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AbsCnC is designed
specifically for modding. CnC
unit concept & graphics limitations
1.
You can only have one
turret per unit.
2. Some units (i.e. Aircraft) could
not have turrets at all.
3. Aircraft cannot shoot at other
aircraft.
4. It is hard to animate your models.
5. You can only have a maximum of two
weapons per unit.
In AbsCnC all those will be out of the window.
Plus there will be lots of scope for expanding
the functionality further. -Add your own code,
it's open-source!
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Artist's
impression of the IDC
Mantis Heavy Fighter with turret mounted
blaster-cannons.
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Combined Editing tools
In CnC you had to edit the INI
& Voxels separately. And then you had to mix with MIX
and so on
Bogomimps of AbsCnC is progressing
excellently on an 'all-in-one' editing utility (see Below).
Click on pic for larger image
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On the graphics front, this tool
will have several major advances:
1. You can load graphics from any 3ds file.
2. You can mix and vary graphics from several
different files to create your new unit.
3. Every frame of animation can potentially
have different graphics.
4. You will be able to animate colours and
textures as well as moving the sections.
5. You can invent your own animation sequences
specific to a unit (requires INI module).
6. The utility will automatically make any
imported 3ds file compatible with the actual game engine
so no unexpected crashes.
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AbsCnC model of the Strike
Speeder (author: StratComm)
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Library
of unit graphics and INI Code
The AbsCnC default battlesets are intended to provide a
ready stock of units for modding, canabalisation and
reference. Whilst Haydn's concept battleset is currently
the main effort, there will be a massive stock of 3ds
from many sources. Why not combine the nose and engines
of the IDC Strike Speeder (above) with the wings of the
IKA Javelin Bomber and the fins off an X_Wing 3ds you
found on the web? Re-colour it in the ModMaker utility
and you have an all-new unit without having to be a
graphics bod.
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