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 PostPosted: 03 Oct, 2009 
 
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I'm excited about the new modding in 1.2, but I'm not sure how many modders DG has. Does anyone here have serious plans for mods?

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 PostPosted: 03 Oct, 2009 
 

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if someone is willing to convert a Cybran ACU and Loyalists to the Granny format; i'll put them in the game.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 03 Oct, 2009 
 
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BulletMagnet wrote:
if someone is willing to convert a Cybran ACU and Loyalists to the Granny format; i'll put them in the game.
:lol:
I wonder how this would turn out ...

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 PostPosted: 03 Oct, 2009 
 
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I would look a bit strange.

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. ;)


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 PostPosted: 03 Oct, 2009 
 

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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.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 04 Oct, 2009 
 
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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.

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 PostPosted: 04 Nov, 2009 
 
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Quote:
I'm excited about the new modding in 1.2


That's good news to me since maybe that means SupCom2 will support modding. I know it's a different publisher. But with the DG/moho engine being used for SupCom2, do you think this indicates their will be modding support...at least as much as there was for SupCom1? (admittedly not as much as we would have liked).

But modding for DemiGod would definitely interest me too. I would like to try making a more organic unit. I haven't tried DG yet...I meant to but no time. But mod support piques my interest.

Also, I agree that putting Supcom units would be kind of cool.

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Col. Jessup: 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.


Hey I like your maps. I've played Desert Planet II. The Portal one looks like a lot of fun. Wish I had people to play LAN with. I just play skirmish these days.
As a mapper, aren't you salivating at the prospect of being able to build Demigod-style maps in SupCom2?


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 PostPosted: 05 Nov, 2009 
 
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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.

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 PostPosted: 06 Nov, 2009 
 
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I once had the vaguest hope that everything would be sorted out with Demigod. Now, I think it's just a piece of ****.

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 PostPosted: 06 Nov, 2009 
 
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Techubus wrote:
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.


That's actually why I'm excited about the possibility of modding for it. Making custom maps involving 3d models could be really fun. But I do understand that not everybody (or even very many) of the people who want to design maps know how to use 3ds Max. But maybe it will be like the Unreal Editor where you can import and use custom geometry from Max or Maya to do a level but you can also just use the editor to carve out the level. So maybe you can use Max but don't have to. It would be even better if the supplied a map editor that had a library of structures you could build with. Then the community could add to that list. So I think it will all hinge on the kind of editor they release or don't release.

Alas, I don't expect that kind of editor. The business model for this doesn't involve licensing the moho engine to other companies so they don't have much incentive to release a polished, user-friendly editor....but we can wish.


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 PostPosted: 06 Nov, 2009 
 
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EbolaSoup wrote:
Hey I like your maps. I've played Desert Planet II. The Portal one looks like a lot of fun. Wish I had people to play LAN with. I just play skirmish these days.
As a mapper, aren't you salivating at the prospect of being able to build Demigod-style maps in SupCom2?
TY! Actually I want to give mapping for Demigod a try first. I love the game besides it's current faults and I think it has a lot of potential. Since there are no plans from GPG or Stardock to add more maps as far as we know that's where I'm needed. :)

So far I have little experience with 3D modeling so I might need some tutoring from a modder. I already have a pretty good idea who I'll ask.

@Techubus: actually not that complicated if you have a fair understanding on how the maps are build and if you have modded for SupCom and FA. It's a shitload of work though and there are few people who will be able to do it alone. But first we need a map editor from GPG. In theory we could edit some stuff in Notepad++ but there is a limit to the pain I'm willing to take. After all it's supposed to be fun.

@Epiphenomenon: Don't give up yet. I know it's frustrating to wait but 1.2 should be rather close and who knows...

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 PostPosted: 06 Nov, 2009 
 
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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.


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 PostPosted: 06 Nov, 2009 
 
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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.

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 PostPosted: 06 Nov, 2009 
 
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Col. Jessep wrote:
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, it sounds like you've tried your hand at this a bit. Am I correct? How have you done that without a map editor?
Also, I don't imagine that all SupCom maps will be flat platforms. Don't you think that some maps will be terrain? SupCom is, after all, more of a "real world" premise. I can't see them changing that and making all maps flat cityscapes.


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 PostPosted: 06 Nov, 2009 
 
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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'.

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 PostPosted: 06 Nov, 2009 
 
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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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