C&C Tiberium Garden [message #457940] |
Sat, 15 October 2011 21:26 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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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] Report message to a moderator
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Re: C&C Tiberium Garden [message #457945 is a reply to message #457940] |
Sun, 16 October 2011 02:16 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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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.
My Renegade server plugins releases
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Re: C&C Tiberium Garden [message #457946 is a reply to message #457940] |
Sun, 16 October 2011 04:17 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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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
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
[Updated on: Sun, 16 October 2011 04:36] Report message to a moderator
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Re: C&C Tiberium Garden [message #457953 is a reply to message #457940] |
Sun, 16 October 2011 10:10 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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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.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: C&C Tiberium Garden [message #457976 is a reply to message #457940] |
Sun, 16 October 2011 18:27 |
Generalcamo
Messages: 522 Registered: October 2010
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Colonel |
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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] Report message to a moderator
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Re: C&C Tiberium Garden [message #457978 is a reply to message #457940] |
Sun, 16 October 2011 19:05 |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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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]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: C&C Tiberium Garden [message #457979 is a reply to message #457976] |
Sun, 16 October 2011 19:09 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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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.
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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.
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Re: C&C Tiberium Garden [message #457982 is a reply to message #457940] |
Sun, 16 October 2011 22:46 |
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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
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: C&C Tiberium Garden [message #457993 is a reply to message #457982] |
Mon, 17 October 2011 08:29 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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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.
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I'm loving the typical programmer principles here "Do not reinvent the wheel!".
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Re: C&C Tiberium Garden [message #457995 is a reply to message #457993] |
Mon, 17 October 2011 08:56 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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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!".
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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.
[Updated on: Mon, 17 October 2011 08:58] Report message to a moderator
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Re: C&C Tiberium Garden [message #458013 is a reply to message #457982] |
Mon, 17 October 2011 16:20 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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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.
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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.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: C&C Tiberium Garden [message #458031 is a reply to message #458019] |
Mon, 17 October 2011 18:09 |
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Fabian
Messages: 821 Registered: April 2003 Location: Boston, MA
Karma: 0
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Colonel |
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You guys realize two people made all this stuff, right? You're acting like ACK made everything.
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
[Updated on: Mon, 17 October 2011 20:34] Report message to a moderator
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Re: C&C Tiberium Garden [message #458082 is a reply to message #457940] |
Tue, 18 October 2011 18:14 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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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.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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