Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

Command & Conquer: Dawn of Tomorrow teaser thread


Recommended Posts

On 20/02/2017 at 3:49 AM, Kilkakon said:
How do you turn a 3D object into that???!!!

I positioned the camera at the right angle and then rotated the model over 32 frames :)

Which is kind of... how all C&C1 graphics were made. Don't really see how that's so amazing or surprising :D

  • Like 1
Link to comment
Share on other sites

Actually not quite--SAMs have an insane range in C&C, even longer than SSM missiles :O Because of their long range, they take very wide circular approaches to their target, which makes them easy fodder for SAM Sites. Against SAMs, you need 6 to reliably destroy one, due to the heavy armour on the site.


Against literally anything else though, these things rock pretty hard. They level base structures and most ground units.


Here's the icon I just made for the unit :cncsmirk:

Link to comment
Share on other sites

  • 2 weeks later...
  • 4 weeks later...

I am pleased to announce that I have completed all of the campaign intermissions. There's some string table work to go, but otherwise we're just down to videos and voice overs! The end is in sight!

So that I don't leave you with nothing, I will leave here an early sketch of my female character, Eva. Let me know if you have any suggestions for her as I am not experienced drawing women.


eva sketch2.png

Link to comment
Share on other sites

  • 5 months later...

Wow, has it really been six months? Feels bad man :(

I've opened up a Discord group for those who are interested in following my progress more closely :cncsmirk:


My problem is that a lot of the remaining stuff I have to do is pretty spoilertastic :( So I have been working on things behind the scenes. One of the community members gave the campaign a play through and I fixed up all the issues he raised (Thanks so much!) but it feels bad to not have much for you guys. Might make a new map or something to give you some juicy content :)

posted image

A work in progress :D

Edited by Kilkakon
  • Upvote 1
Link to comment
Share on other sites

  • 2 months later...
  • 2 weeks later...

Hey thanks for checking in White :) Was nice to see your message. I have been tinkering with X-COM a bit lately, but I have been inspired to get back onto things! Here's a sneak peek of something I was working on last night.

posted image

An edit of the silo to be filled with oil instead~

Link to comment
Share on other sites

  • 2 weeks later...

Happy new year everyone :)

Time for an update post on where C&C is at. My best friend gave the campaigns a playthrough for me through Steam streaming and was able to give me some useful feedback. I don't want to spoil anything in particular, but short version is that I'll be making some improvements to the Tomorrow campaign in particular as the attacks tend to come through one choke too easily, as well as the Construction Yards being too easily destroyed or seized.

The Company of Answers campaign was better received, although there were some worrying crashes that occurred through the game. I'm not sure if they were the fault of ddraw, Steam or C&C itself either, although notably with the singlecore feature of ddraw on the FMVs were basically unplayable (mega laggy). Might have to try different settings like the gdi renderer.

Crashes aside, he did raise a good point that mission 4 was rather long due to it being one of those "go out and destroy the whole enemy base" type missions. To help with the monotony I've decided to allow the CoA faction to build Chinooks, requiring the Airstrike Control.

Here's the updated tech tree:

posted image

The website has also been updated to reflect this change.

I was happy that my Christmas map was well received. I'll be polishing up and releasing the content that was included in the map for you all to use. If there's anything in particular that you want me to prioritise let me know.



Link to comment
Share on other sites

  • 3 weeks later...

Time for another update!

Continuing with advice from Scionox I have taken a look at the USA faction and attempted to breathe life into it with some unique additions to the team. While it was not my intention, USA did end being a bit of a "leftovers faction" as all of their "unique" items were shared with different factions. A bit too Age of Empires. Check out the revised tech tree:

posted image


Comments on the changes:

  • The Machine Shop ($500) has been added. I've yet to design this structure, which will be my next project.
  • The Light Tank ($600) was a campaign only unit that has now been restored as a buildable unit. It uses White's SHP and has a single TOW rocket that operates in a similar way to the Mammoth Tank.
  • The Hum-vee ($600) has been reimplemented as a powerful all-rounder unit. It is slower and tankier than its C&C counterpart, and carries a dual chaingun. Basically a C&C Attack Helicopter on wheels. Ouch!
  • The Artillery (price uncertain) is an addition only possible with Nyer's hidden units. Thanks to help for helping unlock them for my use. This piece is quite similar to the C&C counterpart, with a bit more damage and range. I'm not sure about it--it might need to be more manoeuvrable to be worth using. Clunky as.
  • The APC ($600) is armed with dual minigunner weapons. It's a functional unit, designed to be a cheap transport. The icon is WIP, I would appreciate some feedback on it to make it 100%-- something still feels off to me.

Let me know what you guys think! :cncsmirk: Feedback is always welcome and greatly helps the mod out.

Edited by Kilkakon
  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Nyerguds
      With Kamuix writing a guide on inserting maps into the N64 version, I got busy looking into how it would be possible to more-or-less automatically generate height maps of C&C maps, so inserted maps actually look good in N64.
      It took me a couple of tries, but finally I managed to create a set of tools to convert maps to height maps. All of these are contained inside the CnC64 File Converter. (v1.0.3 or higher)
      The basics:
      C&C terrain is not three-dimensional, but gives an illusion of 3D with the images on the cliffs. However, this illusion falls flat (literally) in a real 3D environment. To remedy this problem, they added greyscale images to the missions in N64 that indicate the elevation of the terrain (brighter = higher). So if you want to import maps into an N64 ROM and have them actually look good, they are going to need a height map too.
      Elevation is not done per cell, but on the four corners of each cell. Because of this, the height map images have a size of 65x65, whereas C&C maps are only 64x64 cells. However, the converter takes care of that automatically, so we'll just focus on making a 64x64 height map.
      The basic steps to make an image using the CnC64 File Converter:
      Open a map file, and convert it to a basic terrain levels image. This image will contain only the cliffs of the map. Save the terrain levels image and edit it in an image editor, and fill areas surrounded by cliffs with the colour for that level. If multiple levels are needed, use the brighter colors in the image's palette. There are 4 elevation levels that can be used. Open the map in the File Converter again, and generate the height map, using the terrain levels image you created. Convert the final image to 65x65 height map, and save it as paletteless N64 IMG format. The detailed steps:
      1. Convert a map to a basic levels image:
      Open the map you want to make a height map for. The process works best if there's a .ini file with it that tells the program which theater the map is, and how big the actual used area on the map is. The ini file itself will not be accepted by the program, so open either the .bin file, or the already-converted .map for the N64.
      Open the "Convert" menu, go to "Height map generation", and select "To basic levels image (from map)". This option will only work if you have a map loaded.

      You will end up with an image which has a dark gray background, and only the cliffs on it, in a slightly brighter gray. Note that this is a paletted image with five colours; even if the image is later saved as high-colour, it will be matched back to these five colours to be interpreted as height levels.

      As you see, the image has some modifications compared to the original; the conversion takes the last terrain types encountered at the edges of the actually used portion of the map, and stretches them to the full frame. This is done so cliffs placed outside a map's border to control reinforcements would not influence the height map.
      Note that the image is not saved yet at this point, so press Ctrl+S and save it to disk.
      2. Create the height levels image:
      Now the real work. Open the saved image file in your favourite image editor, and connect the cliffs to form closed areas. To do this correctly, open the map itself in a map editor so you can see the directions of the cliffs, and see what kind of elevation each area should have. Here's my process in a few steps:

      It doesn't matter if the image is saved in high colours, but as noted before, the converter will match it back to the five colours in the original image's palette, so there's no use in making detailed slopes in this. Its only function is to separate the terrain into levels.
      For the record, the grey tints used for the five levels are:
      #000000 (R=0, G=0, B=0) : Pure black. Shouldn't be used, since water creates a slight depression into terrain, and you can't do that on the lowest level. #404040 (R=64, G=64, B=64) : Basic terrain. This will be the starting level on the image, and should be seen as lowest level you can use. #808080 (R=128, G=128, B=128) : Cliffs elevation #1 #C0C0C0 (R=192, G=192, B=192) : Cliffs elevation #2 #FFFFFF (R=255, G=255, B=255) : Cliffs elevation #3. Note that this is the highest possible level, and no more terrain details can be put on top of this. Rivers should work, though, since they decrease the terrain. Anyway, with that done, we end up with our terrain levels image:

      3. Creating the actual (64x64) height map
      Now we got our levels image this is fairly simple. Once again, load the map into the converter program. Open the "Convert" menu, go to "Height map generation", and now select "To height map using levels (from map)".

      It will ask you to select the height levels image. Select the final product of our work from the previous step.
      Now the real magic happens. It will generate an image that adapts the terrain to the new heights, and if your cliffs match your levels image correctly, it will make sharp elevations for the cliffs and smooth slopes for the openings where the level decreases on non-cliff terrain. Furthermore, the height of rivers and other water will be applied on each specific level.

      Once this step is done, feel free to save the image if you want to add some more specific tweaks to it, or fix any errors the generator might have made. If you think the map is good enough, though, you can continue straight to the next step.
      4. Converting the height map to the final format
      So we got a 64x64 height map image now, loaded into the converter. The N64 game not only needs the image to be 65x65, but also needs it saved in the specific paletteless IMG format.
      First things first: go to "Convert", "Height map generation", and select the final option: "To 65x65 height map image (from image)". As you see, this is the only option in there that doesn't use a C&C map as input but an image.

      Select it, and the 64x64 data will be centered in a 65x65 frame, creating smoother edges everywhere.

      Starting from v1.04, the image in the editor will automatically identify itself as paletteless N64 image, so all you need to do is press Ctrl+S to save it in the correct format.
      ...and that's it! You have your height map, ready to insert into the ROM. The name format the game looks for is exactly the same as for the .ini and the .bin, just with .img as file extension.
    • By Nyerguds
      Over at TiberiumWeb, Lin Kuei Ominae has been doing some very interesting experiments with triggers, and has come up with some neat ways to do stuff like making an AI-owned MCV move to a spot and deploy there, making reinforcements arrive on the Nod airstrip, and making a trigger to give a player money. I suggest you check it out
      Mind my replies though; Lin Kuei did make a couple of mistakes
    • By sgtmyers88
      EDIT: The new mod profile is live!
      So long time no chat. lol 😀 Since finally completing the story campaigns for Tiberian Dawn Redux a couple years ago I have been repeatedly approached about carrying the mod over into the RA universe with a spinoff. While it's still in the very early stages of development, Red Alert Redux is slowly being brought to life. I haven't decided if it will be a mini-mod type add-on built into TDR (think GDI/Nod vs. Allies/Soviets in skirmish) or a standalone project built off of the renovated C&C Generals SAGE engine TDR is now using. I know a lot of the assets and coding between the original TD and RA games is nearly the same so it would streamline development quite a bit. (looking into the original game files I noticed a lot of the art and audio assets are using the same filenames to confirm this) The biggest hurdles I have will be making a decent naval system, designing, coding, and animating attack dogs and then the Chronosphere stuff. I may also (as I did with TDR) consolidate the unit and structure tech tree and add unit upgrades and special abilities. (e.g. Engineers doubled as Mechanics and APC's doubled as Medics) So who wants Red Alert Redux? And I will say it will not be a 1:1 remake. As I did with TDR I aim to keep as much of the original wacky tech and atmosphere Westwood developed for TD and RA but also have a more realistic spin on it in both appearance and gameplay. I have been considering consulting with the former Cold War Crisis Mod Team and the guys behind Red Alert: A Path Beyond.

    • By Lemon_sock
      First time using cncnet, I keep getting kicked whenever I join a game in the lobby but don't understand why. Sometimes I get a message saying no connection or problem with connection from one of the players. Or ping will come up with my name as NA. When I join a game in the lobby there's usually no green "I'm ready" button in the bottom left, it's only there if I try host a game (but then when I click it says waiting to connect, please try again in a few seconds or something).
      Can anyone advise, or help troubleshoot? I'm guessing there's a connection issue my end but dont know how to diagnose.
      (I have managed somehow to play two online games, no idea why it worked then but not most of the time).
  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...