Home » Renegade Discussions » Mod Forum » C&C 3 Renegade Mod
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Re: C&C 3 Renegade Mod [message #249089 is a reply to message #249081] |
Sat, 10 March 2007 05:04 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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Jerad, you are talking about the R2007 team which is using the Unreal 3 engine isn't it? Its not the C&C 3 Engine.
nopol10=Nopol=nopol(GSA)
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Re: C&C 3 Renegade Mod [message #249118 is a reply to message #249089] |
Sat, 10 March 2007 08:06 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Jerad Gray |
jamiejrg wrote on Fri, 09 March 2007 08:52 | Wait, but we don't know much of anything about the C&C3 Engine yet. How could we mod it?
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They have already released the source code for it.
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Sorry I was in a hurry and misread it, yes they are using the UT3 engine.
Secondly if he wants to make a mod on Renegade these are the mod forums where people should be HELPING him, not trying to discourage him form making it. If that was the case this should be in General Discussion.
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[Updated on: Sat, 10 March 2007 08:15] Report message to a moderator
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Re: C&C 3 Renegade Mod [message #249131 is a reply to message #249066] |
Sat, 10 March 2007 09:38 |
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[NE]Fobby[GEN]
Messages: 1377 Registered: July 2004 Location: Canada
Karma: 0
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General (1 Star) |
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Jerad Gray wrote on Sat, 10 March 2007 02:31 |
One Winged Angel wrote on Fri, 09 March 2007 14:55 |
Jerad Gray wrote on Fri, 09 March 2007 17:05 |
jamiejrg wrote on Fri, 09 March 2007 08:52 | Wait, but we don't know much of anything about the C&C3 Engine yet. How could we mod it?
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They have already released the source code for it.
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Link please otherwise you're talking bullshit.
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Ask the Renegade 2007 mod team for it, or you could search these vary forums for it, I personally had no use for it so I did not save it.
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What are you talking about Jerad? No, we do not have the source code of C&C3, Renegade, or UT3. Neither of their source code's have even been released. Do you have any idea of what you're saying?
C&C3 isn't even out.. Renegade's code was never released.. and the UE3 source code comes out with UT3, which is NOT out.
Unreal Tournament 3 Total Conversion to C&C: Renegade
Check out Renegade X Today!
Mod Wars Veteran
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Re: C&C 3 Renegade Mod [message #249135 is a reply to message #249131] |
Sat, 10 March 2007 09:52 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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[NE | Fobby[GEN] wrote on Sat, 10 March 2007 09:38]Jerad Gray wrote on Sat, 10 March 2007 02:31 |
One Winged Angel wrote on Fri, 09 March 2007 14:55 |
Jerad Gray wrote on Fri, 09 March 2007 17:05 |
jamiejrg wrote on Fri, 09 March 2007 08:52 | Wait, but we don't know much of anything about the C&C3 Engine yet. How could we mod it?
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They have already released the source code for it.
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Link please otherwise you're talking bullshit.
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Ask the Renegade 2007 mod team for it, or you could search these vary forums for it, I personally had no use for it so I did not save it.
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What are you talking about Jerad? No, we do not have the source code of C&C3, Renegade, or UT3. Neither of their source code's have even been released. Do you have any idea of what you're saying?
C&C3 isn't even out.. Renegade's code was never released.. and the UE3 source code comes out with UT3, which is NOT out.
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I don't put one word in and your lack of an ability to figure stuff out gets you all worked up.
Demo
I never said that Renegade's source code was released, and I misread jamiejrg's message and thought he was talking about the UT3 demo.
I suggest you read all post from now on, like the one above your post.
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[Updated on: Sat, 10 March 2007 10:02] Report message to a moderator
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Re: C&C 3 Renegade Mod [message #249186 is a reply to message #247788] |
Sat, 10 March 2007 16:56 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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either way source code isn't essential to mod a game anyways... The bit I said about CnC3 was meant to show that even an RTS engine could become an FPS, thru some nifty coding and work.
and yea, source code always helps with introducing new types of code to use for shaders, etc..
When I first seen this topic, I thought someone was going to make a TD(Renegade) mod for CnC 3..lol
I think after we have a bunch of our models done for the R07 mod, We could work with another team to make an RTS from the Renegade characters/vehicles assets...basically a TD mod in the end...this would have to be another team as we are dedicated to working on R07 for awhile after its first release....but thats the opposite of the topic.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: C&C 3 Renegade Mod [message #249190 is a reply to message #247788] |
Sat, 10 March 2007 17:09 |
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http://www.n00bstories.com/n00bfile_view.php?id=6848
Fobby, wtf really.
DX8 to my knowledge never sported bloom, and the fancy lens flare effect we get when we stare at the sun isn't bloom.
Bloom is something new and was made available to the community by Saberhawk (who dissociates himself from BHS even though his work is bundled in scripts 3.0 and further, but I believe that's only the result of a partnership between BHS (Jonwil) and APB/Reborn).
Jerad also apologized concerning the stealing of game assets from our modification, so there's no need to treat him the way you are concerning this.
But you do have a point, rather than starting to work on a 5 year old game that doesn't have support comparable to say Starcraft, you're better off finding a better game to modify.
You can't just go on and call him a n00b for having a different opinion, if he feels that this engine is perfectly adequate and that the improvements made to it lately are satisfying, then so be it.
FUCK
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Re: C&C 3 Renegade Mod [message #249201 is a reply to message #247788] |
Sat, 10 March 2007 18:04 |
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[NE]Fobby[GEN]
Messages: 1377 Registered: July 2004 Location: Canada
Karma: 0
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General (1 Star) |
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About modding a different engine- It's not about the gameplay of that game, it's about what you can do in that engine. In the case of the Unreal Engines, there's a lot you can do. Check out UE3's Wikipedia and you'll see games that are nothing like UT (example: the new MOH game).
You can even make an RTS game with that engine if you really wanted to.
Unreal Tournament 3 Total Conversion to C&C: Renegade
Check out Renegade X Today!
Mod Wars Veteran
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Re: C&C 3 Renegade Mod [message #249353 is a reply to message #249190] |
Sun, 11 March 2007 21:54 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Comrade wrote on Sat, 10 March 2007 19:09 | http://www.n00bstories.com/n00bfile_view.php?id=6848
Fobby, wtf really.
DX8 to my knowledge never sported bloom, and the fancy lens flare effect we get when we stare at the sun isn't bloom.
Bloom is something new and was made available to the community by Saberhawk (who dissociates himself from BHS even though his work is bundled in scripts 3.0 and further, but I believe that's only the result of a partnership between BHS (Jonwil) and APB/Reborn).
Jerad also apologized concerning the stealing of game assets from our modification, so there's no need to treat him the way you are concerning this.
But you do have a point, rather than starting to work on a 5 year old game that doesn't have support comparable to say Starcraft, you're better off finding a better game to modify.
You can't just go on and call him a n00b for having a different opinion, if he feels that this engine is perfectly adequate and that the improvements made to it lately are satisfying, then so be it.
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I tried to distinguish the lens flare from the bloom....he first brought up the lens flare, i never mentioned that until afterwards, remove the scripts and look into the sky, its a fake bloom sort of how it is with the scripts... I really only see increased brightness with 3.0+ scripts... they are more or less the same...the area around you brightens...but your right its not a true bloom, but does the same effect in the end.
I didn't want to go into great detail cause he was getting side tracked with dazzles, and textures and whatever else he brought up.
I dont even play with those new scripts anyways, for more reasons then just the bugs (disco ball effect), Scripts should of stayed server side...I'll leave it at that.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: C&C 3 Renegade Mod [message #249370 is a reply to message #249353] |
Sun, 11 March 2007 22:46 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Titan1x77 wrote on Sun, 11 March 2007 22:54 |
I tried to distinguish the lens flare from the bloom....he first brought up the lens flare, i never mentioned that until afterwards, remove the scripts and look into the sky, its a fake bloom sort of how it is with the scripts... I really only see increased brightness with 3.0+ scripts... they are more or less the same...the area around you brightens...but your right its not a true bloom, but does the same effect in the end.
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Jerad Gray wrote on Thu, 08 March 2007 20:20 |
Because thats a dazzle effect, bloom makes the all bright objects glow (and flicker as you move), and does not just simply make the screen get brighter when you look at the object. It is at least 95 percent different, dazzle effects are also 100 % textures.
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Titan1x77 wrote on Thu, 08 March 2007 21:14 |
The dazzle is the lens flare your reffering to...Don't try and put words in my mouth.
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No, you were the one that mentioned the lens flare, I was originally was talking about dazzle, you actually put words into my mouth.
The effect the sun makes is done by a dazzle effect which shows through the clouds. There are two layers of clouds with "multiply and Add" set as their shaders. The dazzle is added into the cloud textures and makes what you are calling the suns bloom.
But yes this is further brightened by the new scripts.
Titan1x77 wrote on Sun, 11 March 2007 22:54 | I didn't want to go into great detail cause he was getting side tracked with dazzles, and textures and whatever else he brought up.
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My last post was meant to end this discussion, because I am getting tired of seeing this tread at the top of the topics list. And yet you bring it all up again.
Titan1x77 wrote on Sun, 11 March 2007 22:54 |
I dont even play with those new scripts anyways, for more reasons then just the bugs (disco ball effect), Scripts should of stayed server side...I'll leave it at that.
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The disco ball effect was fixed in 3.4.
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[Updated on: Sun, 11 March 2007 22:51] Report message to a moderator
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Re: C&C 3 Renegade Mod [message #249382 is a reply to message #247788] |
Mon, 12 March 2007 00:36 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Man, I wasnt directing that towards you, even quoted him.
Well I learned something anyways, the sun is produced with the dazzle that uses "shaders" in the long run to "light up" the area, which i referred to as the "old/fake bloom"...
What I hope you learned is theres nothing special with the shader support in Renegade, as something as simple as a bloom effect was faked by a dazzle and shaders (that were already suported)...while many newer engines have per pixel lighting, native normal mapping support, and better netcode
I worked and played with this engine for years, Love the game, dont care for the engine anymore...it's old now.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: C&C 3 Renegade Mod [message #249450 is a reply to message #249418] |
Mon, 12 March 2007 10:47 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Spetz5 wrote on Mon, 12 March 2007 08:12 | lol.. renegade is not getting closer to the newer games, and it never will. Theres RTS games that support graphics just as good as renegeades, it honestly doesn't stand a chance.
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You obviously have not been around much, or else you would know that it is getting closer, unless you have problems with basic logic. Here, I will make you an example to help you understand.
EX:
Object1 = 1
Object2 = 45
Object1 gets five additional points because it gained something it originally didn't have.
Object1 = 6
Object2 = 45
Question: Did object1 get closer to Object2?
Answer: Yes (If this does not make sense to you then please don't reply).
Although you post was helpful and all, please don't post again unless you can make more constructive posts, or at least more specific (that way it will be a lot easier to prove you wrong).
Visit Jerad's deer sweat shop
[Updated on: Mon, 12 March 2007 10:48] Report message to a moderator
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Re: C&C 3 Renegade Mod [message #249490 is a reply to message #249450] |
Mon, 12 March 2007 12:42 |
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OWA
Messages: 647 Registered: May 2006 Location: W3D Hub
Karma: 0
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Colonel |
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Jerad Gray wrote on Mon, 12 March 2007 17:47 |
Spetz5 wrote on Mon, 12 March 2007 08:12 | lol.. renegade is not getting closer to the newer games, and it never will. Theres RTS games that support graphics just as good as renegeades, it honestly doesn't stand a chance.
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You obviously have not been around much, or else you would know that it is getting closer, unless you have problems with basic logic. Here, I will make you an example to help you understand.
EX:
Object1 = 1
Object2 = 45
Object1 gets five additional points because it gained something it originally didn't have.
Object1 = 6
Object2 = 45
Question: Did object1 get closer to Object2?
Answer: Yes (If this does not make sense to you then please don't reply).
Although you post was helpful and all, please don't post again unless you can make more constructive posts, or at least more specific (that way it will be a lot easier to prove you wrong).
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object2 is always updating. Renegade can't catch up, even though I share your sentimentality with the Renegade engine, there is always a better place to start.
RA2:AR Moddb Page
Ω W A
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Re: C&C 3 Renegade Mod [message #249773 is a reply to message #249186] |
Wed, 14 March 2007 03:55 |
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Titan1x77 wrote on Sat, 10 March 2007 17:56 | either way source code isn't essential to mod a game anyways... The bit I said about CnC3 was meant to show that even an RTS engine could become an FPS, thru some nifty coding and work.
and yea, source code always helps with introducing new types of code to use for shaders, etc..
When I first seen this topic, I thought someone was going to make a TD(Renegade) mod for CnC 3..lol
I think after we have a bunch of our models done for the R07 mod, We could work with another team to make an RTS from the Renegade characters/vehicles assets...basically a TD mod in the end...this would have to be another team as we are dedicated to working on R07 for awhile after its first release....but thats the opposite of the topic.
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Well as I said in the past, a core patch for Renegade with all the models you are making would be a great upgrade for Renegade. Think about it. We jsut reduce the textures size, polys aren't a problem.
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Re: C&C 3 Renegade Mod [message #249858 is a reply to message #249382] |
Wed, 14 March 2007 14:58 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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Titan1x77 wrote on Mon, 12 March 2007 01:36 | Man, I wasnt directing that towards you, even quoted him.
Well I learned something anyways, the sun is produced with the dazzle that uses "shaders" in the long run to "light up" the area, which i referred to as the "old/fake bloom"...
What I hope you learned is theres nothing special with the shader support in Renegade, as something as simple as a bloom effect was faked by a dazzle and shaders (that were already suported)...while many newer engines have per pixel lighting, native normal mapping support, and better netcode
I worked and played with this engine for years, Love the game, dont care for the engine anymore...it's old now.
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Alright, first off, the bloom is anything but 'faked'. While it may not be implemented the same way some other engines do it (Source for example), the end result is the same. A 'bright pass' filter is run on the frame which gets anything that is above a certain brightness level. It then performs a horizontal, then vertical blur on said 'filtered' image, and then combines it with additive blending to the original scene image. IF we were making the Renegade game right now, the better solution would be to pack a luminosity texture along with all the other textures in the game and simply render to an alternative target and then perform the blurring and combining stages, leaving an image that is more clearly 'bloomed' with less GPU load. You also say that newer engines have per-pixel lighting. Take a look at this screenshot then, it clearly has per-pixel specular lighting. Oh, it doesn't have fancy distortion effects? Wrong again. There are other things that are being worked on that I can't even talk about yet!
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