Hello all! A small introduction... I'm new to these forums but certainly not to the game nor it's culture and origins. I've travelled from TAUniverse Where I reside as an admin and an active modder and I've been playing TA on and off since 1998, then continued to play SUPCOM and SUPCOM 2 on release. I'm impressed there's still a solid FA community. We've just passed SUPCOM's 10th birthday and we're about to hit TA's 20th this year!I recently started asking myself the question of TA vs SUPCOM as the be all end all RTS game/engine. ie, why TA over SUPCOM for some people. As such, I started finally looking into modding SUPCOM (took me a decade to start looking into this).
There's some decent documentation out there for editing or adding units but I was wondering about modding more than that, so I'm hoping you guys can answer some of my questions so I can hopefully start wrapping my head around a few things. I am not a total noob to all of this, as game developemnt is my full time job (which I gained as a career with no qualifications thanks to modding TA!), so don't worry about keeping things too simple. The more info the better!
First question! I've used a 'hook' folder to successfuly edit some unit's .bp files within my own mod, however I'm trying to edit some strategic icons and using hook seems to not work for that? Am I doing something wrong? I've put the edited images within the same folder structure but just within hook instead but the game still uses the original icons. Is there a limit to this hook route? I plan on replacing a lot of images including map textures so I'm hoping that using a hook folder will just work as I'd rather not be replacing original files straight up if I can help it.
Which brings me to the next question! I own photoshop and I have the dds plugin from nvidia, am I safe to use whatever dds settings I see fit or is there specific settings for certain images? Take the strategic icons for example, I see it's just rgb8 with an alpha channel, what settings would I use when saving my own icons in.dds?
Models! Is there any documentation of how to produce the correct unit textures? and what each channel does for the current unit textures? I noticed units have an alphawhich just seems to be lines from the gaps of the texture but no idea why. Normal maps seem unusual as they only use seemingly two channels, both of which look to be casing the same direction... I'd like to make my own models from high poly and bake them to a low poly model with normal maps but I'd like to know what all their image channels are doing so I can set up a pipeline.
Model format! The .scm seems mysterious, I can use 3ds Max but I'd prefer to use Maya if I can, is there a simple way to get models to and from maya and supcom? failing that I guess I will just have to cope with Max. There seems to be just as little documentation about this as there is about models textures.
Maps! About features, I haven't looked into maps yet but I'm wondering how possible it is to have 3d modelled cliff faces etc, how does the collions and pathfinding work with huge map features like this?
Camera! I'd like to change some things about the camera but I have been struggling to find the right place to edit. I'd like to first change the amount of perspective (making similar to orthographic but not that far), the angle and min/max zoom amounts. I'm hoping this would be simple but so far I have not really found anything on it (or at least nothing I could make sense of after a day going through text files). Hopefully you guys may know. I also wonder if the game has any form of colour grading or tinting/saturating etc for the camera, but that's really not important yet.
VFX! Particle systems in todays game engines have me spoiled, I've used Unity and Unreal for many years to make particle effects and I'm *hoping* that SUPCOM can support at least animated spritesheets, for explosions for example.
Sorry for asking so many questions in one go. I'm not promising any big ambitious mod, I'm just a curious modder. If something comes of it then even better. My end goal here is to end 'icon wars' and try to provide a look and feel that's similar to TA and the first supcom concept art.
Anyway, if you made it this far through my wall of text, thanks for reading.
MattyWS