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Tiberium Secrets mod v. 1


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#1 Umbrella Secrets

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Posted 26 August 2010 - 22:06

Here is the buildings to a mod I'am making "Tiberium Secrets" Any opinions on the refinery by the way something doesn't look right about it?
In order as shown on the url at the bottom. This is a Cabal Faction.

1: Drone Factory

2: Airpad

3:Cyber Production Center

4:Hack Center

5.Cooling Station

6:Triple Crane

7:Fusion Core

8:Obelisk of Darkness

9:Advanced Power Plant

10:Refinery

11:Silo

12:Weather Control Device

13:Tech Tower

14:Duel-Minigun 5000

15:Duel-Cannon 2500

16:Duel-Plasma 500

Imageshack.com



More is soon to come...

Edited by Umbrella Corp., 26 August 2010 - 23:31.

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#2 Zhao

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Posted 27 August 2010 - 00:22

Very nice dude , im looking foward to playing this mod online.

#3 Umbrella Secrets

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Posted 05 September 2010 - 19:21

Just a little update of my Cabal Faction that I'm creating, I have more models than this, but I'm not going to show them all.

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#4 Sgt. Rho

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Posted 05 September 2010 - 19:36

the skull on the Reaper looks very high poly, you might want to lower them a bit.

#5 Umbrella Secrets

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Posted 05 September 2010 - 19:38

Yeah I agree
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#6 Umbrella Secrets

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Posted 06 September 2010 - 02:27

Just created something new for Cabal's symbol. (Eye of Cabal)
Any suggestions?
This is going on the UI
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#7 Medusa

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Posted 07 September 2010 - 11:35

@ Umbrella Secrets
I'm sick of the forgotten so I'm glad to see CABAL rising. |8

View PostSargeant Rho, on 5 Sep 2010, 19:36, said:

the skull on the Reaper looks very high poly, you might want to lower them a bit.


Not necessary if the skull is in the same Mesh where the rest of the Reaper is. It only matters how many bones you link to mesh. It is limited to 75. If you add more your Model will have some pretty ugly deformation in the W3XViewer and ingame.

BTW: You saw some the pictures of my models, so you should know what high poly really means. :confused:
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#8 Sgt. Rho

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Posted 07 September 2010 - 11:50

Yeah, but if you look at the skull, then at the model, you notice how the Skull probably has more polies than the entire rest of the model.

#9 Golan

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Posted 07 September 2010 - 13:08

View PostDetoNato, on 7 Sep 2010, 11:35, said:

View PostSargeant Rho, on 5 Sep 2010, 19:36, said:

the skull on the Reaper looks very high poly, you might want to lower them a bit.


Not necessary if the skull is in the same Mesh where the rest of the Reaper is. It only matters how many bones you link to mesh. It is limited to 75. If you add more your Model will have some pretty ugly deformation in the W3XViewer and ingame.

On each mesh, vertex count is amongst the most important things that determine performance, so it should be kept as low as feasible. Aside from that, the level of detail is simply unneeded - instead of improving the visual presentation, it is likely to look out of place.
On a side note, there is no 75 Bones limit for W3X models. The TSR MKII uses 84 indexed bones on a single mesh.
Now go out and procreate. IN THE NAME OF DOOM!

#10 Chronosheep

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Posted 07 September 2010 - 13:31

View PostGolan, on 7 Sep 2010, 15:08, said:

On a side note, there is no 75 Bones limit for W3X models. The TSR MKII uses 84 indexed bones on a single mesh.

There may not be a limit for w3x models themselves, but the C&C3 shaders have an upper limit of 80 (this is a constraint in vertex shader model 2 and 3).
What happens when the limit is exceeded, however, I don't know. I would assume some bones would become non-functional.

As for the vertex count discussion, the DetoNato is right that a low number of meshes give better performance, but the vertex count is still important.

Edited by Chronosheep, 07 September 2010 - 13:39.

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#11 Medusa

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Posted 07 September 2010 - 15:51

View PostGolan, on 7 Sep 2010, 14:08, said:

The TSR MKII uses 84 indexed bones on a single mesh.


Its a different how many bones a skeleton have and how many bones are linked per mesh through the wwskin. May I explained opaque. Not everey single one of your bones that are used for the MMKII skeleton have a vertex linked to it, I really doupt that. At least 9 bones of your model are simply for anything else but not for animating a vertex.


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There may not be a limit for w3x models themselves, but the C&C3 shaders have an upper limit of 80 (this is a constraint in vertex shader model 2 and 3).
What happens when the limit is exceeded, however, I don't know. I would assume some bones would become non-functional.


I dont know if its different from PC to PC, but I had this problem exactly 76 bones. What will happen? The model will be deformed in animations... Maybe I have uploaded a screenshot from the W3XViewer anywhere, but I guess that you have to test it for your self.

BTW: What is the vertex count important for? Since Im testing with high poly models, I never found any problem that I wouldnt have with regular C&C3 models.
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#12 Chronosheep

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Posted 07 September 2010 - 16:16

View PostDetoNato, on 7 Sep 2010, 17:51, said:

I dont know if its different from PC to PC, but I had this problem exactly 76 bones. What will happen? The model will be deformed in animations... Maybe I have uploaded a screenshot from the W3XViewer anywhere, but I guess that you have to test it for your self.

There shouldn't be a difference from PC to PC.
The shaders have technical limit of 80 bones, but this does not mean that the engine itself allows you to use 80 bones.
All w3x models have a roottransform bone, and if I remember correctly, also a world bone. These bones would take two of the slots, and there could also be other default bones that I don't know of.

View PostDetoNato, on 7 Sep 2010, 17:51, said:

BTW: What is the vertex count important for? Since Im testing with high poly models, I never found any problem that I wouldnt have with regular C&C3 models.

It speaks for itself that the more vertices there are for the vertex shaders to handle, the slower the game will run. If this was not the case, all the hype about tessellation in DX11 would be out of place... one could simply use highpoly models all the time.
The game can handle high vertex counts, but since it's an RTS game, you must keep in mind that there can be very many objects in the scene at one time.
Since you never see things that closely, extreme vertex counts are also rather unnecessary. Small details should rather be added using normal maps.

Edited by Chronosheep, 07 September 2010 - 16:17.

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#13 Umbrella Secrets

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Posted 07 September 2010 - 18:58

My cyborg reaper is about 7 thousand something verities I don't think it will hurt though have not a clue what boning a model is. Oh and i'm also adding another army and they will be called "The Colony." They will be an army filled with creatures that do not know what technology is and the Scrin have feared them for many years, kinda like the Flood from Halo. Everybody probably knows that this is my first mod too so I don't know a lot about modding this game. :confused:

Edited by Umbrella Secrets, 07 September 2010 - 19:08.

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#14 Umbrella Secrets

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Posted 17 October 2010 - 22:32

Haven't really posted an update in a while, but I have made a lot of progress on this mod I'm making and I just wanted to post an update on what I have so far. :P
There is also another update with "Cabal" that there is going to be no Cabal faction, this army is called "Order of the Illuminati" which were kept secret from NOD and NOD realized that this army was too powerful for any commander.
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That big building with the tower, I didn't make by the way.

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Edited by Umbrella Secrets, 17 October 2010 - 22:35.

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#15 Umbrella Secrets

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Posted 13 December 2010 - 16:05

There has been a little change in the story line to my mod and I decided to maybe add a third army...
Visit my moddb page for more info.

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The Earth is Dying...
Secrets have been released and the world is in chaos has the last of the humans fight for their against armies of darkness. One army shall take Earth...
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This army was once a prototype of NOD to defect GDI back in the past. Used as a back army, NOD hid the army in Cairo, Egypt. This army has been released, but is now haywire and now looks as everything living now an enemy. This army is more powerful than Cabal.
This army will contain powerful robots and lightening technology and dark energy has power. It will have fast units and really slow units and many more.
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An army that the Scrin have feared for many many years has now been introduced to Earth. This army is nothing but infected monstrous creatures that feed off of death and they cannot be stopped. They are like a virus that spreads throughout worlds to claim life. This army will have tiberium zombies and brute like creatures that charge the enemy until there dead. Green mist will spread throughout maps and viruses will spread.
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Possible third army...

Tiberium Secrets Teaser

Edited by Umbrella Secrets, 13 December 2010 - 16:07.

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