What we Know thus far.
Alias
03 Mar 2007
Chrizz
06 Mar 2007
Dunno but the firestorm technic whas used of tiber crystals and that shit whas from scrin.
yes the walls u see are from the Scrin / Aliens dunno what EA they call its more Scrin but nvm.
seems they use the Firestormwall Technic for there walls
yes the walls u see are from the Scrin / Aliens dunno what EA they call its more Scrin but nvm.
seems they use the Firestormwall Technic for there walls

Kris
07 Mar 2007
Golan, on 3 Mar 2007, 21:45, said:
Have a look at buildings beeing repaired. You can clearly see the debris flying back on its position when the animation is played backwards as soon as damage-states shift. 

EA sucks


Edited by Chris, 07 March 2007 - 15:54.
Chrizz
07 Mar 2007
its still a demo it may fixed in final build.
and if ya dont like the style and balance u can mod the game thats why EA is release ng a kit
and if ya dont like the style and balance u can mod the game thats why EA is release ng a kit
Judgement
08 Mar 2007
OH THANK YOU CHRIZZ!!! I always figure the vehicles couldnt be more than 1500 from the initial screenshots. I just hope they dont do a dramatic change to gameplay or look or anything in CNC3 when it hits store shelves like they did with Generals.
Sgt. Rho
24 Aug 2007
A few things I discovered while going through the SampleArts.zip:
-WW Skin modifiers still work.
-Turrets and Turretels, and so Barrels and more can be controlled via WW skin (so it shall be possible to make a soldier which actually can aim any high with its gun, and that without any Animation nor "ripping of his arms".
-Some models use skins from other unit too. For example, the Predator: When upgraded with Railguns, the predator Railgun uses the texture of the mammoth tank.
-Infantry can be very detailed. The Zonetroopers even have hands,
-Sub units (Like the invader aircrafts from the PACs) are parts of the main unit.
-The XML files are VERY similar to the Generals/BFME INI files.
-Indeed, w3x-format models.
-Housecolors work via alpha channels.
-Limited turret rotation angles are possible.
-The Avatar Comandeer ability is about a hundert lines long.
-For some reason, tanks have 2-3 threads, one over an other.
-WW Skin modifiers still work.
-Turrets and Turretels, and so Barrels and more can be controlled via WW skin (so it shall be possible to make a soldier which actually can aim any high with its gun, and that without any Animation nor "ripping of his arms".
-Some models use skins from other unit too. For example, the Predator: When upgraded with Railguns, the predator Railgun uses the texture of the mammoth tank.
-Infantry can be very detailed. The Zonetroopers even have hands,
-Sub units (Like the invader aircrafts from the PACs) are parts of the main unit.
-The XML files are VERY similar to the Generals/BFME INI files.
-Indeed, w3x-format models.
-Housecolors work via alpha channels.
-Limited turret rotation angles are possible.
-The Avatar Comandeer ability is about a hundert lines long.
-For some reason, tanks have 2-3 threads, one over an other.
CodeCat
16 Sep 2007
As far as I can see they are.
First of all, the ship locomotors must use Surfaces="WATER DEEP_WATER". Not sure what the difference between those is, but using them makes sense. Perhaps DEEP_WATER alone would work better.
Secondly, you need to find a way to build shipyards on water. The trick here is to make sure the spawn point of the objects it builds is on water, so that the units exit the building on the water. One possible way is to simply spread 'tech shipyards' around the edges of the water, for everyone to capture and use. But with C&C3's new 'build-on-existing-object' logic that the Scrin Growth Accelerator uses (it builds only on a Tiberium field) it's also possible to place various objects on a map, that allow a shipyard to be built on them. Not sure whether it's possible to build on an object despite it being on water, but it's worth a try.
First of all, the ship locomotors must use Surfaces="WATER DEEP_WATER". Not sure what the difference between those is, but using them makes sense. Perhaps DEEP_WATER alone would work better.
Secondly, you need to find a way to build shipyards on water. The trick here is to make sure the spawn point of the objects it builds is on water, so that the units exit the building on the water. One possible way is to simply spread 'tech shipyards' around the edges of the water, for everyone to capture and use. But with C&C3's new 'build-on-existing-object' logic that the Scrin Growth Accelerator uses (it builds only on a Tiberium field) it's also possible to place various objects on a map, that allow a shipyard to be built on them. Not sure whether it's possible to build on an object despite it being on water, but it's worth a try.
Alias
16 Sep 2007
I'm guessing WATER is any water location, and DEEP_WATER is Water below point x. I'm guessing they're different to allow both large ships that can't go up shore, and small boats that can.
CodeCat
16 Sep 2007
Well actually, I think it's more useful to distinguish between real ships and amphibious craft. The latter would be able to go on GROUND, WATER and DEEP_WATER, and the former on DEEP_WATER only.
Slye_Fox
16 Sep 2007
if you can build on top of structures, can't you just have a Civy basepoint on the water which you build your Neval yard onto?