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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. |
11-07-2005, 11:20 PM
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#41 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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Just wondering, would it BE possible to strike a deal with EA? I have always wanted to send my mod out on shelves when done as a whole new game. I wonder how much the SAGE rights would be to make one game...
PS: I know it is barley done, but I mean when in like 5 years or so...
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11-07-2005, 11:52 PM
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#42 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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Quote:
Originally Posted by NukeWinter";p="
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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I know that, I know the EA machine well, Look, Were going to present the mod when were at 55% When we got a decent alpha running, Why show them an idea when there just going to ruin it, I am going to hire a modeler first so he can create a model and code it to kill enemy units on position while showing the right sprite, Only one question, Where can I find a decent tutorial???, No seriously, All I find is Modeling Tutorials and simple coding, How, I need a decent tutorial.
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11-08-2005, 04:48 AM
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#43 (permalink)
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Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
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Dude, you do realise you're providing a good laugh to all present?
You're actually expecting to drop yourself headfirst straight into the deep end of modding and produce one totally kickass mod by getting other people to do it for you? Then on top of that, you actually want to edit the Sage engine and strike shipping deals with EA?
:lol:
You, my friend, need to get a grip.
I would suggest you take the time to learn this stuff before announcing a mod and advertising for a team.I suggest you start by modelling a simple tank and get that into the game, complete with a new locomotor, weaponset, commandset, cameo etc etc...
If you manage to do that, you'll get an understanding of INI coding and the rest will come easy. Get a few pieces done, some really nice screenshots of your stuff working, then come back and advertise for a team.
Take my word on this, people will NOT join a mod that has nothing but a story and unitlist to show. If you're serious about getting this mod done, you'll need to get some work done yourself before people become interested. Harsh I know, but leading your own mod is tough, especially in the early stages. Dont believe me? Just ask anyone here!
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11-08-2005, 09:00 AM
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#44 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 734
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1) The problem with striking deals is that you first need to prove yourselves, not just to be good, but outstanding...So far, only a handful of teams (like CWC, MeC, Halogen) could reach that level. Nobody is going to make deals with someone that has not yet shown how capable he is.
2) No big player is going to make deals with a random bunch of kids that happen to get together for a mod. What they want is a REAL company structure that is able to meet hard deadlines. A company, who's employees can commit 110% of their time to the game and not a bunch of 15 year olds that spend a few hours in the evening while neglecting their homework...
3) If you want to swim with the sharks, you'll need some real world experience on how to handle deals and contracts. To recognize pitfalls and clear away the production problems that lay ahead. A full understanding of the task is absolutely essential if you want to achieve something.
The hollow and pompous words about changing the core engine of ZH clearly shows you lack the insight of the real problems. And smooth talking you out of it may then work on a forum, once you have signed contracts with the "big boys" there are no “if’s” and “but’s”, just a timely delivery...
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11-08-2005, 12:33 PM
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#45 (permalink)
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Senior Member
Join Date: Jan 2004
Posts: 128
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i agree whit flyby and killakanz but i dont think that she understands that
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11-08-2005, 06:36 PM
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#46 (permalink)
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Junior Member
Join Date: Jun 2005
Location: Santa Ana
Posts: 20
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Dude, It's just an idea, I might do it. The only thing I'll probally do to enhance the graphics is bump up the Polygon count, add Realistic Face Mapping, and probally use enhanced textures. That's just it, The reason is becuae there will be some ingame cutscenes that involve people and personal contact.
Oh and by Realistic Water Effects, I mean reflective water and the water effects of war.
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11-08-2005, 10:27 PM
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#47 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 351
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Quote:
Originally Posted by SU182";p="
Dude, It's just an idea, I might do it. The only thing I'll probally do to enhance the graphics is bump up the Polygon count, add Realistic Face Mapping, and probally use enhanced textures. That's just it, The reason is becuae there will be some ingame cutscenes that involve people and personal contact.
Oh and by Realistic Water Effects, I mean reflective water and the water effects of war.
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now explain to the community, how will u make a reflective water?? beside the watertype = 2 thingy in gamedata.ini?? :|
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11-08-2005, 10:38 PM
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#48 (permalink)
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Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
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Wait for the BFME II engine, which is DX9 compatable? lol
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