Though I could imagine that a Ythotha would fit into Demigod as 2nd alien beside the new assassin demigod that should come when its done by GPG.
|||waaaaaayyy back in the day of the 1st DG beta; i had hatched a plan to put in an ACU as a General, and have some regular units as minions. considering the way Demigod turned out, i scuttled those plans and moved on. i may, however, do a quick-and-dirty version for the lulz and as a demonstration mod if i were to get help with the parts i don't specialise in.|||Im really more of a mapper than a modder but I think Demigod badly needs a few nice 2v2 and 3v3 maps. You can only play Prison and Cataract for so long. No plans yet, need to know what tools we get first.|||Quote:|||Mapping in DG seems to be more an exercise in 3d Modeling than anything else, and incredibly complex on top of that. That's why we haven't seen even 1 user made map yet.
DG style maps in SupCom2 actually concerns me a great deal because of this.|||I once had the vaguest hope that everything would be sorted out with Demigod. Now, I think it's just a piece of ****.|||Techubus|||EbolaSoup|||Actually I am a bit surprised. I thought mapping for Demigos should be easier then for SupCom. In Demigod the maps are 2D while in SupCom they are 3D. In Demigod the map where the Demigods can run is completely flat. There are not hills, no water no obstacles like trees or stuff like that.
So I thought you only have to create some 3D-objects that build the floor. As these are even in the official GPG-maps quite simple 3D-objects this should be very quickly done. Especially as the maps are symmetric. Then you put the rest (citadel, flags, ...) on top of that and you are finished. This should not be more difficult than place some markers in SupCom I thought.
Of course if one want to make a perfect looking map with a lot of fancy background stuff like that from GPG it would be a lot of work. But if the focus is on the map itself the it should be faster, as 3D modeling is not that hard. ... actually the tools are very confusing if you have never done anything with them (as there are so many options) but if you know what you are doing some nice looking 3D scenes can be created quite quickly.|||Let me put it like this:
A Demigod map is a complete SupCom map + 3D models + lua scripting + a shitload of textures + scripted effects...
The heightmap is flat, true enough only it has to fit the 3D mesh perfectly. And the corners have to be just right or - you know - your demigods might get stuck on the corners sometimes...

Lots of things to test and test again until just the basics are covered.|||Col. Jessep|||Interesting stuff there Col. Jessep. I'm hoping they release some sort of map editor with the 1.2 modding support.
Admittedly I haven't been following SupCom2 all that closely, but so far I've only seen screen shots of flat platform (DG style) maps. I haven't seen anything that takes place on the traditional terrain that is a staple of TA/SupCom style RTS'.|||Actually it should be possible to make maps. Through this thread I also take a look into the demigod forum and there the user mrappard has already done a proof of concept map (and some software to help map makers). The only problem he ran into was that he has not found a way to put textures onto the map. So he is waiting if someone finds a workaround or until the SDK comes.
http://forums.demigodthegame.com/367564
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