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Modding Questions about EAW (Empire At War)


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#1 Marcjs

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Posted 01 September 2005 - 03:50 PM

Hi guys
i was wondering if you could answear these questions about Empire At War

1.Whats the polycount for tanks buildings weapons Infantry

2.is close combat in the game (think ive seen it but not sure)

3. is it possible to have different bone stuctures for units

4.is the a limit on how many sides can be added


think thats about it

hey you guys should add chaos to your mod every one loves chaos ;)

you could add units such as these (all my models Btw)

Hellblade Fighter
http://img.photobuck...s/Hellblade.jpg

Iron Warriors Drednoughts
http://img.photobuck...ltiplyweapo.jpg

Landspeeder tempest
http://img.photobuck...mpestrender.jpg

Air Defence Command Platform
http://img.photobuck...ndPlatform2.jpg

Heavy Bolter Tarantula
http://img.photobuck...rTarantula5.jpg

HYPERIOS AIR DEFENCE PLATFORM
http://img.photobuck...CEPLATFORM1.jpg

Chaos Predator (WiP)
http://img.photobuck...aosPredator.jpg

Nb. is the AI done for the ZH mod ? if not i can help

Edited by Marcjs, 01 September 2005 - 04:17 PM.

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#2 The Kommissar

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Posted 01 September 2005 - 04:06 PM

One more question

will you be able to recycle all the load of work you did for OW1?
I mean ,using the same models, to gain some speed in the development??

#3 Marcjs

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Posted 01 September 2005 - 04:10 PM

think they would want to use way higher poly models
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#4 Torn

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Posted 01 September 2005 - 05:33 PM

How are we supposed to know about adding extra sides and bone structures? My instict says 'obviously' but we are still uncertain.

Why would we add Chaos in? We've decided the sides already.

Marcjs and Kommissar, we are reusing some of our OW1 stuff. IE the Necron models + textures, IG buildings, IG tanks, etc.

I see polycounts in this way - It doesn't matter, as long as it's not excessive and it looks good. High or Low, who cares. If it looks good, everyone's happy.

What are the polycount of those models Marcjs?

#5 Marcjs

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Posted 01 September 2005 - 06:45 PM

oh sry thought you may prehaps have some info on the engine

um the polycounts

hellblade = 4351
Predator= 2627 (wip)
Drednought = 3549
Drednought weapons= 500-1200 (there are 6 drednought weapons)
Air Defence Command Platform =1429
Heavy Bolter Tarantula = 2505 (Unesser detail)
HYPERIOS AIR DEFENCE PLATFORM = 1854
Landspeeder tempest = 3696

i just like chaos thats all ;)

Edited by Marcjs, 01 September 2005 - 06:46 PM.

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#6 Boomerang Python

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Posted 02 September 2005 - 08:08 AM

I'm not completely sure about all those questions, but I think i know roughly how many polies the models should be (by reading the IA2 forums)

Infantry is around 800 polies.
Tanks is probably around 1500.
Space ships would probably wary between 500-1600 or something, depending on size and amount of the units.
the buildings must be at least like 2000-3000 polies. (guessing)

As torn says tho, If it looks good, then polycount doesnt matter.

As to adding chaos in, this is something that we might do after the first releases, altho if the team grows and all we might be able to get em in faster. We also would like to add in tyranids, orks and other races.

and about the AI for OW1 I think the AI is almost done, what it does so far is: builds structures and units, but it just wont attack or move em... we're trying to fix that, but if you think you can help, add me to msn.

Edited by Boomerang Python, 02 September 2005 - 08:12 AM.

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#7 Marcjs

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Posted 02 September 2005 - 10:41 AM

hmm looks like im going to have to reduce those polys :cool:

well they are models that ive done for BF2

added you to msn Boomerang Python
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#8 killakanz

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Posted 02 September 2005 - 10:59 AM

Personally Marcjs, although they're nice I think the polys on those models are too high for RTS right now.
Boomer is on the right path for having a polygon guideline laid out. The best way of doing it is looking at models already in game by any screenshots available and judging by that.
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#9 Marcjs

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Posted 02 September 2005 - 01:59 PM

yeah they are too high for a RTS but there were made for Battle feild 2

ill have to reduce them ( i tend to model what can be done by texture bad habit i giuess)


oh and the AI is only your friend if it works ;)

Edited by Marcjs, 02 September 2005 - 02:00 PM.

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#10 killakanz

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Posted 02 September 2005 - 04:22 PM

oh and the AI is only your friend if it works ;)

<{POST_SNAPBACK}>


thudo said it :wub:
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#11 Marcjs

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Posted 02 September 2005 - 05:11 PM

indeed but its still a valid point
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#12 Calamity_Jones

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Posted 02 September 2005 - 05:34 PM

as regards to close combat...

IT'S A STAR WARS GAME!!

light sabers are as famous as Darth Vader! Of course they'll have close combat in and thus so shall we!

It'll almost certainly be easier to impliment too (bloody well better be, the termy anims are making me go berserk!)
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#13 Torn

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Posted 02 September 2005 - 05:40 PM

You seen the video with Darth Vader and Obi-Wan fighting on Tatooine? Well that proves it ;)

#14 Marcjs

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Posted 02 September 2005 - 06:22 PM

yeah but i havent seen any storm troopers fighting rebels in melee combat

im just worried it will be just for Heros
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#15 ComradeJ

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Posted 02 September 2005 - 06:31 PM

A hero is just a normal dude with 10 times the hitpoints...
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#16 Calamity_Jones

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Posted 03 September 2005 - 12:03 PM

I can make anyone fight like col burton (close combat) in generals, so I can make anyone fight like obi wan/vader in EAW.... it's just a bit of code :D
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#17 Juggernaut1985

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Posted 11 September 2005 - 05:06 PM

Those models look a bit too high poly for EaW.
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#18 Torn

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Posted 11 September 2005 - 06:41 PM

We established that 2 weeks ago.

#19 Boomerang Python

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Posted 11 September 2005 - 07:03 PM

Yeah they were made for Battlefield 2.
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men du är också man, och det är mer."

#20 Juggernaut1985

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Posted 11 September 2005 - 07:10 PM

My mistake then.
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