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Which game is best for modding?
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Which games is best for modding?
Tiberian Sun
77%
 77%  [ 7 ]
Red Alert 2
0%
 0%  [ 0 ]
Yuri's Revenge
22%
 22%  [ 2 ]
Generals
0%
 0%  [ 0 ]
Total Votes : 9

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 10, 2005 9:44 am    Post subject:  Which game is best for modding? Reply with quote  Mark this post and the followings unread

I'll start working on a mod at the end of the month and I'm still undecided: which game to mod?
I own the games below so dont ask about other games. I separated YR from RA2, cuz they're pretty different.
I'm thinking of YR.
Pls choose an option and tell me, if you want, why did you choose it.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Jun 10, 2005 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

RA2 modding is rather pointless, since YR is available. Unless you can get a 3d modeller, Generals is out of the question. I'd personally choose TS, but it depends on what you're doing in the mod.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 10, 2005 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, still I'm with YR, although some important (for me) stuff that appear in TS are missing, like terrain deforming; destroyable cliffs; hijackers, etc. I like RA2/YR's main menu, the better gfx and sound system, advanced Skirmish, etc. RA2/YR offers so many things, but at the same time some things are missing and impossible to add (if you arent a programmer that is).
BTW are Tunnels possible to make in RA2/YR?

*edit*
Clazzy wrote:
Unless you can get a 3d modeller, Generals is out of the question.
Well, I have 3Ds Max 7 (no, I didnt spend my money on it) and Gmax, but what I dont have for now is modelling experience.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Jun 11, 2005 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hijackers are possible in RA2. The unit simply needs Thief=yes and VehicleThief=yes for it to work. Tunnels are perfectly possible in YR, they're just never used.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Jun 13, 2005 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd say TS.

Deformable terrain, ION cannons, that kind of stuff. 'Tis better.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Mon Jun 13, 2005 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

ION Cannon works in RA2.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Mon Jun 13, 2005 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

It requires use of the Psychic Dominator code for it to work, it's the closest possible method. However, you'd have to manually modify every map to remove the red lighting effect.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Mon Jun 13, 2005 7:50 am    Post subject: Reply with quote  Mark this post and the followings unread

On my mod. I'll do sp and mp maps, so it aint a problem. And I think I'll leave the lighting, only I'll make it blue and with lower intensity.

*edit*
Hmm, well, I must nuts, but the mod (I'm planning to make it huge #Tongue) will be for TS and YR. I always wanted to see ts my way and now I have the chance.

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