Posted: Tue Mar 15, 2011 12:38 pm Post subject:
conflict
um...not bad _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I've decided to change something and make only two sides for now - US and RU (because it's too much work to do for the rest), and there is gonna be a period of 1990's (1991-1998 for example) _________________ QUICK_EDIT
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Sat May 21, 2011 8:46 am Post subject:
Personally, with your 3D modeling capabilities, your better off modding on a different engine for better flexibility like C&C generals, TW, and RA3..
Other than that, nice work on those foot soldiers. _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Joined: 16 Dec 2007 Location: Modding other games.
Posted: Sat May 21, 2011 9:52 pm Post subject:
andrewmarley wrote:
I know, but I can't mod these games. I just don't know how(((
It doesn't hurt to spend 10-30 minutes of your time to read some documentation on how to mod those games. Other than that, modding was always trial and error from the beginning. At least to my experience... _________________
Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Jun 19, 2011 8:19 pm Post subject:
Generals: very similar to TS/RA2 (as in: is also INI coding), but you have the Dozer system instead of MCV system
TW: good choice, but I personally dislike the squad system, and all related stuff. You need to know XML though
RA3: if you can kill the bloom, it may be a good choice. Also XML (as TW), but with single soldiers. Only downside is the resource system (no ore/tiberium fields) QUICK_EDIT
Posted: Sun Jun 19, 2011 8:35 pm Post subject:
conflict
I scrolled through quickly and didn't see what you made these with. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Generals: very similar to TS/RA2 (as in: is also INI coding), but you have the Dozer system instead of MCV system
TW: good choice, but I personally dislike the squad system, and all related stuff. You need to know XML though
RA3: if you can kill the bloom, it may be a good choice. Also XML (as TW), but with single soldiers. Only downside is the resource system (no ore/tiberium fields)
I played generals a long time ago, so I can't remember, buildings have some kind of creating animations or they're just growing up from ground as they are?
Cranium wrote:
Nice stuff andrew.
Thanks,I think I'll need all your knowlege about making models for generals after my exams
Nikademis Von Hisson wrote:
I scrolled through quickly and didn't see what you made these with.
You mean what stuff do I use to create them? 3ds max 9 _________________ QUICK_EDIT
No matter the engine, none of them AFAIK can handle that many polys for infantry alone. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
World in Conflict or RA3/C&C3 (if I can use my hi-poly infantry there)... And about my voxels - I think I'll post them here for free download _________________ QUICK_EDIT
I think RA3 and C&C3 both use the same engine "Sage I belive". and I do believe they have poly limits, but much higher than Generals. You can ask around at the RA3 forums for some poly count limits. Or extract some Infantry from RA3, open them in Max and look at the poly counts that way. I'm not sure which version of Max you use, but keep in mind you'll have to ethier use Max7 or Max9 to mod RA3 and/or C&C3. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I think RA3 and C&C3 both use the same engine "Sage I belive". and I do believe they have poly limits, but much higher than Generals. You can ask around at the RA3 forums for some poly count limits. Or extract some Infantry from RA3, open them in Max and look at the poly counts that way. I'm not sure which version of Max you use, but keep in mind you'll have to ethier use Max7 or Max9 to mod RA3 and/or C&C3.
I use Max 9, so my exams will be over very soon, and I'll have much time for all my deals with modding) _________________ QUICK_EDIT
see it, dunno but i think you must move to company of heroes
Really think so? I made also some another models, low poly models of infantry, which fits C&C3/RA3 well, but I have a problem with 3ds Max 9 plugin from C&C3 SDK - it's just doesn't wanna work with my 3Ds Max 2009 64-bit And I think my hi-poly models are good for using in animations, movies, etc... _________________ QUICK_EDIT
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