About the requirements: For buildings you can go higher than that, especially for rarer buildings. Generally speaking I think the things to be cautious about are: gradual transparency, how detailed animated objects are, and to a lesser degree model resolution/texture resolution. And of course, units/buildings/objects which there will be fewer of on the screen at the same time/are big enough to take up a lot of the screen can be more detailed.
If you won't mind, I am going to tell I'm a former veteran of 3D C&C modding and there 800-poly building were never popular
We use 1000-2000 polies for units (depending on the unit), 600 for infantries and 2000-3000 for buildings. Unit number - currently unknown precisely, but approximately I think that it should be the same as in C&C Generals, were you had 30 units simultaneously. 1024x1024 skins for most vehicles, 2 1024x1024 for tanks (one for the hull, second for turret and an another one for tank tracks). 2048x2048 for buildings.
For any later version of 3DS Max Collada (.dae) support should be built in iirc. I don't have Max installed so I don't know the exact menu commands etc, but look for Collada/.dae in the export.
The problem is not with Collada, which works, but with Prometheus 3ds Max propping tools, which do not launch
I do not know how difficult it is to adjust code to make it possible. Currently, your complete tank would turn towards the target, similar to how ships do it in 0 A.D (which will be adjusted in time).
That kinda sucks :\ The only absense of rotating turrets makes a modern warfare game impossible. Browsing the renders I put above you can judge how many units have rotating weapons, i.e. almost everyone.
- ability to capture neutral "towns" which have a town hall and 3-4 civilian buildings. Destroy the buildings - the owner of the town gets lesser income. Buildings self-rebuild with time.
- BFME1-style base-building - in the start you have a main building and a fenced area of concrete with "build here" slots were you can place any building by clicking on it.
- ability to select your own combination of units, buildings and etc, in other words - a faction editor.
- squaded infantry
- indirectly-controlled planes: you "summon" a plane like a magical special power by clicking a button in the interface, select an area where the plane should "work" and after that the plane does its work interdependently from player by attacking foes in the selected area.
Edited by Ilves, 25 October 2012 - 03:00 PM.