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C&C Tiberium Garden [message #457940] Sat, 15 October 2011 21:26 Go to next message
Aircraftkiller is currently offline  Aircraftkiller
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Fabian (better known as SEAL on here, before he changed his name) and I are working on a special "mod map" for Renegade that will re-create the world of Tiberian Dawn in first person. Right now, we've got set tasks and we're progressing nicely. Fabian is handling prop work (such as trees, bushes, etc) while I'm developing vehicles, building exteriors and interiors, and the terrain mesh. The beauty of this is that it will run as a regular *.MIX file and you'll get all of the new buildings and vehicles without needing to install any stand-alone mods.

It's not going to be built from the original Tiberium Garden map layout. I'm using the displacement map I painted for Keep off the Grass in Red Alert. Here's what it looks like for now.


Here's the GDI Weapons Factory. The door opens, there's an elevator that brings vehicles up from the ground floor. You take ladders to the catwalks and take an elevator to the control room where the MCT is situated.


Compared to the Renegade WF, you can see the difference in detail.


Here's the Advanced Power Plant, however, it's an older version without proper textures.


Here's the Tiberium Harvester that I've been modeling every so often for the past week.


It's designed (and animated) so that the "mouth" on the bottom will open as it harvests. I'm also planning on developing the same animation it used in TD - the Refinery pulls the holding tank off of the Harvester after the Harvester's cab splits in half to allow it. It then gets "plugged into" the roof of the Refinery to hold it still, and is replaced inside the Harvester and it continues to harvest.


I'll be painting it shortly. We've got a bit of work left to do, but there's a few structures that have their exteriors finished as of now. I've done the Turret, Repair Facilities, Power Plants, Advanced Power Plants, and the Weapons Factory. I'll be developing the Airstrip afterward using this radar antenna I created months ago:

Bear in mind that I'm developing these structures and vehicles to be as accurate to Tiberian Dawn as is possible. I don't have a release date yet. I can't even guarantee that we'll release anything at all, but we're plodding forward and should have something to show within a month or two.

Last but definitely not least, check out Fabian's impressive tree props, Tiberium sponges/crystals, and assorted other items.

[Updated on: Fri, 06 January 2017 10:39]

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Re: C&C Tiberium Garden [message #457941 is a reply to message #457940] Sat, 15 October 2011 21:40 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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Props galore

index.php?t=getfile&id=13835&private=0
  • Attachment: props.jpg
    (Size: 168.47KB, Downloaded 1282 times)
Re: C&C Tiberium Garden [message #457944 is a reply to message #457940] Sun, 16 October 2011 02:11 Go to previous messageGo to next message
reborn is currently offline  reborn
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How is it possible that you've produced so much excellent work in such a short space of time?


[Updated on: Sun, 16 October 2011 03:50]

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Re: C&C Tiberium Garden [message #457945 is a reply to message #457940] Sun, 16 October 2011 02:16 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Wow, that's amazing. I've always wanted to play a Tiberian Dawn mod and having it as a map is the best way to accomplish it. Everything shown looks great.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

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Re: C&C Tiberium Garden [message #457946 is a reply to message #457940] Sun, 16 October 2011 04:17 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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will you be keeping the Renegade infantry? cos most of them weren't in tiberian dawn.

it might be a nice change to have just the C&C infantry.
i.e. minigunner, grenadier, flamethrower, rocket soldier, chem warrior, commando, and technician/engineer. most of them considerably beefed up, so e.g. minigunners could damage heavy vehicles, flamethrowers were actually good anti-infantry etc. but i guess engineers couldn't repair vehicles in the field.

i guess the GDI airstrike probably isn't feasible, eh


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[Updated on: Sun, 16 October 2011 04:36]

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Re: C&C Tiberium Garden [message #457950 is a reply to message #457940] Sun, 16 October 2011 08:24 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Fucking awesome! Also, I feel infantry should be handled similar to APB- very much like how they are in the original game, but with a few additions/tweaks that generally make sense anyway.

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Re: C&C Tiberium Garden [message #457953 is a reply to message #457940] Sun, 16 October 2011 10:10 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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come to think of it, the only thing engineers in Tiberian Dawn could do was capture structures (and chinooks i think, in a couple of missions); don't think they could even repair their own structures.

maybe they should be able to repair friendly stuff, just so there is actually some point buying them and so it does somewhat resemble Renegade.


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Renedrama [ren-i-drah-muh]
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Re: C&C Tiberium Garden [message #457971 is a reply to message #457953] Sun, 16 October 2011 15:31 Go to previous messageGo to next message
halo2pac is currently offline  halo2pac
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Maybe he should make them capture buildings.

and he is able to produce that much so fast because hes made hundreds of maps.


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Re: C&C Tiberium Garden [message #457976 is a reply to message #457940] Sun, 16 October 2011 18:27 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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I am thinking that engies should be handled in a similar way to APB. Technicians are free, and have a basic repair gun. Engineers have a cost, but have a remote C4, an improved repair gun, and for dirty jobs, a golden wrench/spanner.


It looks like the radar dish is from the radar dome he was making for APB a while ago, and the harvies and mammy are both works that have been done ages ago.

[Updated on: Sun, 16 October 2011 18:29]

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Re: C&C Tiberium Garden [message #457978 is a reply to message #457940] Sun, 16 October 2011 19:05 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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engineers in tiberian dawn were a little different to red alert; it only took one to capture a full-health building, but they couldn't repair friendly structures.

Unleash the Renerageâ„¢

Renedrama [ren-i-drah-muh]
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1. the inevitable criticism one receives after doing something awful
Re: C&C Tiberium Garden [message #457979 is a reply to message #457976] Sun, 16 October 2011 19:09 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Generalcamo wrote on Sun, 16 October 2011 21:27

I am thinking that engies should be handled in a similar way to APB. Technicians are free, and have a basic repair gun. Engineers have a cost, but have a remote C4, an improved repair gun, and for dirty jobs, a golden wrench/spanner.


It looks like the radar dish is from the radar dome he was making for APB a while ago, and the harvies and mammy are both works that have been done ages ago.


I'm probably not changing the infantry. I really don't feel like modeling a full set of characters for this. Regarding the radar dish, yes, it's from the Radar Dome I was developing. The fact that it's based on aviation radar makes it suitable for the Airstrip. I'm not sure where you're getting your information on my work, though. I started developing the Harvester last week. The Mammoth was re-developed for Fjords a few months ago.
Re: C&C Tiberium Garden [message #457982 is a reply to message #457940] Sun, 16 October 2011 22:46 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Renegade already has enough character & weapon models for a TD mod, you would just need to figure out some suitable ballance for it all.

For GDI commando = havoc, engineer, grenadier, rifleman and rocket soldier already exist.
And for Nod, you would need a commando model (i.e. figure out which Nod soldier to use for the Nod commando) but the chem warrior, engineer, flamethrower, rifleman and rocket soldier already exist.


Jonathan Wilson aka Jonwil
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Re: C&C Tiberium Garden [message #457993 is a reply to message #457982] Mon, 17 October 2011 08:29 Go to previous messageGo to next message
reborn is currently offline  reborn
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jonwil wrote on Mon, 17 October 2011 01:46

Renegade already has enough character & weapon models for a TD mod, you would just need to figure out some suitable ballance for it all.

For GDI commando = havoc, engineer, grenadier, rifleman and rocket soldier already exist.
And for Nod, you would need a commando model (i.e. figure out which Nod soldier to use for the Nod commando) but the chem warrior, engineer, flamethrower, rifleman and rocket soldier already exist.



I'm loving the typical programmer principles here "Do not reinvent the wheel!". Smile



Re: C&C Tiberium Garden [message #457995 is a reply to message #457993] Mon, 17 October 2011 08:56 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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reborn wrote on Mon, 17 October 2011 16:29


I'm loving the typical programmer principles here "Do not reinvent the wheel!". Smile



Depends on the programmer... some seem to think using code written elsewhere will somehow contaminate their code and therefore all code must be re-written from scratch specifically for their
project. Also known as Not Invented Here - http://en.wikipedia.org/wiki/Not_Invented_Here



Back on topic;
This project looks promising, cant wait to see the end result. Nice work as always Aircraftkiller.


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[Updated on: Mon, 17 October 2011 08:58]

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Re: C&C Tiberium Garden [message #458013 is a reply to message #457982] Mon, 17 October 2011 16:20 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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jonwil wrote on Sun, 16 October 2011 22:46

Renegade already has enough character & weapon models for a TD mod, you would just need to figure out some suitable ballance for it all.

For GDI commando = havoc, engineer, grenadier, rifleman and rocket soldier already exist.
And for Nod, you would need a commando model (i.e. figure out which Nod soldier to use for the Nod commando) but the chem warrior, engineer, flamethrower, rifleman and rocket soldier already exist.


This was what I thought. Just take out Gunner, Patch, and etc, then balance the existing characters.

Maybe the Black Hand Sniper could be used for the Nod commando? They look pretty badass and commando-y.


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Re: C&C Tiberium Garden [message #458015 is a reply to message #457940] Mon, 17 October 2011 16:47 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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hot damn hoo diddley that looks neat ACK

the only suggestion i have is making the tib crystals brighter
in that picture they look entirely unthreatening
like i could just scoop some up and grow it in a garden somewhere


liquidv2
Re: C&C Tiberium Garden [message #458019 is a reply to message #458015] Mon, 17 October 2011 17:17 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I have to agree with that, you should make the crystals glow more, they kind of blend in too well right now with the rest of the environment.

Re: C&C Tiberium Garden [message #458031 is a reply to message #458019] Mon, 17 October 2011 18:09 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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You guys realize two people made all this stuff, right? You're acting like ACK made everything. Dont Get It

I'll see what I can do about making my tiberium crystals more menacing looking. I was thinking visible tiberium gas would do the trick. Maybe increasing the saturation of the green will make it look more radioactive...

-edit

anyway, here's today's progress

http://i55.tinypic.com/ogm25k.jpg

[Updated on: Mon, 17 October 2011 20:34]

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Re: C&C Tiberium Garden [message #458034 is a reply to message #457940] Mon, 17 October 2011 20:50 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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i didn't know you were here; nice work kind sir
i figured ACK was acting as a messenger

i've been playing world of tanks and i feel like i should be able to run that fence and giant spools and barrels over and make them explode into nothing; does the fence block vehicles?


liquidv2
Re: C&C Tiberium Garden [message #458035 is a reply to message #457940] Mon, 17 October 2011 20:52 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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As I said in the topic, Fabian is handling props. I'm taking care of terrain, buildings, and vehicles.
Re: C&C Tiberium Garden [message #458050 is a reply to message #458031] Tue, 18 October 2011 00:58 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Fabian wrote on Tue, 18 October 2011 02:09

You guys realize two people made all this stuff, right? You're acting like ACK made everything. Dont Get It



The screenshots shown before your post were almost exclusively of the buildings and vehicles, which Aircraftkiller said he was working on. Therefore we didn't really have much of your work to comment on previously.

At least, that's why I directed my comments at Aircraftkiller directly instead of to both of you as a pair initially, not sure about anyone else.



Although looking back there are a couple of props and such towards the end of the first couple of posts, I suspect the forums had a brain fart and stopped loading properly partway through or something, or I was simply being extra blind that day.


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Re: C&C Tiberium Garden [message #458082 is a reply to message #457940] Tue, 18 October 2011 18:14 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Those props really remind me of something out of Half Life 2, for some reason. They look fantastic, though, so that's not really a problem.

Also, one thing I gotta give you kudos for, ACK, is that your maps definitely capture the graphic design of the original C&C. Fabian's props compliment this perfectly.


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Re: C&C Tiberium Garden [message #458195 is a reply to message #457940] Thu, 20 October 2011 20:09 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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We are trying to avoid the HL2-esque appearance at all costs. No sense in copying art styles like that.

Progress is a little slow lately. I'm working a low-wage job until my career opens up, so I'm a bit tired when I get home. I'm unwrapping the Tiberium Harvester - which is almost complete - and I should be painting it by this weekend.
Re: C&C Tiberium Garden [message #458322 is a reply to message #457940] Sun, 23 October 2011 14:15 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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-Shipping container model much more optimized
-Better utility poles
http://i53.tinypic.com/34qshtw.jpg
Re: C&C Tiberium Garden [message #458442 is a reply to message #457940] Tue, 25 October 2011 05:11 Go to previous messageGo to previous message
danpaul88 is currently offline  danpaul88
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If you want to optimize performance merge all those power lines (and other identical or very similar objects) into a single mesh prior to exporting to w3d. Based on what saberhawk told me once that will reduce the number of gpu calls required to render a frame and thus improve performance.

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