Tiberium Dawn & Harvesters
Posted 30 March 2004 - 10:23 AM
Our team is currently doing a Tiberium Dawn Mod for Generals too, But with a few little extra goodies, (all kept with in the boundaries of Westwood original Idea.)
We are currently Very Close to an Public Alpha Stage.
We recently bought up the topic of how to make harvesters 'Harvest" Tiberium and how to make Tiberium. We 'Think' have come up with a solution.
Now to my point. We would be more than glad to help out your team if you help ours, kind of arrangement.. If you don?t. that is also fine.
We are just curious on what your plans are to tackle "harvesting" considering 90% of Tib Dawn Mods have failed due to No one knowing how to do this..
*Top Secret Mod*
Posted 04 April 2004 - 10:12 PM
i know this has nothing to do with (harvesting) but its for (tiberian) suggestion.....
Posted 05 April 2004 - 08:00 AM
Posted 05 April 2004 - 10:27 AM
Posted 05 April 2004 - 10:31 AM
Anyway, we have a disagreement in the matter. It doesnt really matter does it
Posted 05 April 2004 - 04:46 PM
Posted 05 April 2004 - 04:50 PM
Caution: Linked material may be hyper cute or hyper cool depending on content.
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Posted 07 April 2004 - 09:50 AM
This seems to be most practical way so far of making tib.
Replace the supply pile with a model of some tiberiums might work... :rolo: (By "supply pile" I'm talking about the small pile not the supply docks) But that means units can't move across them... :uh:
But how will you make the Tib tree "grow" more Tib? and make it seem like a Field?
How about remodeling the Supply dock that you can drive into? this way it will seem like you are on top of the Tib and "harvesting" it?
Posted 07 April 2004 - 08:19 PM
Especially the expanding part.
Posted 12 April 2004 - 06:41 PM
And for the expending tib part try to use the rebel ambush code, like, do certian places of the map that allways "spawn" tib(for every single tib plant I mean).
Posted 15 April 2004 - 09:47 PM
You can also add in a random object switcher unit, and a few different versions of the tiberium with different stats and models to create a varying field of the stuff.
Posted 15 April 2004 - 10:01 PM
Too cute! | Server Status: If you can read this, it's up |
Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
Posted 04 May 2004 - 05:02 AM
Posted 04 May 2004 - 07:09 PM
Posted 17 May 2004 - 01:41 PM
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Posted 19 May 2004 - 02:15 PM
It looks pretty cool right now, but we wanna change some small things before showing it
Right now, it looks pretty odd seeying a chinook flying above a tiberiumfield, taking bits and pieces from it... gonna make a harvester soon
Posted 31 May 2004 - 06:11 PM
1) Each "pack" of Tiberium originally had a growth-state, as in, the more fully grown it was, the more tiberium it contained, and the more you harvested each pack the less grown it became until there was none left in that pack. Have you done it this way?
2) Many of the implementations above have mentioned converting supply crates to Tiberium, making tiberium fields impassible, and preventing the harvester from harvesting while being on top of the tiberium. Do you plan to solve this, as it would diverge greatly from how Tiberium used to act?
3) Hell, thought I'd throw it in... TD cinematics? In or out? I honestly can't recall if there was any in-map voice acting, but if there was, will it be in too?
Posted 31 May 2004 - 08:02 PM
So I'm certainly interested in everyone's implementation of this. Maybe we can learn from each other.
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