar with the C&C editor in general. In a nutshell the game will totally convert the sides now and pitch American Empire Forces agianst Pan Asian Junta, Indian-Asian Alliance, or the Russian Combined

just some food for thought:
* American Empire is the end result of the War On Terror now the USA is in charge
* Combat Walkers replace tanks in front line combat, Tanks are still there
* Helicopters/Aircraft are now VTOLs and UCAVs
* takes place in the 2060s
* uses concepts behind the US Army's FCS Future Combat Systems
* technology is all based in reality using the most true to life science and nearly their technology



I planned on

Redone or Modified Models(including unique orignal ones)
re-textured skins
Creating two/three unique sides
Custom Menus and Load screens,
Anenough to qualify for a TC

I want to add additional gamplay system to add more uniqueness to this conversion i was thinking about adding a Squad Commander system, with EXP increase skills simlair to C&C RA2, I have alot of Idea on file here, But inorder to get this mod off the ground I need YOUR help, if you are interested in any level of commitment from tutorial help to skining/modelling/editorial help I would be greatful. I figure once I jump into the Editior I will learn the Trigger language, but everything is always easier when you spread the wealth around.


Thanks for your time.

-Weed
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Old 03-28-2005, 04:56 PM   #2 (permalink)
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Small update I have created a tech tree for the AE side

http://www.blueflamedigital.com/command/unit_AEF.gif
(hotlinking is disabled so just reclick it)

I planned on creating a simlair one for everyone else, I have some modding questions also

I have been lookingover the .ini files and have a good understanding of the structure in which the game works but my question is this is it better to create orginal .ini values or resort ones already created

for example
i have the basic unit the power armor now for all intistive purpose I dont need to create new weapons stats for it, since the units are balanced(i am assuming) that by just reusing the HUMVEE .ini stats for the power armor,
Armor HumveeArmor; assigning that to the Power armors Armor value
Weapon HumveeGun: assigning that to the power armors weapons value
Weapon HumveeMissileWeapon;

but if i use Weapon HumveeMissileWeapon must i also use HumveeArmor, can i mix and match armors and weapons .ini values, also grouping two weapons .ini together (tank with rocket) ?

Also a modelling question when i create a model what animation is need
for example the power armor,

walking, blowing up, being created, firing weapon, now i model all of these animation do i group them together in .ini files right?
Is there a limit to the number of animation i can make per model and can i randomise their calling so i can have my unts run/ walk/jump/dodge if i animatie them doing it.?


thanks if its hard to understand ill elaborate


-weed
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Old 03-29-2005, 02:04 AM   #3 (permalink)
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Default Update


~ 230 polys

I have started to attempt to bring in new custom models I will asign existing weapons/armor/lomotion values in the .ini but, my question is what else does this model need, for example if the turret is going to rotate what do i map in the model to enable to turret to move in the game, do i have to create to different .w3d files and join them later in the game, also asign sprites animation for weapons fire can i just reuse the orginal .ini values. So i create the firing effect when each weapon is used. Do i have to define any locations values in the model for the weapons to work/align correctly ( do i have to say in gmax turret for tank, hual for tank, tank tracks and then assign them there .ini values)

like define in GMAX the tanks turret assigning it the CrusaderTankCannon .ini setting? or is this all done after I create the model in the coding?
becuase i need to know if all i need to do is modeling and the unwrap uvw map the .w3d file.

Also what is the texture size for most .tga files ?

I plan on a total of 16-12 new units per side with 4 sides total.
thats a total of 62 new unit models,
plus i plan on modeling new structures and buildings for units to fight.

I am around 25% percent done with documentation
and about 15% learned on the Saga engine and C&C modding.


thanks all

-weed
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Old 03-29-2005, 04:06 AM   #4 (permalink)
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Default

1. You can mix armors and weapons as you like.

2. You can of course reuse the original INI codes for your units, but if you want them to have unique abilities, you have to change the code!

3.Infantry animation is quite complicated, so I suggest to check out the download section here for tutorials (you can also look at Gendev at Revora)

4. For the turret logic, you have to decide what suobobject of your model should be the turret, than you refer to it in the code like that
Code:
Turret= SubobjectsNameInGMAX
all subobjects which should move with the turret, have to be linked to the turret

the Turretpitch is controlled by the "Turretpitch=" command, it works the same way, you just have to link your turret pitch bone (usually called TURRETEL in the original models) to the turret subobject, so that it moves together with the turret.

5.Next time, plz search the forums before you post questions (many of your questions have been answered before!!) and try to ask one question at a time, otherwise noone will answer you, because few people have the time to answer a load of questions at once

BTW, it's the SAGE engine, not SAGA
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Old 03-29-2005, 03:27 PM   #5 (permalink)
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thanks man, ill try to structure my questions better,

thanks everyone for the feed back, i've been foating around trying to find a good forum and this one is one of the only ones with willing memebers that help.
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Old 04-02-2005, 12:55 AM   #6 (permalink)
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Default Updates

OK i have been busy trying to create a balance unit/strenghts to each faction,

here are three of the four faction tech tree's, I will post another thread which will have info on each unit, i am working on 2d skectches which i will convert to 3d. once i have all my models complete i will shop around for .ini specialises that can help me incorprate my models in my mod, or i'll just figure it out myself, which will most likely be the case.


The IAA or Islamic Arabic Alliance the joining of Arab and non-arab muslim into a united confederation the IAA streches from Egypt to India. Using any means to achieve their victories the IAA is know for violation of weapons agreements


The RC or Russian Combine is a political and econmic alliance between many former CIS and Soviet era countries, Russia being the largest member, although not as advanced as they once were the russians and their allies make good with what they have studing western weapons and adapting them to work ing harsh russian conditions


The AEA or American Empire Army is the national combined army of the USA and EU NATO command, this includes many of north and middle america countries. They are the super power in the world today using the most advanced modern weapons but at a far greater cost then any other faction.


The last faction is the PAJ or Pan Asian Junta although there tech tree isnt finished basicly the PAJ is a consortidium of China Japan Korea and Maylasia, creating a powerful eastern political force which is ever so often trying to expanded it territory.

If anyone has any idea comments or suggestions i would like to hear them, I also will post addition comments I looking to create a balanced units each side has the same amount more or less of units/abilites also some units have indiviual upgrades which give them additional abilites.
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Old 04-03-2005, 08:08 PM   #7 (permalink)
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Default Update Walker model



heres a WIP un textured 320~ polys
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Old 04-04-2005, 03:39 PM   #8 (permalink)
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The concept of FCS is in and of itself is a nice one.

There are some thing you have to keep in mind though. The vehicular portions of FCS and similar concepts are all based around one basic hull which is then customised as required for the mission requirements. Some concepts even go so far as to have a single basic wheeled or tracked chassis into or onto which a mission module containing weapons mounts, passenger seats and even crewstations can be loaded in a couple of hours. Given that the concepts are generally meant to be airportable (usually in C-130s) they are also fairly light (combat weight under 20 tons) but they can generally be fitted with extra armor kits. However, even the extra armor kits do not give the vehicles protection remotely approaching that of an MBT.

In terms of Generals models this will lead to several vehicles which will look very much alike because they share their lower hull and drivetrain. I'd suggest adding extra armor panels to some models to add differentiation. A model 'up-armored' from the start could be given a level 2 armor upgrade to differentiate it from a model which only has a level 1 armor upgrade.

As far as your troop makeup is concerned you should look into changing the force makeup somewhat. There are some glaring problems with it.
  • The M8 was, along with a stretched M113 (an extra road wheel), a competitor to what became the Stryker. The Stingray is an earlier version of the M8 in service with the royal Thai army. I would replace the M8 in the IAA tree with a T-72 variant and the M113 with an MTLB or BTR-80. Note that both the T-72 and MTLB have been customised a lot over the years. The russians have turned older and surplus T-72s into urban combat APCs.
  • I'd replace the G6 on the IAA tree with something like the russian 2S1. This is a lot lighter (the G6 weighs over 40 tons!) and is actually based on MTLB parts. Another possible replacement is an APC towing, carrying or mounting a mortar. The 2S23 is a possibility because it has a BTR-80 hull.
  • VDV and Spetsnaz are both elite infantry formations. I would replace one with normal infantry. Depending on whether you want the russian faction to have a 'heavy armor' feel to it you would change one or the other. VDV are airborne forces.
  • IIRC Condor is the NATO name for the Antonov AN-124 heavy transport aircraft. The MI-10 is a transport helicopter made by Mil. If memory serves me, NATO codenamed it Harke.
  • For giggles you could replace the SU-50 with the Yakovlev Yak-141 'Freestyle' VTOL fighter and the Mi-24 (which is getting quite old) with the Kamov Ka-60.
  • As originally envisioned, LOSAT was intended to be mounted on a variety of platforms. One of these was a turretless M8 chassis.

List 'o links:
various russian military information, including gear
an FCS overview
the M8


Cheers and good luck,
ErikM :devil:
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Old 04-06-2005, 05:56 PM   #9 (permalink)
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yea i love globalsecurity.org
www.fas.org is great source too.

Yea I am wraping up the unit descriptions so far i have AE, and IAA done im finishing the RC and PRJ. i will post them later tonight, basicly they outline each unit and some of the features of them, I will like some feed back from all of you once I put up all the units, I would like to make them balanced. once i figure out weapons/locomotion/armor for each unit i can start .ini coding.

I also have about 5 models done, I have been getting much better at UVW skinning, which i have been with my Thor UGV model, I gotta get all my ducks in a row and ill post all the work i have been doing.
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