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Rivality RTS
Moderators: Generals Moderators, Global Moderators
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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Mon Feb 09, 2009 8:06 am    Post subject:  Rivality RTS Reply with quote  Mark this post and the followings unread

Rivality is a MMOSG (Massively Multiplayer Online Strategy Game), where you are tasked with building and continously upgrading a base, constructing an army, attacking your adversaries and joining alliances. You can find it here http://www.rivality.com/?p=start . Its free and takes alittle while to get into it but once you do it gets pretty fun.

Now I have been speaking with the creators of rivality in regards to making an RTS version through a mod for generals. The aims of this is to kickstart some interest in generals modding here on PPM, to improve skills in coding and 3d modelling for those who want to work on it, And to produce a mod which is FUN to play.

The key aspects of Rivality is its simplicity and its artstyle (something very reminicent of advanced wars). In the actual online game all of the units look the same and are very american in regards to design, some even direct ports like the apache, stealth bomber and hummer.

For the RTS version, there should be acouple of sides (2 to start with) with similar functioning units but all having unique unit and building designs. Also on another note all of the units will be freshly redesigned so that units like the hummer that have been used over and over again won't make a reapearance.

The resource system in the online game relies on oil. You pump it out of the ground using derricks then you refine it and sell it. A similar system will have to be looked into for the RTS version but just for the start of the mods development one or 2 derricks can be made buildable to the player.

INFANTRY

As with the vehicles the infantry are all the same. There are also not that many.

Soldier

AT soldier

Medic

Engineer (online these guys build new bases, but in the RTS sense they could do their cnc engineering stuff)

Spy (They ummmmmm spy:), looks like lara croft mixed with tanya.)

General (not really usable in an RTS setting from its purpose in rivality online. But this unit could be an objective to assassinate in a type of game mode)

VEHICLES

Hummer (This mod wont be using hummers I dont think, A more modern variant will be much more suitable)


Sheridan/Light tank


MBT


AA(If a geopard and a tanguska had sex, this is what you will get)


Artillery(RTS wise a self propelled gun would be better, this could make a good base defence though when bunkered down in a sandbag pit).


Apache (definitely way too overused, won't be seeing this in the RTS)


Eurofighter (the only non american themed unit here)


Stealth bomber (another heavily used unit)


BUILDINGS

Barracks


Factory


Guard Tower


Administration


Radar (online this tells you how long a task force will take before they attack you, RTS can be the same as the standard cnc radar system)


Oil pump


Oil refinery


Oil storage tanks ( I don't know what limitations there are in order to get a silo system working in generals. This may just be left out)


Airfield

No power plants for some reason. They can either be left out of the RTS version as well by saying the buildings generate their own power through generators or a power plant system can be used. I havn't fully decided on that one just yet.

For now I will be looking for coders and modellers, but I don't expect anyone to join up just yet as this mod is just starting and there is nothing to show just yet.

Well thats it for now, I'll post up some models once some are done which shouldn't be too far down the track.

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ArmageddonEvil
Cyborg Engineer


Joined: 04 Feb 2009

PostPosted: Mon Feb 09, 2009 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty nice you are going to create, this little Free MMO into an RTS mod for Generals. =P

Even though I have no, idea how to mod but I like playin' them. =O

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Liten
Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Feb 09, 2009 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

PM me when you need a beta tester Wink

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Feb 09, 2009 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, modelling that shouldn't be a problem. If you need a modeller, I'm available Wink

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Tue Feb 10, 2009 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

That would be great Dutchy, Which unit did you want to model first(just so we dont start making the same one:P)?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Feb 10, 2009 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll take the AA gun #Tongue
Also, take a look at the attachment for the advised amount of polies per model type Wink



generals polies advies.txt
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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Feb 10, 2009 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

You forgot the airfield. I currently play Rivality. Very Happy The shapes are fairly simple, so anyone with some experience should be able to pump these out. I would do it, but I cannot skin Sad Photoshop has eluded me.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Tue Feb 10, 2009 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Dutchy I've been curious about that for a while. Also your pretty much killing 2 birds with one stone and both the AA and the MBT use the same base/chassis.

I'll take the Sheridan.

Your more than welcome to Regulus. The skin for an untextured model can always be done later on.

Last edited by Mortecha on Wed Feb 11, 2009 2:13 am; edited 2 times in total

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Tue Feb 10, 2009 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd love to make that refinery and oil storage tank now that I know the poly-limits in generals but I have the same problem as Regulus; I can't make custom skins. Thanks, Dutchygamer, for the poly-limit info Wink

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Feb 11, 2009 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

That would be great Roaches. The skins shouldn't be a problem just yet as we can do them later on. If we can get all of the models in the game with a basic one tone skin, then it will be sufficient for the time being when we can get the demo up and running. I suppose all windshields and windows on the units at this stage could be black.

At present the creators of Rivality want to discuss gameplay and features with us once a basic demo is running. Not only will this mean we can add and improve on whats currently there but there is a slight chance some of the units might change to make Rivality a unique IP and franchise.

Also for those who play, I'm also a recruiter for the victory alliance, If you want to join up let me know.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Feb 11, 2009 4:22 am    Post subject: Reply with quote  Mark this post and the followings unread

i might hop on this bandwagon if Rivality is okay with the idea. It's cool that the company is backing us. usually people get really anal about stuff like that. I will do the Administration Building if you'd like me to.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Feb 11, 2009 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds awesome dude:)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Feb 11, 2009 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I may give it a try at skinning, even though I haven't done that much...

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Feb 11, 2009 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I've had a quick look at it a while ago. I think the hardest part is doing all of the photoshopping once all of the faces have been arranced onto the bitmap file. And getting all of the multiface details to allign correctly.

I was also thinking about how they do camo but I then realised that if there was any camo, it could be applied onto the model itself before the above process.

I have done nothing with UV mapping what so ever though.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Wed Feb 11, 2009 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

lolz, that's easy for me. I can UV map semi-well. Its boring but I can do it. Its making actual textures that comes off being really hard. Probably because I set my expectations too high.

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Arikado
Jumpjet Infantry


Joined: 17 Dec 2005

PostPosted: Sat Feb 14, 2009 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting little project. I was going to be generous and make 1 building... but, uh, I went a little too far. Embarassed

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Feb 14, 2009 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, what would be the perfect response to this?

"What, no textures?"

Jk, Those are very nice and very accurate.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Feb 14, 2009 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

well. there when my job #Tongue

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Feb 14, 2009 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Leave us some to do Laughing , jk.

Wow those are fantastic Smile

I wish I could model like that, and that quickly too.

Would you like to join us and be part of the rest of the development from concepts and game play and the like?

Quote:
well. there when my job #Tongue


Haha well I guess we got vehicles to do:P

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Arikado
Jumpjet Infantry


Joined: 17 Dec 2005

PostPosted: Sat Feb 14, 2009 4:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Mortecha wrote:
Would you like to join us and be part of the rest of the development from concepts and game play and the like?

Not particularly-- just wanted to help jump start the mod.
I don't know anything about this (or any) iteration of the SAGE engine and its particular model requirements, so I have no idea if these buildings are even usable. Neutral

They are all below the poly count requirements posted above by Dutchygamer and they were all made in Max 2009. If you want me to texture them, just say the word. Just give me the requirements.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Feb 14, 2009 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds great!

Well keep you in the loop and let you know:)

We appreciate your generosity for helping us with kickstarting the mod:)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Feb 14, 2009 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks a bunch Arikado!

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