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Posted: 28 Feb 2006, 07:51
by Targon
so how does the harvester work in spring?

Posted: 28 Feb 2006, 08:31
by GrOuNd_ZeRo
I am guessing that there will be reclaimable features on customized maps.

Maybe unexpiring Tiberium around blossom trees?

Posted: 28 Feb 2006, 08:35
by SpikedHelmet
GZ is right.

Hopefully, in the near future, Spring will support mobile mexx'ing... so you'd only have to set it to patrol around a Tiberium field. For now, though, your reclaiming will have to be done via reclaiming little tiberium features.

Posted: 28 Feb 2006, 08:41
by Weaver
Or having the GAIA player handle respawn of these deposites, as reclaimable features.

Posted: 28 Feb 2006, 10:07
by NOiZE
the hand of nod looks a bit weird

Posted: 28 Feb 2006, 10:25
by Das Bruce
NOiZE wrote:the hand of nod looks a bit weird
The "dirt" is shiny.

Posted: 28 Feb 2006, 11:56
by SpikedHelmet
Yes, unfortunately Spring feels the need to make everything shiny.

Posted: 28 Feb 2006, 12:13
by Torrasque
You know that you can edit the "shinyess" with the second texture?

Posted: 28 Feb 2006, 15:41
by Otherside
the TA system cud be very good at copying the C&C system having no metal gain per sec (maybe minute metal gain on special structures so u dotn get metal stall) and only be able to get metal from tiberian fields and units (loads of storage from start like 20000 or unlimited maybe?)

Energy is via power plants and each building drains certain energy wen ur in 0 energy all ur buildings shutdown ?

p.s if this has been discussed or decided shoot me ;P

Posted: 28 Feb 2006, 16:13
by NOiZE
if you are using 3do's you can edit the shineyniss with the alpha layer on tga files if i'm not mistaken.

Posted: 28 Feb 2006, 23:49
by SpikedHelmet
I have no fucking clue what you're talking about. Hence, I replace your reality with my own.

It is possible to shut down units but most importantly, energy weapons will not be able to fire.

Posted: 01 Mar 2006, 02:37
by mikedep333
Perhaps you could bring about the classic C&C power system by making there be almost no energy storage. That way you always either have enough power or not.

Posted: 01 Mar 2006, 04:23
by GrOuNd_ZeRo
Uhmmm...

Specular shading is done by Spring it self using the model's geometry to determine shininess, you are confusing reflectivity layers, brightness layers and...I can't remember, probably logos.

Posted: 01 Mar 2006, 07:59
by SpikedHelmet
mikedep333 wrote:Perhaps you could bring about the classic C&C power system by making there be almost no energy storage. That way you always either have enough power or not.
By default there will be a power surplus of 10000, but hopefully, with a little luck and ingenuity I can basically emulate C&C's system. In reality it would be the normal TA with very, very high output and usage.

Posted: 01 Mar 2006, 08:56
by Wasp
Looking nice, wouldn't the obilisk be abit bigger - infact huge. Maybe be a more advance defense structure. I remeber playing Renegade and that thing would pound.

Posted: 01 Mar 2006, 16:52
by GrOuNd_ZeRo
I think most buildings look just right, the cooling towers on the powerplant might look better if they are a bit taller.

Posted: 02 Mar 2006, 01:18
by SpikedHelmet
Tiberian Dawn obelisks are not very big but they are extremely powerful. Tiberian Sun obelisks are much, much larger.

And this isn't Renegade.

Posted: 16 Mar 2006, 01:28
by j5mello
/bumb

Posted: 16 Mar 2006, 01:57
by Optimus Prime
the idea with the reclaimable tiberium is cool. But for what are the raffineries? I dont think that you can script it so, that you will only get the metal if the harvester returns to the raffinery.

Posted: 16 Mar 2006, 01:59
by FireCrack
GrOuNd_ZeRo wrote:Uhmmm...

Specular shading is done by Spring it self using the model's geometry to determine shininess, you are confusing reflectivity layers, brightness layers and...I can't remember, probably logos.
Nope, 3do's have their shininess determined by the alpha channel in the texture.