Jump to content
Sign in to follow this  
tankgun

Decades Of Tiberian

Recommended Posts

And People Remember any Thoughts on the Vehicles/Infantry and what not are Welcomed, Just Remember that Everything you see here is WIP

Share this post


Link to post
Share on other sites
(Hopefully we can get a Environmental Simulation of one at some stage)

When it comes to ion storms or tiberian growth I suggest to go the way by creating modules.

An idea for creating an ion storm is using the lightning and spawning a small explosion on the ground where the lightning hits the ground. Optical effects could be changed by setting new color settings ingame (like in the Eagle Wing campaign), not working vehicles could be simulated by removing the fuel for the time of the ion storm (safing the fuel state would be important).

For the tiberian growth you would need at least two models - green and blue tiberian. And again I suggest to go the way of creating a module and synching it to pre-placed location-logics in the mission. Via namespace variable the mission creator should be able to define growth speed, type, starting size of the field and maximum spawning range of the tiberian. Every X seconds/minutes a new model of tiberian would be spawned at a random location around the previous spawned object.

I'm not sure how difficult it is but it would be the easiest solution for simulating tiberian growth.

Share this post


Link to post
Share on other sites

Might Have to look into that, but im no Scripter. And First Things First, The Dawn Beta Pack will Hopefully be done soon, Containing GDI and Nod Infantry and some Helicopters and Vehicles.

Just waiting on Permission to use some Addons

Share this post


Link to post
Share on other sites

Do you by chance have a mammoth tank or your sights set on a Mammoth tank addon?

Share this post


Link to post
Share on other sites

Not at the Moment, When it does Get put into the mod it will probably be latter on, We dont have a Modeler that can do Vehicles At the Moment.

Right now we're just trying to get as much Stock Stuff into the mod with Some placeholder textures, and Finding some already done addons to put into the mod.

But the Mammoth tank will be a Must for the Final Version of the Tiberian Dawn Pack

Share this post


Link to post
Share on other sites

Ah okay, just wanted to know if I should stop or not, if you are interested I could donate one to the mod.

Share this post


Link to post
Share on other sites

ahhh memories:

mod moved to Crysis though:

Share this post


Link to post
Share on other sites

@[GLT] Legislator: Ya as Wedding said we will have to look in to it but we already planned on trying all these, I personally would love Ion storms and Tiber growth so much. Then Warfare would turn in to a upped graphic version of Renegade with base building and stuff :P

@NodUnit: As I stated on the first page yes we will be doing Mammoth Tanks and Stealth Tanks as best as possible. However due to their complexity and size they will be done last. With that said if you started one then feel free t ofinish it and donate it if you like :)

@T_D: I will say this, the one for Crysis looks very interesting and has peeked my interest quiet a bit.

Edited by TankGun

Share this post


Link to post
Share on other sites

Are you going to make weapons and damage models mimic the original C&C balance, or are they basically the same as vanilla content?

Share this post


Link to post
Share on other sites

No, we kinda have our own damage system at the moment, Weapons are more Inaccurate to simulate the Long Period of Fire exchange in the C&C games but they still do decent damage on hit

The Weapons on the other hand are not much like the Original C&C weapons, although we are trying to make them feel as close to what we think the guns would be like

An Example is the N16 (Nod's Version of the M16) witch fires in Full auto and in Single, Focusing on Nod's Fast attack style is why we have the Full auto, and the AI also spray a fair bit more.

GDI on the other hand just have Normal M16's, Burst Fire and Semi-Auto. Making the GDI Guys have more Accuracy but they lack in Close Quarters due to the lack of full auto.

But the main problem about this is that the New C&C Weapons wont stand up well Vs. Stock BI Weapons. This may change depending on what the public thinks when the Public Alpha is out

After all above we have three Main Ways we could do the weapons:

1- Like the already present ArmAII Weapons

2- Exactly like the C&C Games

3- Combination (We have chosen this)

The Balance is a major problem though, this will be finetuned soon

Edited by JakeWed

Share this post


Link to post
Share on other sites

In the case of inaccurate weapons, you'd do well to increase the size of the weapon sights one way or another to make the inaccuracy more subtle and natural, as the normal M16 sights have quite a precise feel to them.

Share this post


Link to post
Share on other sites

They Do, but The Recoil its self is lower than Normal, But the Spray of the bullets is a bit more. Also theres always the "+" and "-" keys on your keyboard that you can use to zoom in and out a bit (Or double tap for toggle)

Share this post


Link to post
Share on other sites

Here is the post with the mammoth tank, spoiler tag added so it doesn't fill the page since the thread is not mine.

Polycount 9.2K triangles, if you want it to be higher to compensate for say making the track wheels and treads smoother or anything else more round just let me know.

2.jpg

More here. http://s229.photobucket.com/albums/ee200/NodUnit/Model%20work/Command%20and%20Conquer/

Technicly I am missing the gas cans on the back but those can still be added, I must admit it is a bit strange looking at it..granted the mammoth is immensly powerful but how does it work? How does the driver or gunner see O.o. Supposedly the turret on the top is a periscope but that still leaves the gunner.

Share this post


Link to post
Share on other sites

Well i guess due to the Limits back in the 90's they had to leave some stuff of the model, but i would think that front "disk" thing would be kinda like one of those View Ports and the flat panel in the middle of the Guns would be the Gunners View Port

And by the way that looks Awesome

Share this post


Link to post
Share on other sites

I thought the same until I noticed they had full 3D tracks, I find myself wondering by they focused on some details and not others, in between C&C 1 and Red Alert with it's greater detail later you see the mammoth tanks have the same amount of detail.

If you want me to add periscopes to the driver hatch along with latch detail, mud guards and some other things such as 3D panels on the back I would be happy to oblige, can also add slats in the skirt armor (otherwise I wonder how they do wheel maintenance) as well as a bit more detail on the cannon, as it stands the way the cannon is set looks more like a WWII tank than a more modernish one.

Alternatively I could keep the original version that is exactly as it is seen in the renders and original game..and make a "updated" one with enhanced maintinence access, weapons stability and tech and so on. (Mind you that wouldn't change function, just a basis of appearence.

Edited by NodUnit

Share this post


Link to post
Share on other sites

Sure Go ahead mate!

And with the Driver View:

\__

-\-l

--\

Something like that would be fine

(The "\" Being the Slope on the front inside that Disk)

And maybe Sharpening out that turret thing on the top into a Copular, Nothing to Fancy

And a Possible Periscope system on the top of the turret?

(I honestly i dont think WestWood had Practicality in mind when they made her)

Share this post


Link to post
Share on other sites

Sure thing, I'll be back with an update on that but one last thing, is there any designated polycount you want?

Share this post


Link to post
Share on other sites

Nah, I dont really know much about the Poly Limits and whatnot in ArmAII, Just make it look Good

Share this post


Link to post
Share on other sites

Ok first and foremost, the circle is a hatch for the driver and may in fact double as his view port, i.e. it’s possible that people can’t look in but the driver can look out kind of like interrogation room observation glass.

Secondly that bar at the top may in fact be the gunner’s sight system, as for the commander either the gunner is the commander or the commander may in fact have either one that was never detailed or that bar is his and the giant blob between the cannons was the gunners sight. However it is most likely that the gunners sight is in fact that bar at the top and may have even been used by both gunner and Commander as well but that is just a theory.

Share this post


Link to post
Share on other sites

Do you two by chance have any messenger and if so could you PM me? I think the updated mammoth might require a bit more chit chat than is wanted for the thread ;) Mainly because, if you are up for it, I would like to discuss ideas and what have you.

Share this post


Link to post
Share on other sites

Mammoth looks good NodUnit, very good :)

Edited by TankGun

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×