"War... War never changes. The reasons why we fight these wars remain much the same; some are fought to conquer, for religious and ideological beliefs, other wars are fought over gold, oil, spices – natural resources and money. Power is the key element. This war is no different - except there's nothing natural about Tiberium. The year is 1995 and we have just begun to open up our eyes to view a brave new future, some will come to say it's a horrific future. It is the Dawn of the Tiberian future." --- Tiberian Dawn is a total-conversion for the game Command & Conquer: Tiberium Wars. Our goal is to bring C&C1;to a new engine, with enhanced features and graphics while also bringing back much of the classic style of gameplay while not taking steps back from what C&C3;implemented in the series as gameplay features. This is not of course our only goal - the idea of the total-conversion was inspired by an art piece by Godwin that showed the cruelty and bitter humanity of...
Recent intel scans have tuned up a large Nod base in the desert region, code-named Hell Valley. All commanders are asked to tread lightly in the area.
This is good but the building textures don't fix with the terrain texture. The terrain is bright and the buildings are dark... the GDI Base in Green Acres picture, the buildings and terrain match upp... Anyways this is really good guys!
I think it seems like that because the graphic setting is set to the lowest(I dont think even the shader is on), unlike in the next pic which basically have the same situation but it looks great.even though the GDI's structures are not particularly different from Nod's.
Nope, shaders are on; full graphics. The GDI shot has the benefit of a closer camera (thus, normals and specularity have a larger effect) and a wee bit of Photoshop adjustment to correct some errors. Admittedly, the Nod screenshot wasn't the best angle for lighting (it was for composition).
We actually use a blueish tint for our Nod faction shader, which in turn darkens the model. This helps associate similar structures (Con Yard, PP, Helipad, ect) with the faction Nod; thus, when say a GDI uses an engineer to capture a Nod helipad, the opposing player knows what to expect.
Guess you never played the original one. Because the colours didnt match in that.
Yeah, this matches the look of the old C&C quite nicely.
Amazing detail on Nod! Thank you for making my favorite faction even cooler!
I gotta say this mod is turning out nicely. It's hard to believe that the Cargo plane model (forget what it's called) that I modeled will actually be in a game. Sometimes I wish I wasn't a troll. I really wanted to help work on Tiberian Sun Rising back then and not this mod. Tiberian Dawn was a cool game. I remember playing the crap out of it as a little kid... Tiberian Sun turned TD into a sack of crap though. Just really pushed C&C forward with its new strategies and technologies. I'd never think of looking back to Dawn era thus this mod doesn't interest me. I'm still however shocked to see the good progress of this mod. It's no doubt currently the best remake of TD that I've seen so far. But like I said... It's a dated game and I'd never play it again. Even my beloved Tiberian Sun is too dated for me to care about as cool as Tiberian Sun Rising and C&C Reborn look I can't help but focus on other games now...
Troll out!
Great work guys! the como testures is confusing my eyes a bit but its still great! Keep Em Coming...
Maybe that means the camo is working? :)
We can certainly still play with how visible the camo is on the vehicles. I might try a more muted approach on a few vehicles, and see how it works. Thanks for the comment and critique!
Amazing, and it's really awesome how you made the vehicles have a parachute when droped of the Cargo plane!
nice spot Lukson!
Yep, in researching how militaries rapidly deploy mobile forces for the airstrip delivery, we came across the LAPES system. We took the concept and simplified it for use ingame.
You know what would be so awesome: smoke coming out of the weapons factory when a vehicle is ready!
Practically a spitting image of the FMV cutscenes. Nice.
This is looking awesome, hope it looks as great in action!
it looks too good for me to be able to describe it
So, are there natural boundaries in the maps instead of a black bar?
Eh, this is still the C&C3 engine. I doubt we can change how its end-of-map logic works.
Amazing, absolutely amazing ^^
Yea, i just love NOD.
Cool mod when release
cool mod when release'd like to play it