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PostPosted: 17 Aug 2008, 16:50 
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I'd assume what he's got is basically the same as ZoomMapMod so it's already available as a download.


ZoomMapMod might help some for a Triplehead setup, but based on the pic posted earlier in this thread it seems that the CnC3 version of the SAGE engine still cuts down on Vertical resolution severely the wider the aspect ratio. Hence that TH screenshot shows nearly a 50% loss in vertical FOV. For my BFME2 mod I have to implement a different and more complex combination of tweaks to recover more FOV, which is why I am releasing separate versions for widescreen and triplehead (see sample pics here for TH). It looks like CnC3 needs the same thing, so hopefully Uarepoo2 can share his solution.

Additionally, for BFME2 shadow draw distance settings and sound fx pickup also need fixing to work with the new camera. CnC might require similar tweaks.

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PostPosted: 15 Oct 2008, 06:13 
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ahh man...

I just got my Th2g and this is THE GAME I was hoping to play in triplehead :(


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PostPosted: 15 Oct 2008, 08:15 
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ahh man...

I just got my Th2g and this is THE GAME I was hoping to play in triplehead :(

If you are up to spending lots of free time, you can probably fix the game to work better in triplehead. That's what I'm doing with BFME2 (see link in sig).

It looks like EA is starting to address aspect/FOV needs in their RTS games, which is good, but CnC3's implementation seems a bit...funky.

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PostPosted: 02 Nov 2009, 20:48 
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I've quickly tested CnC3 with my TH2Go and taken some screenshots, in order to get them working the configuration file needs changing in the applications data folder, mine is here: C:UsersSkidAppDataRoamingCommand & Conquer 3 Tiberium WarsProfilesNathanSkidmore.

Here are the screen shots:
1680x1050 (For comparson)


3840x960 (3 x 4:3)


5040x1050 (3 x 16:10)


As you can see the game doesn't fix the FOV making is almost unplayable at TH resolutions, however, it is possible to fix this with the zoommapmod, http://www.moddb.com/mods/zoommapmod

This is the result:
5040x1050 (ZoomMapMod)

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PostPosted: 02 Nov 2009, 21:05 
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Does that mod actually zoom out, or does it just raise the camera height?


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PostPosted: 02 Nov 2009, 21:13 
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According to the mods creator it alters the Max Zoom data on every map, however I just checked with it both enabled and disabled it does extend the zoom range. It was originally intended just to help on normal resolutions but it has the advantage of fixing TH resolutions, well almost it makes it playable at least.

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PostPosted: 02 Nov 2009, 23:44 
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But what does Max Zoom actually mean? Is it really zoom, or is it actually the camera distance?


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PostPosted: 03 Nov 2009, 00:03 
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From what I can tell every map has a setting in it that is being refered to as Max Zoom, that setting defines how far out you can zoom the camera with the mouse wheel.

At least thats what it says on the mods description here:
http://www.moddb.com/mods/zoommapmod

It also says that "Since the game saves carry the Max Zoom data you can't load old saves and expect them to zoom out more! You must play new games or load from "theatre saves" (those are the parts of the game where you stare at the global maps with next mission points highlighted)"

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PostPosted: 03 Nov 2009, 00:05 
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Then it's not really zooming. Mouse wheel controls the camera height, which is different from zooming.


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PostPosted: 03 Nov 2009, 00:08 
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Everyone I know would call that in an RTS zooming into and out of the map, Supreme Commander also refereed to there system as full strategic zoom. But now your arguing over wording, it does the job doesn't it, IE mostly fixes the FOV issue on TH resolutions.

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