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Forum Members: 18,679
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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
11-04-2005, 02:53 AM
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#31 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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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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11-04-2005, 07:14 AM
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#32 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 455
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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,
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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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11-05-2005, 07:52 AM
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#33 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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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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11-06-2005, 06:57 PM
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#34 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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UPDATE: If you want to join the mod, Please eMail me at ra2remix@gmail.com.
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11-06-2005, 07:58 PM
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#35 (permalink)
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Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
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Quote:
Originally Posted by SU182";p="
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
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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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11-06-2005, 10:51 PM
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#36 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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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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11-07-2005, 06:40 AM
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#37 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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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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11-07-2005, 04:31 PM
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#38 (permalink)
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Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
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Quote:
Originally Posted by SU182";p="
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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Err... it's been for Zero Hour since late 2003? :lol: v2.0 is currently being worked on.
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11-07-2005, 09:37 PM
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#39 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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Quote:
Originally Posted by Ambershee";p="
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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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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11-07-2005, 10:21 PM
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#40 (permalink)
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Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
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Quote:
Originally Posted by SU182";p="
Quote:
Originally Posted by Ambershee";p="
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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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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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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