Aug 04, 2008 - 2:46 AM by Encrtia
Hello again everyone, the update has been produced xD

Firstly, I must apologize for this late update, but, the Tiberian Genesis mod has been undergoing major Staff shortages. As you can imagine, it has been hard to progress, and troublesome, but with the remaining staff, we have conjured up more goodies to share, hoping to maintain interest amongst our fans and viewers.

In this video, you shall be shown a taster of some Work In Progress. This would be including the linear disruptor, agile nod-buggy, Hover MLRS, mighty harvester, and GDI’s Assault Rifle in action. It shows a small glimpse of what has been produced, with nothing being the final, but still rockin’. Without further ado, to my happiness to show you, this is the long awaited video update:


As for improvements, the following have now been updated:

• First vehicle engine and weapon sounds composed by Hawk_Db.
• Nod-buggy’s Dual Cannon has been replaced with a new Quad Cannon.
• Temporary textures have been implemented for various vehicles and buildings
• Lights have been added to the various vehicles previously installed.
• The driving physiques has been greatly improved.
• The disruptor has finally acquired a new Beam attack produced by Nico.
• The disruptor beam is now passable through walls, and other such objects.
• The 4 tread tank physiques have been stabilised, and improved thanks to MWLL.
• First vehicle HUDs were implemented.
• The build menu based on temporary flash scripts and is in work now by our New Flash Designer.
• GDI’s soldier model has been merged with AI.
• A new Gallery system will continuously be updated, so stay tuned.

We hope you enjoyed reading through this update, and eagerly await the next. We shall post yet another update, as soon as possible. If, however, anyone has the ability to aid us in this mod, please, do not hesitate, and come forth. For further information on how to apply for jobs, read more here.

Thank you for reading,
From us to you,
Tiberian Genesis Staff.
May 12, 2008 - 5:09 AM by Jack Hammersmith
Hi Tiberian Genesis fans.

We are still active and organizing our team right now.
The Techlevel 1 is in a serious developing phase now and the buildmenu makes good progress too.
We are thinking about releasing a new stand alone RTS game mode for Crysis too, but that´s not decided yet.

Lately we got some new members and I hope that we will be able to completely integrate them into our team as soon as possible.

But we´re still searching for more members, especially PR-Managers and Texturists, so when you are interested use our contact form and apply for a position in our team.

I´m sorry for the lack of updates, but we are really busy with developing of TL1 and membersearch.
I hope that we will be able to show you some progress soon.

PS: The long awaited video of the NOD Buggy in action is here:



Cheers...
The Tiberian Genesis Staff
Feb 28, 2008 - 4:25 AM by Sentry
Hey all!

We are still trying out the SDK tools. We also got some positive progress on it, Jack Hammersmith has worked a lot with it, and tried to port the NOD Buggy into Crysis. And yes, it works

Some things are still missing, like a hit geometry, and of course some textures. You can drive with it really well, and you also can shoot around with a dual cannon. It is controlled by one person. Later we will release a video of it, to show you how it is working

here is a pic for first, enjoy



To note: The model is not finished yet, some more details are needed.

Cheers...
The Tiberian Genesis Staff
Feb 22, 2008 - 5:08 PM by Jack Hammersmith
Finally the Crysis SDK is out.
Now the real stuff will come to life .
The team is downloading SDK and gets ready to port the first vehicles into CE2.

We are still searching for more texturers because the remodeled stuff needs new UV maps etc.

Lets get this baby rolin,

expect some interesting new material in the next days.

-
cheers
The Tiberian Genesis Staff
Feb 09, 2008 - 2:52 PM by Sentry
Yesterday, Radcliff from the Crymod staff has posted some news about us. Topic is: "Better know a Mod", and we are number 26. Read more at Crymod.com.

Also thanks to Radcliff for the newspost!

-
cheers
The Tiberian Genesis Staff
Dec 24, 2007 - 11:53 AM by Jack Hammersmith
We wish everyone

Merry MAXIMUM Christmas!

and a Happy New Year 2008!


Nov 29, 2007 - 1:02 AM by Jack Hammersmith
Our Forum is back.
Currently the contentsystem is not working like I want it to but I will fix this later.

Have fun and don´t forget to check out our job-section.
We need a PR-Manager and some Coders.

*EDIT: fixed ^^
Nov 16, 2007 - 3:32 PM by Sentry



Our mod is now registered on Crymod.com. Our Team is called C&C Freakz and ofcourse our mod is called Tiberian Genesis

What is Crymod.com?!

Crymod.com is a community site wich is one of the best site to share/discuss your work about Crysis.
You can find there also help about "how to edit Crysis". If you also would like to edit Crysis, then get a look into this here.
About assets from other guys you can find here.

And here is their forum, if you need anything to know about Crysis, try to search it there, maybe it will help
They also got a ModDB where you can find teams and their mods.

-
cheers
The Tiberian Genesis Staff
Nov 14, 2007 - 12:50 PM by Sentry
We will leave Armed Assault officially now and the Armed Assault Community. Maybe some of you guys have already seen it that we have moved to the game Crysis. Why do we move to that game? Because Crysis is giving us a bunch of more & better features, and it can handle big buildings much better. Animations for our mechs are much easier to create as in ArmA. Physics are much more welcome for us. Cloaking modus is already done in Crysis. Creation of big islands is also possible and easier for Crysis, it has got more features than in ArmA, like doing caves, or underground parts. And Crysis itself is a Sci Fi game, so we get more chances for a better community handling as in ArmA, cause ArmA is a real strategy shooter, and most people (just not all) are not liking Sci Fi there.

A more detailed list about the new features:

• Better graphic handling / engine handling is much better, same for low pc's.
• Physic in the game is much better (cars,tanks,choppers)
• Cloaking mode already possible, only a thing of editing for us.
• Mechanical animations for the GDI mechs and NOD cyborgs are easier to do.
• Crysis itself is a Sci-Fi game, and our mod is also Sci-Fi.
• Creating islands is also possible, better than in ArmA (caves are possible, underground parts etc, perfect for us)
• Infantry weapons are handled better, possible for an attached lamp, laser pointer, grenadelauncher, silencer and other custom options.
• Our skills at models can be handled better.
• you dont have to do any Shadow LODs, Geometry LODs, FireGeometry LODs, ViewGeometry LODs, Roadway LODs!!!!!! So much time can be saved through that genial engine, which creates that all itself on the models.
... and many other features.



We have already started on modding Crysis, at the moment is only Sandbox2 out, but this also much for us, cause this is all new for us. But the handling is easy, thanks to that great manuals, this was really missed in Arma. We got also some progress on it, lets check them out here:

Our island with the name Enemy Islands from the Update Firestorm. We have just begun on it, so no height maps are made. We are using our own texture right now, the options for doing your own islands are really fast to learn.



We have tested around to put the GDI Wolverine into Crysis. And tried around with the textures, and voila, it works, with normal maps But it is just WIP



Here a test with the frozen effect, which is standard in Crysis, you dont have to do any extra textures for it. And it doesnt look that bad


Tried out also our Construction Yard model. How i have said, Geo lods etc are not needed in the model, the engine of Crysis is generating that itself. So for our big buildings a big + point




So, further progress reports, news, are now only from the Crysis game, and not anymore from ArmA.

Stay tuned!
Sentry
Oct 28, 2007 - 9:11 PM by Sentry
The war and the pain for the NOD Soldiers have begun now! The GDI Wolverine is done. Sam our great 3D artist has made a great job on the Wolverine model, and of course our new 2D artist Nodunit has also made a great job on his textures. The Wolverine looks like the original one, we have tried it to keep it like that. . Now only the animations for it are missing, but they are now in progress too .

Here is a little descryption about the GDI Wolverine:

The Powered Assault Armor, or "Wolverine", is a small eight to nine foot bipedal unit that is piloted by a single soldier. Fast and agile, the lightly armored suits excel at suppression fire and in light skirmishes. Handling large groups of enemy infantry is no problem for a squad of these Wolverines.

And of course, here are the screenshots

Renders:






Ingame:



In the ingame pics you see are also some WIP things
Hope you enjoyed that little news, and in the next news you will be informed about the closed beta. What we will do on the closed beta, and how to sign in to it etc etc.

cheers
The Tiberian Genesis Staff

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