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Re: Command and Conquer Online? [message #197370 is a reply to message #197168] Sat, 22 April 2006 17:26 Go to previous messageGo to next message
Jaspah is currently offline  Jaspah
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Ryan3k wrote on Thu, 20 April 2006 20:07

Somebody's obviously smoked his share for today.


Plus, the Unreal 3 Engine doesn't come out for atleast a year (or pretty darn close).
Re: Command and Conquer Online? [message #197377 is a reply to message #194358] Sat, 22 April 2006 18:06 Go to previous messageGo to next message
Anthrax is currently offline  Anthrax
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Just waiting for SGTMAY to return.

Hell? Brimstone, Pitchforks and cuddly Imps?
No, Hell is having your soft tissues dissolve and flake away from your bones while you are awake, alert and conscious of your predicament.
To feel yourself being dissolved and turned into a chemical stew.
That, my friends, is hell.
Re: Command and Conquer Online? [message #197409 is a reply to message #194358] Sun, 23 April 2006 03:28 Go to previous messageGo to next message
Chronojam is currently offline  Chronojam
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What ever happened to Commando?

Edit: this is not a real question, nor am I unsure what happened to it.

[Updated on: Sun, 23 April 2006 03:28]

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Re: Command and Conquer Online? [message #197441 is a reply to message #194358] Sun, 23 April 2006 09:54 Go to previous messageGo to next message
Anthrax is currently offline  Anthrax
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This is Renegade on the Unreal 3.

Commando is Tiberian Dawn on the Source Engine.

As I said before, I came to a decision that the Unreal 3 Engine was more suited for Renegades sort of gameplay.


Hell? Brimstone, Pitchforks and cuddly Imps?
No, Hell is having your soft tissues dissolve and flake away from your bones while you are awake, alert and conscious of your predicament.
To feel yourself being dissolved and turned into a chemical stew.
That, my friends, is hell.
Re: Command and Conquer Online? [message #210833 is a reply to message #194648] Tue, 01 August 2006 12:21 Go to previous messageGo to next message
xoham is currently offline  xoham
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Anthrax wrote on Fri, 31 March 2006 15:58


Concepts and Design need to be near 100% completed before the first model blocks are slapped together.
It may be a while, but games (both modifications and commercial) aren't just slapped together on a whim.
(Half Life 2's Pre Production Development took several years!)
This is the only way for the project to succeed...

You can't build a mansion with no foundation, can you? Wink
Viva La Renegade!


While I very much appreciate your careful planning, I think you should get your modeling people recruited and started on models right away. This is probably the one thing you can do in parallel with your overall game design since the art can always be tweaked or rescaled as needed. You should be able to make the basic meshes, UV, and textures in parallel with the rest of your design. You know you need them and they will take a long time. They really don't depend on anything else in my opinion.

My own limited experience with texturing tells me it can take a long long time to do the art even when you know exactly what you want.

Good luck and please keep us posted. I started a thread asking if anyone was doing this over here:
http://www.renegadeforums.com/index.php?t=msg&th=20595&a mp;start=0&rid=21406
Re: Command and Conquer Online? [message #211007 is a reply to message #194601] Wed, 02 August 2006 15:50 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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SuperFlyingEngi wrote on Fri, 31 March 2006 10:27

Also, does anyone know the general specifications of this game engine yet? (Like, poly limits on models and texture sizes) And does anyone know how to do normal mapping? And has Unreal released a toolset for U3 yet?


Quote:

Visual Features

* 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
* Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; custom artist controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; directional light maps; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
* Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
- Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
- Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
- Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
- Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
* All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
* Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by Maya.
* The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.
* Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
* Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
* Volumetric environmental effects including height fog.
* Extensible particle system with visual editor, supporting particle physics and environmental effects.

[Updated on: Wed, 02 August 2006 15:51]

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Re: Command and Conquer Online? [message #211015 is a reply to message #194358] Wed, 02 August 2006 17:15 Go to previous messageGo to next message
Jecht is currently offline  Jecht
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I don't see why EA would care just as long as they don't make money off of the mod.

http://img148.imageshack.us/img148/9146/hartyn4.png
Re: Command and Conquer Online? [message #211082 is a reply to message #211007] Thu, 03 August 2006 03:16 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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SuperFlyingEngi wrote on Fri, 31 March 2006 10:27

And does anyone know how to do normal mapping?


There are lots lots of tutorials around. AFAIK, you can Render your normal map in 3DS and then go to photoshop for corrections.


Re: Command and Conquer Online? [message #211135 is a reply to message #194358] Thu, 03 August 2006 09:53 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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I have a brother who can build maps like you've never seen and I'm not far behind, esp when working from design, count me in for maps.

And sounds too Smile
Go Nss/Anthrax Very Happy

I'm too lazy: Does anyone know if UT2007 will use the UT2004 map format? COs if it will, I can start Smile Recreating maps is a pretty automated task, until I need some new textures, cos I can't do those.



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Re: Command and Conquer Online? [message #211190 is a reply to message #194358] Thu, 03 August 2006 16:05 Go to previous messageGo to next message
RTsa is currently offline  RTsa
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Use CryEngine2 (Crysis, by Crytek - EA's the publisher) Wink

Anyway, I'd play it. Smile


someone mentioned normal maps [message #211912 is a reply to message #211190] Sat, 05 August 2006 19:35 Go to previous messageGo to next message
xoham is currently offline  xoham
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Here's the best info I've read on normal maps. Very good description and howto.


http://reality.artificialstudios.com/twiki/bin/view/Main/Bum pMapping

http://www.ionization.net/tutsnorm1.htm
Re: someone mentioned normal maps [message #212035 is a reply to message #211912] Sun, 06 August 2006 09:50 Go to previous messageGo to next message
OWA is currently offline  OWA
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This is certainly a great idea and I hope it gets put into production Smile If you want anything from me just ask.

Re: Command and Conquer Online? [message #212172 is a reply to message #211135] Mon, 07 August 2006 10:51 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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CarrierII, The maps will be an open world brush system similar to HL2. AFAIK, Ut2k4 was more of starting out with a world and carving your map.





"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

[Updated on: Tue, 08 August 2006 15:04]

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Re: Command and Conquer Online? [message #212279 is a reply to message #194358] Tue, 08 August 2006 00:38 Go to previous messageGo to next message
sniper12345 is currently offline  sniper12345
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hmmm, I would be able to help in terms of audio. A bit. If I can fit this mod into my schedule.

send an email to thomas01001@gmail.com when and if you want some help.


WOL: megapunk0

http://images.listen-to.com/png.php/4g/sniper12345
Re: Command and Conquer Online? [message #212316 is a reply to message #194358] Tue, 08 August 2006 08:41 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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o.0
That doesn't quite answer my Q...

I asked wether or not Anyone knew if Epic were sticking with the .ut2 map format for 2007... if we are still using that engine.. :/


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Re: Command and Conquer Online? [message #212346 is a reply to message #194358] Tue, 08 August 2006 15:05 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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no, new engine, new way of using brush work.

"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: Command and Conquer Online? [message #212416 is a reply to message #194358] Wed, 09 August 2006 05:36 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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Then I will probably be forced to withdraw my offer about mapping, unless a program that I can use is found :/ Sorry.

Are using UT2007 or Crysis? I hope UT2007 Cos I'll be buying that.


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Re: Command and Conquer Online? [message #213181 is a reply to message #194358] Mon, 14 August 2006 09:22 Go to previous messageGo to next message
xoham is currently offline  xoham
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What about starting the work on the UT2 engine and porting it when 2007 comes out? They postponed it to "second half" 2007 which, taken to its extreme, means a year away. You could be done on UT2 by then and then port it over. They may even provide conversion utilities.
Re: Command and Conquer Online? [message #213631 is a reply to message #194358] Wed, 16 August 2006 17:39 Go to previous messageGo to next message
agent6998 is currently offline  agent6998
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Hey, that's a good idea. Maybe this could be our own little petition and we can send it to Westwood! Rocked Over What? It's possible they can remake it. They can call it Renegade Reborn and they can also make it for the XBox and XBox 360 so you can use the microphone talk.

Quote:

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"No, callico-colored guiney pig!"
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Re: Command and Conquer Online? [message #213674 is a reply to message #213631] Thu, 17 August 2006 00:59 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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in probably less then a month I will get a dedicatedserver on which I'm going to run a couple of renegade servers and a webhost. If you need hosting, you can get it with me. And as soon as you got a stable release I will host a server for it too.

I already though about making a renegade mod for UT2007 and my guess is that it shouldn't be to hard, it's just the scripts that has to be build that will be the most difficult. And you could think about porting the maps from always.dds, so that ppl that want to play the mod will need the original renegade , and that you will have original skins and maps too. That would also save loads of time I think, presuming you can convert the maps.


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Re: Command and Conquer Online? [message #213675 is a reply to message #213631] Thu, 17 August 2006 01:05 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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agent6998 wrote on Thu, 17 August 2006 03:39

Hey, that's a good idea. Maybe this could be our own little petition and we can send it to Westwood! Rocked Over What? It's possible they can remake it. They can call it Renegade Reborn and they can also make it for the XBox and XBox 360 so you can use the microphone talk.


Westwood is dead, EA is making the C&C's.
EA won't remake or port it to *anything*, it's just their practice.


Re: Command and Conquer Online? [message #214126 is a reply to message #213675] Sun, 20 August 2006 00:04 Go to previous messageGo to next message
Saga is currently offline  Saga
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Perhaps I'm niave, but wouldn't it be better to just begin work of Ren in the UTK4 since some of the work has already been undertaken?
Perhaps conversion to the newer utk7 would be accomplished more quickly if the grunt work were done in utk4.
Re: Command and Conquer Online? [message #214140 is a reply to message #214126] Sun, 20 August 2006 01:22 Go to previous messageGo to next message
LR01 is currently offline  LR01
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But doesn't UTK7 requirs loads and loads of pc if you wanna run it on high?

(mean you need to have the newest pc existing?)


Moding can be real Fun...
Re: Command and Conquer Online? [message #214154 is a reply to message #194358] Sun, 20 August 2006 03:32 Go to previous messageGo to next message
light is currently offline  light
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I can't commit right now but once this starts going I may have some free time. (Hopefully)

I am willing to help with setting up a site and maintenance etc. PM me if you would like contact details.


http://www.azupload.com/displayImage.php/setid2745.png

[Updated on: Sun, 20 August 2006 03:33]

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Re: Command and Conquer Online? [message #214482 is a reply to message #194358] Tue, 22 August 2006 09:20 Go to previous messageGo to previous message
CarrierII is currently offline  CarrierII
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UT 2007 won't need the world's best PC, just it won't run on pentium three's either...


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