Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jan 08, 2008 10:00 pm Post subject:
Tiberium and everything you need to know about it.
Subject description: Everything you need to know about it = nothing! Ha! Just kidding!
When I posted a news about Tiberium being announced, I said that PPM wouldn't support modding for it. Some people actually got angry on that. I must admit that, at the moment, I have no interest on modding Tiberium and I'm not fan of FPS games. I prefer the RTS ones. But at the moment, PPM will feature news about Tiberium, in a modding perspective.
So far, we know the Game Informer (read it HERE) that focus on the storyline. The german PC Games article inform us that the game engine is indeed Unreal Engine 3. This means that the are using an improved version of the engine used to make Medal of Honour games.
So, you might be asking... how does it work?
Since I only started to look into MOH community now, my knowledge on how this engine will be modded is very limited. I never bought a Medal of Honour game or played and seen one before. One of the things that most confused me is that there is a lack of documentation on Airborne, since it uses Unreal Engine 3. The old Medal Of Honour games used a modified Quake 3 engine, which has nothing to do with Unreal Engine 3, however, due to community conversion tools, they may still be interested to be listed here. So, I'll probably mix things up, but my idea here is to at least have an idea of how would Tiberium be modded.
Medal Of Honour fans have a tool called MOHRadiant, which is a EALA's modification of GtkRadiant, which allows modders to create new single player and multiplayer levels maps for the older games of Medal Of Honour. The Airbourne (latest Medal Of Honour) community also has a MapBuilder tool made by some fan to convert the maps from the old Medal Of Honour games to the latest one, because Airborne doesn't have an official map editor yet. Also, Airbourne has no kind of mod SDK released yet.
Yea, and how bout coding?
Old Medal Of Honour games had their own script language, which reminds C++. If you know C++, you won't have problems with it. At this fansite, you'll find an extensive documention on the script language used on Medal of Honour: Allied Assault. It should be very easy to understand and, believe me, Tiberium won't be much different from this. The only mod I've seen to Airbourne used ini files and had no custom models.
What else? How bout the file packages? Does it uses BIGF?
Old Medal Of Honour games used PK3, which you open and create with PakScape. Probably a format common to the quake engine. What Airborne uses is unknown for me, but there is a possibility of BIGF, which can be loaded with OS BIG Editor. Since I don't have the game, I don't know this one and I'm quite curious.
Anything else?
Airborne had some perfomance issues, mainly lags with online play. According to wikipedia, it is not a good online game. I hope they have time to fix these issues before Tiberium releases.
But hey! I'm hungry for screenshots!
Errr... for those hungry for screenshots of Tiberium, I recommend the Hypnotic Blog from my buddies Zee Hypnotist and Webboy. They are always one of the first people to post the latest magazine scans in their blog.
And that's all, folks! Once we know more about the game, there will be more news. Last edited by Banshee on Tue Jan 08, 2008 11:50 pm; edited 1 time in total QUICK_EDIT
You are mixing things up, the old Quake 3 engine has nothing to with UE3 anymore really...
Unless EA removes the editor, you will be able to make virtually anything out of Tiberium.
Modding will mainly consist of scripting, modeling and mapping, like for the UT series.
I'm not sure PPM should support Tiberium modding.
UnrealEngine modding is a completely different world, not only because it's FPS... QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Jan 09, 2008 2:13 am Post subject:
PPM doesn't support Renegade, it has a nonexistant RA2, TW, and Gens base, I see no reason to support another game that will get no attention from the community here. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Jan 09, 2008 2:54 am Post subject:
I am not blind at all, Are you? Almost all of the new maps, all of the major mods here (except X-Com and SS) are TS. The TS forum gets more activity then the RA2 one by far, don't you agree? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Jan 09, 2008 3:00 am Post subject:
But RA2 forums are still very active. Many voxels are also submited to RA2... and a lot of RA2 related tools are being created or announced here (I'm not talking about my tools). QUICK_EDIT
I dont know about the current games but .PK3 files for Quake3Arena are just normal Zip files (renamed extension) and can be opened in any zip file utility program like WinZip/WinRAR or even Windows XP(never tried it)
Just like the .SCD files for Supreme Commander are also just zip files (also renamed extension) QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Jan 09, 2008 8:06 pm Post subject:
Quote:
What Airborne uses is unknown for me, but there is a possibility of BIGF, which can be loaded with OS BIG Editor. Since I don't have the game, I don't know this one and I'm quite curious.
Airborne uses Unreal Engine. So, I'm smart enough to know that it doesn't use PK3.
By the way, I mentioned the quake engine games because there is always the possibility of the modding community of MOH create tools to convert the assets from Quake games into the Unreal one. They did it with the map editor, which is much harder than a package of files. QUICK_EDIT
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