First Question: Is it possible to reach same model, texture & effects quality which were in Supreme Commander 1 and 2? Second Question: Is it currently possible to import units and effects from Supreme Commander 1 and 2 in to Planetary Annihilation, while keeping original great graphical quality of models, textures and effects, which were in Supreme Commander 1 and 2? Third Question (more to the developers): If it isn't possible right now, to reach same quality of models, effects and textures, which were in Supreme Commander 1 and 2, is it planned by the developers to be possible? Fourth Question: Is it possible to implement Upgrade System, which were in Supreme Commander 1, where buildings is self upgradeable? Fifth Question: Is it possible to implement new resources? And if yes, is it possible to implement Research System similar to Supreme Commander 2? Sixth Question: Is it possible to implement Shield Generators? And is it possible to implement them the way I want?
1. The models of SupCom 1 have as many polys as PA models. It's the textures that make the big difference and that's just because of the art style. PA graphics have the potential to be as good, if not better than, SupCom graphics. 2. Yeah, Raevn did this: . 3. See #1. 4. I imagine this is possible for the devs but it goes against WYSIWYG so it won't be implemented into the vanilla game. Modders need more hooks. 5. Yes, I imaging that this would be possible for the devs. Modders need more hooks AFAIK. 6. Should be possible for the devs, but I think that modders probably need more hooks.
SupCom had damn good nukes and commander explosions (and any other explosions was good too) and in PA I still missing those. From other point of view SupCom didn't have deferred rendering and lighting didn't look anywhere as good as in PA now. There also a lot of potential how cool night and day difference might be. So I want to see more effects in PA, but many of those we have already looks a lot more epic than one SupCom had exactly because clear art style of the game. E.g there is no color mess so effects and lighting looks better.
It's funny, because when you try and compare them you make it sound like the SupCom stuff is higher-fidelity when really that doesn't really mean anything in this case. For example, did you know that the Striker and the Ant have very similar Tri Counts? They are comparable in regards to fidelity, the difference is simply in the Aesthetics. Mike
I didn't just mentioned Supreme Commander 1, but also Supreme Commander 2. As for higher-fidelity, well models of SupCom 1 are more harmonic and have very good textures. In addition, graphics of SupCom 2 is on whole other level. Anyway, as long as modders will be able to resurrect Supreme Commander 1 and 2 (with their textures, models and effects) within scale of Planetary Annihilation, I'm will be happy. And as stuart98 said, modders need more hooks to implement more complex stuff, and lets hope that till the end of the release of PA, we will get modding hooks we need.
Wow... someone who wants to play SupCom 2 in a non-ironic only-there-to-mock or learn how not to make an RTS, way? I didn't know such people existed. So many things wrong with SupCom2... Why would you want to replicate it?
No, the Fidelity of all 3 games are not very far apart, there are differences of course but it's not a huge jump like going form Half-Life to Half-Live 2. There is a difference between Graphics and Aesthetics. You should be saying that you prefer SupCom1/2's Aesthetics over PA's because it terms of raw fidelity there isn't a significant difference. Mike
There are problems with many games. People who do play them, have a lot of **** to fight through to defend the game they play. I can relate to that.
There are more problems with some games over others. SupCom2 is a very good example. Even the visuals (which the OP is praising for some reason) are overly showy without providing much user-feedback on the actual game that's unfolding.
I've played and enjoyed SupCom2. It's not a fantastic game, but plenty fun. Sorry you didn't like it, but plenty of others did. As far as the OP goes, it's just an issue of aesthetics. PA's look is intentionally blocky and cartoony, so that's probably why you don't think it looks as good as SupCom's much more realistic style (despite PA being as or more advanced graphically than SupCom). I think work could be done on the explosions, but otherwise I think PA looks pretty good.
You misunderstood me. I want to see SupCom 1 & 2 units, structures, effects & textures in PA. What so bad about it?
I see. Thanks for pointing it out. But I do like style of SupCom1/2 more then current style of PA. Entire style of units and structures (and effects such as shield) in SupCom1/2 seemed more rich and closer to realistic sci-fi. PA style for me is too "blocky" and thus, I were interested for a while to replace (at least for myself) current units, structures and effects from PA with units, structures and effects from SupCom1/2. Please, explain what you meant by saying "readability".
It means how easy it is to take in and understand what you are seeing. In this case SupComm's art style makes it hard to differentiate between buildings/units. At a glance I can easily mistake one building for another.
Just keep in mind that when talking about aesthetics it's really subjective, two different aesthetics can both be good for different reasons. I spent a lot of time making models for BlackOps for SupCom:FA but I've also made a bunch of stuff for PA and I really like both aesthetics and PA's in particular has really made me think more about the design and that's been a really great process. Mike
I never had such problem. Agreed. I hope that when PA will reach release state, I will be able to replace PA units with SupCom1/2 units, without losing their functionality and aesthetics.
Without losing the functionality of the PA units or of the SupCom units? This is already possible FYI, at least for the former.
Really you could get Supcom units into the game too as long as the bones are the right size, and there are no rotates bones. (Yes I'm aware that every bot probably has rotated bones...)
This is quite easily possible, but this would be a Total Conversion Mod only, devs will absolutely not do this so you'd have import/export and edit the current existing models, re-texturize them, adjust the unit scale accordingly in order to make it work. Thats about as far as my technical knowledge goes, obviously a hell lot more complicated then that but you get the idea, it'll be possible when we are move able to freely mod the game when we're not only using Uber servers and offline/lan servers as well...