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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Red Alert 2: Remix, A mod for C&C Generals: Zero Hour

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

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Old 11-04-2005, 02:53 AM   #31 (permalink)
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No, It's going to be using the Generals S.A.G.E., hey it's the same one used in Zero Hour, Only they found ways to make the explosions look preety.
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Old 11-04-2005, 07:14 AM   #32 (permalink)
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Red Alert 2 Remix will be using an enhanced version of the S.A.G.E. engine called S.A.G.E. Enhanced, This will include Realistic Water Effects, Enhanced Textures Better models, High Dynamic Range Lighting, Bump Maping, Better Effects, Better animation and Higher Polygon Count for models,
;-----------------------------------------------------------------------------------;
1.Gen and ZH have uber gay water, realistic water effects is hell impossible....

2.Gen and ZH have NO High Dynamic Range Lighting....

3:Generals dont support Bump Mapping....

4:hell no Higher Polygon Count for models is lethal for low end systems...

5:Enhanced Textures? erm thats possible if your a god at skinning.

6:Better models? got any uber good modeller???

7:Better Effects with particles is possible with FXList.ini and ParticleSystem.ini only..

8:Better animation?? like super smooth infantry,tank,building anims?
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Old 11-05-2005, 07:52 AM   #33 (permalink)
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Decompiling isn't illegal. What's illegal is editing the code, then redistributing it.

But have you ever decompiled/disassembled a program? If you can make any sense of it, that'd be amazing...
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Old 11-06-2005, 06:57 PM   #34 (permalink)
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UPDATE: If you want to join the mod, Please eMail me at ra2remix@gmail.com.
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Old 11-06-2005, 07:58 PM   #35 (permalink)
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Quote:
Originally Posted by SU182";p=&quot View Post
Red Alert 2 Remix will be using an enhanced version of the S.A.G.E. engine called S.A.G.E. Enhanced, This will include Realistic Water Effects, Enhanced Textures Better models, High Dynamic Range Lighting, Bump Maping, Better Effects, Better animation and Higher Polygon Count for models, Oh and I need help
Err... you'ge got that right.... how do you plan to do all this with no team and no coding experiance?

Take the good advice that's been offered to you, start small. It took me a year to get a decent team for An Act of War, and I got lucky. It took over two years to get the the level of quality we have now.

You also have to do more than just lead. I do 60% of the work on AAOW myself, and that includes all types, code, mapping, textures, etc.
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Old 11-06-2005, 10:51 PM   #36 (permalink)
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Well duh, You have all these multible talents, I know how to map and I'm learning how to code if any, and I need help learning this stuff, I know how to map, and I can't seem to find a site with any decent tutorials, and also what are types.

and EvilViking, When are you going to convert your mod to a Zero Hour mod, I'm willing to try out this An Act Of War.
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Old 11-07-2005, 06:40 AM   #37 (permalink)
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If you're intending to decompile the engine, play with the code, and recompile it, you do realise that you can't distribute any of it, right?
And you say you're learning to code - the sort of project you're describing isn't something that I'd be doing if I were learning, it's the sort of project I'd be doing with about six years C++ experience, and wanting to do some real code work in my spare time...
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Old 11-07-2005, 04:31 PM   #38 (permalink)
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Quote:
Originally Posted by SU182";p=&quot View Post
and EvilViking, When are you going to convert your mod to a Zero Hour mod, I'm willing to try out this An Act Of War.
Err... it's been for Zero Hour since late 2003? :lol: v2.0 is currently being worked on.
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Old 11-07-2005, 09:37 PM   #39 (permalink)
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Quote:
Originally Posted by Ambershee";p=&quot View Post
If you're intending to decompile the engine, play with the code, and recompile it, you do realise that you can't distribute any of it, right?
And you say you're learning to code - the sort of project you're describing isn't something that I'd be doing if I were learning, it's the sort of project I'd be doing with about six years C++ experience, and wanting to do some real code work in my spare time...
No problem, Were going to try to strike a deal with EA for our mod to be distributed with Command & Conquer Generals: Deluxe Edition and permission to mod the engine.
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Old 11-07-2005, 10:21 PM   #40 (permalink)
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Quote:
Originally Posted by SU182";p=&quot View Post
Quote:
Originally Posted by Ambershee";p=&quot View Post
If you're intending to decompile the engine, play with the code, and recompile it, you do realise that you can't distribute any of it, right?
And you say you're learning to code - the sort of project you're describing isn't something that I'd be doing if I were learning, it's the sort of project I'd be doing with about six years C++ experience, and wanting to do some real code work in my spare time...
No problem, Were going to try to strike a deal with EA for our mod to be distributed with Command & Conquer Generals: Deluxe Edition and permission to mod the engine.
Just so you know, this is so not happening, for one, deluxe edition is out already, secondly, ea wants a complete, decent mod; like act of war, not an idea.
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