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Tell me, what do you see..


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#1 ambershee

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Posted 08 November 2007 - 10:20 PM

..When you go into the BfME mod SDK documentation, and go to the Using FX Shaders As Materials section?

:)

#2 m@tt

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Posted 08 November 2007 - 10:28 PM

Nothing unusual...

Only thing I can think of is the file path with Red Alert 3 in, which doesn't exist afaik...
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#3 ched

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Posted 08 November 2007 - 10:59 PM

yikes, that's a good catch guys :ohmy:

so you think it's not ditched? Or perhaps just the internal name for CNC3?
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#4 ambershee

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Posted 08 November 2007 - 11:03 PM

Two options - either CnC 3's engine was originally intended for RA3, or RA3 was on the cards when that screenshot was taken and they were compiling that crappy 'mod sdk' documentation :ohmy:

Either way, I'm trying to get custom shaders into BfME 2. I get the feeling noone else has ever succeeded in that, or perhaps even attempted such lunacy.

Edited by ambershee, 08 November 2007 - 11:09 PM.


#5 Solinx

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Posted 08 November 2007 - 11:23 PM

Nice find and good luck :ohmy:

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#6 cahik_

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Posted 08 November 2007 - 11:30 PM

i belive that it works. seing the fact that i worked in w3d viewer :ohmy:

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#7 Bart

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Posted 08 November 2007 - 11:41 PM

this RA3 thing isn't at all surprising
http://en.wikipedia...._3_.28T.B.C..29
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#8 Hostile

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Posted 09 November 2007 - 02:46 AM

I owned RA3dev.net but let it expire as no further word came of it.

#9 ambershee

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Posted 09 November 2007 - 08:35 AM

this RA3 thing isn't at all surprising
http://en.wikipedia...._3_.28T.B.C..29


Well, it is a little peculiar, because the announcement for it came before the release of BfME - and therefore 2-3 years before the 'SDK'.

Not that I'm expecting to see it, I just thought it was interesting. As it happens, EALA already announced a CnC based FPS (using CryEngine 2 I believe, which is retarded seeing as they already have a license for Unreal 3, which is far more versatile and they have a team with the experience for..).

i belive that it works. seing the fact that i worked in w3d viewer :ohmy:



Care to elaborate?

Edited by ambershee, 09 November 2007 - 08:36 AM.


#10 cahik_

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Posted 09 November 2007 - 08:56 AM

Care to elaborate?


i try to get some of those normal maps that were there for some buildings in bfme2 working. so i try to set it up using Directx 9 Shader. Through in w3d viewer there was no visible difference between the version with and without normal maps ( might be by some my mistake, i am not really expert when it cames to materials in max). so i try if the specular maps are working and those were working fine ( at least on those 2 models that i try ). those are all my experiences with that stuff...

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#11 Solinx

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Posted 09 November 2007 - 10:08 AM

Not that I'm expecting to see it, I just thought it was interesting. As it happens, EALA already announced a CnC based FPS (using CryEngine 2 I believe, which is retarded seeing as they already have a license for Unreal 3, which is far more versatile and they have a team with the experience for..).

Then those peeps are probably already working on another game that is based on the Unreal 3 engine. :ohmy:

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#12 ambershee

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Posted 09 November 2007 - 10:29 AM

Not that I'm expecting to see it, I just thought it was interesting. As it happens, EALA already announced a CnC based FPS (using CryEngine 2 I believe, which is retarded seeing as they already have a license for Unreal 3, which is far more versatile and they have a team with the experience for..).

Then those peeps are probably already working on another game that is based on the Unreal 3 engine. :ohmy:


BUT

With a UE3 license, they didn't need to cough up the $300k per license fee for Crysis.

AND

Staff on board the teams had worked with the Unreal toolset before, meaning there's always someone to ask if something is proving tricky; unlike working with something completely new.

Care to elaborate?


i try to get some of those normal maps that were there for some buildings in bfme2 working. so i try to set it up using Directx 9 Shader. Through in w3d viewer there was no visible difference between the version with and without normal maps ( might be by some my mistake, i am not really expert when it cames to materials in max). so i try if the specular maps are working and those were working fine ( at least on those 2 models that i try ). those are all my experiences with that stuff...


Ah, you see that's the difference. BfME 2 already has a normal map shader; that part is easy, because all you have to do to use it is apply it in Max and it's ready to go if you want to use it. I'm talking about creating new shaders, for completely new graphical effects :p

I don't think the w3d viewer shows most shader effects, so no, the normal mapping wouldn't be visible.

Edited by ambershee, 09 November 2007 - 10:31 AM.


#13 cahik_

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Posted 09 November 2007 - 12:48 PM

ohh..that way. good luck with it then :ohmy:

Edited by cahik_, 09 November 2007 - 12:48 PM.

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#14 m@tt

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Posted 13 February 2008 - 10:33 AM

http://www.gamerepla...howtopic=339545
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#15 ambershee

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Posted 13 February 2008 - 11:13 AM

Yeah, it's everywhere. Third thread on Revora I've posted this in, but I'm not looking forwards to it. I really don't like EALA's approach to 'strategy' at all.

#16 Nertea

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Posted 13 February 2008 - 03:39 PM

SAGE engine - AGAIN! When will they drop this piece of crap?

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#17 ambershee

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Posted 13 February 2008 - 05:33 PM

Never. It's cheaper than buying and engine or developing a fresh one to recycle the same crap.

#18 Lauri

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Posted 13 February 2008 - 06:25 PM

too bad...
and I'm not too exited about this...
which leads down to the fact that I've never played RA1 nor 2 :p
*awaits screens to fall in love...*

*or*

*CNC3 looked sweet, but it took a week to get bored of it*

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#19 Master Windu

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Posted 24 February 2008 - 06:58 PM

Not the SAGE engine! Finally...

Top right of this image.

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#20 JEV3

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Posted 24 February 2008 - 07:30 PM

That... is something to look forward too. :p

And urm... wait anime weather wielders? Does the third faction always have to be mysterious, I doubt that that was any serious information.
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