Some general questions...
Lord Grievous 14 May 2007
Hi, I recently stumbled upon your mod and I haven't been this excited about a RA2 mod since the 'Road To Moscow' mod for C&C Generals. Your models look really great and I hope this mod doesn't die like so many others. Anyway, I've just got some questions so here goes:
* since this mod will be released for both C&C Generals and C&C3 Tiberium Wars, I hope that you won't lower the polycount or texture quality of the C&C3 models to be compatible with C&C Generals.
* will this mod also include all the units and buildings from the Yuri's Revenge expansion? Maybe not with the first release, but afterwards?
* how far are you with the C&C3 version, are you short on staff?
* will you use the original RA2 sounds and music (maybe upgrade them a bit), or will you make them yourself?
* is there going to be blood and screaming when the infantry die?
* are the capturable buildings (Oil Derrick, Tech Lab, ...) going to return?
* make sure that the infantry looks just as detailed as the C&C3 ones, the C&C Generals standard for infantry polycount is too low.
* are you striving for at least the same level of quality (graphical, sounds) as C&C3 has?
* anything else you'd like to share?
Thanks for listening to my wee rant
* since this mod will be released for both C&C Generals and C&C3 Tiberium Wars, I hope that you won't lower the polycount or texture quality of the C&C3 models to be compatible with C&C Generals.
* will this mod also include all the units and buildings from the Yuri's Revenge expansion? Maybe not with the first release, but afterwards?
* how far are you with the C&C3 version, are you short on staff?
* will you use the original RA2 sounds and music (maybe upgrade them a bit), or will you make them yourself?
* is there going to be blood and screaming when the infantry die?
* are the capturable buildings (Oil Derrick, Tech Lab, ...) going to return?
* make sure that the infantry looks just as detailed as the C&C3 ones, the C&C Generals standard for infantry polycount is too low.
* are you striving for at least the same level of quality (graphical, sounds) as C&C3 has?
* anything else you'd like to share?
Thanks for listening to my wee rant
Alias 14 May 2007
- Both the models and the textures will be greater detailed.
- Yes.
- I can't answer that, as the C&C3 SDK has not been released.
- Sounds yes, music possibly and some new voices.
- Possibly.
- Yes.
- Most of the infantry have not yet been completed.
- We hope so.
- Wait and see.
- Yes.
- I can't answer that, as the C&C3 SDK has not been released.
- Sounds yes, music possibly and some new voices.
- Possibly.
- Yes.
- Most of the infantry have not yet been completed.
- We hope so.
- Wait and see.
Lord Grievous 14 May 2007
Your Moddb.com profile says that you're at 60% complete, is this true?
How is progress on the models and textures?
Thanks for the quick reply
How is progress on the models and textures?
Thanks for the quick reply
Slye_Fox 14 May 2007
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* since this mod will be released for both C&C Generals and C&C3 Tiberium Wars, I hope that you won't lower the polycount or texture quality of the C&C3 models to be compatible with C&C Generals.
Have you compared the two mod's renders?
C&C3CR is useing the polycount posted in the C&C3 modding section.
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* will this mod also include all the units and buildings from the Yuri's Revenge expansion? Maybe not with the first release, but afterwards?
Well, it is based on YR. So yes.
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* how far are you with the C&C3 version, are you short on staff?
Both mods need skinners.
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* will you use the original RA2 sounds and music (maybe upgrade them a bit), or will you make them yourself?
GensCR allready has all the voices and music ingame,
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* is there going to be blood and screaming when the infantry die? smile.gif
Eventually.
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* are the capturable buildings (Oil Derrick, Tech Lab, ...) going to return?
Allready in GensCR
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* make sure that the infantry looks just as detailed as the C&C3 ones, the C&C Generals standard for infantry polycount is too low.
I know
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* are you striving for at least the same level of quality (graphical, sounds) as C&C3 has?
Nope.
I target is to make the models look as much as their RA2 versions as possable.
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* anything else you'd like to share?
Not really.
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Your Moddb.com profile says that you're at 60% complete, is this true?
Roughly, if C&C3 uses the same settings (distance and time), then all i have to do is take the values from GensCR.
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How is progress on the models and textures?
Models, fine.
Skins, vaaaary slow.
Edited by Slye_Fox, 14 May 2007 - 11:50.
Lord Grievous 14 May 2007
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Models, fine.
Skins, vaaaary slow.
Skins, vaaaary slow.
This may sound a bit preachy, but you really need to find some good 2D artists...pronto!
If not then you will have finished all the models before they can even start with the textures an shaders, if you even get texturers in the first place! If your 2D artists can start texturing the moment a model is done then work should progress efficiently. And what about coders and animators?
Most mods die because they simply can't recruit a specific modder, some mods have dozens of high quality models but no textures to finish them, or they have highly detailed humanoid models but no animators to make them do anything in-game.
You really need to recruit some competent 2D artists and coders if your mod is ever going to survive more than a few months! Like that Tiberian Dawn mod for C&C3 mod, they have half a dozen modelers and half a dozen 2D artist and some coders to work on their mod.
Some mods on Moddb.com have under their mod team profile dozens of people listed, but most of those people are PR people or website moderators, or concept artists...now these may all be vital people to any mod, but never forget that the most import core of any mod team are the people who make the models, skin them and animate them and code them in and provide them with sounds.
There is probaly more than one C&C3 mod that tries to recreate RA2 on the new SAGE engine, why not share some assets and/or modders (provided they are of high enough quality)? It's not like all these mod teams have radically different visions on how the units and buildings must look, they're basically redoing existing RA2 models in 3D.
Again, it's not meant to be preachy, but I've witnessed mods with more modders than your current team fall into oblivion because they lacked even a single modding profession on their team!
Edited by Lord Grievous, 14 May 2007 - 16:04.
Slye_Fox 14 May 2007
Lord Grievous 30 Jul 2007
You seem to've made some new models, and they sure look great!
But have you managed to recruit some skinners yet?
Hope this mod doesn't die :(
But have you managed to recruit some skinners yet?
Hope this mod doesn't die :(
AZZKIKR 19 Aug 2007
slye fox, u got lots of tough competition. lihe cnc red alert revolution. urs is yuri's revenge in 3d. rar combines ra1 and 2
TehKiller 19 Aug 2007
ummmm the point of this mod is to bring RA2 (thus giving the exact same features along with some additional new country special units) not RA1...
Slye_Fox 19 Aug 2007
AZZKIKR 25 Aug 2007
good point. good luck with the mod. the SDK has just been released if i'm not mistaken. so good luck comrade.and guten tag.
AZZKIKR 26 Aug 2007
2 questions.
1. will tesla troopers be able to charge up tesla coils
2. will it be in cnc3 or transferred to cnc3 kane's wrath
1. will tesla troopers be able to charge up tesla coils
2. will it be in cnc3 or transferred to cnc3 kane's wrath
Slye_Fox 26 Aug 2007
Jerinx 26 Aug 2007
Lord Grievous 23 Feb 2008
Now that Red Alert 3 has been announced, are you considering moving to this game?
Lord Grievous 21 May 2008
Euhm, is this mod still active?
There hasn't been any activity in quite some time :(
There hasn't been any activity in quite some time :(
Jazzie Spurs 21 May 2008
Lord Grievous 24 May 2008
Since this mod is now on Red Alert 3, will you bring back the Ore Fields?
Edited by Lord Grievous, 24 May 2008 - 23:06.
Edited by Lord Grievous, 24 May 2008 - 23:06.