The first version of the engine was known as W3D ("Westwood 3D") was highly modified version of SurRender 3D engine, developed by Hybrid Graphics Ltd. Westwood used W3D for Emperor: Battle for Dune and updated for Command & Conquer: Renegade.
After Westwood was bought by Electronic Arts the engine was further updated for Command & Conquer: Generals, and renamed to SAGE. The rendering part remains nearly identical to the W3D engine, but most other elements have been redesigned from the ground up.
The SAGE engine allows for dynamic lighting that casts realistic shadows and realistic reflections on most objects. High quality visual effects are now possible with the SAGE engine powering games. One example of a unique effect is the stop-motion camera. Blow up a gas station, for example, and the action will freeze in mid-explosion, and the camera will quickly pan around the environment, revealing pieces of debris and shrapnel suspended in the air, before the action promptly resumes. The SAGE engine also allows games to take place during different times of the day, with realistic lighting and shadow changes, etc.
A new, highly modified version is now used to power Command and Conquer 3: Tiberium Wars.
Hey everyone, welcome to another Battle for Dune: War of Assassins Infantry Release September Update! "Two updates in one month, what??", "We barely get 3 a year!" I know, what's happened to us?!
This is a fairly small patch compared to previous ones, but it sure does pack a punch! In this bad boy we've got a tweaked Grenade Launcher, Fixed Building HUD icons, and brand new Shaders! Here's the change List for all this tasty stuff:
- Sniper Rifles now lerp into their scopes
- Fixed missing Master Volume string
- Increased Grenade Launcher Explosion Damage Radius from 4.5 > 6
- Increased Grenade Launcher Explosion Inner Damage Radius from 1.5 > 3.5
- Fixed Building Icons not appearing on the HUD
- Added the new Bloom shaders
- Added new Outline System to infantry that appear at a distance of 25 meter (2nd Radar ring)
As mentioned above, we've got two cool new features that improve the graphical and gameplay quality of Battle for Dune, but the Bloom Shader (already seen in Tiberian Sun: Reborn) and the brand new Outline System!
The Bloom Shader adds a new depth to the look and feel to the lands of Arrakis, making the lighting stand out more and object pop to a greater effect!
The Outline system is something new straight off the Romanov press! To break it down for you, it's a process to make readability better for seeing infantry that are close to you. People have been having a lot of trouble on some maps to see House Harkonnen Infantry on night maps and House Atreides Infantry on lighter maps against lighter colours such as cliffs and sand, with this new System it will draw an outline around any Soldier 25 meters away from you.
The colour represents the Soldier's team being Yellow for House Atreides and Red for House Harkonnen. The Outline will fade in within the set range, and fade away when exiting the set range from the enemy Soldier. (As displayed in the image below)
This was a heavily requested feature in the past, but major thanks to Rapp for really pushing the feature request recently and help making it happen!
Come and join us today (23/09/23) at 7pm GMT for our Battle for Dune Game Night!
We hope you like the sound of the latest changes and see you at the Game Night tomorrow to try them out!
It's been a whole year since we released War of Assassins Infantry Release, and to celebrate we've introduced a new game mode!
It’s difficult to believe that the end of this month will mark a whole year since Battle for Dune: war of Assassins was released. To celebrate this...
In this update, we look back at the Infantry Release and what it achieved, along with what's next on the horizon for Battle for Dune: War of Assassins!
We've been a bit silent here, but we've very much been busy! Here's a huge update on everything that's been fixed, balanced, added and tweaked over the...
Prepare to unleash the absolute latest in modern weapons technology against the world's most powerful Generals in Command & Conquer Generals: Zero Hour...
After years of conflict, the Allies are finally on the brink of victory. Cowering behind the walls of the Kremlin, the Soviets decide to turn to one last...
This is an expansion pack for Battle for Middle Earth II. It adds new armies such as Arnor & Angmar and has many new expanded heroes and units. The game...
Enter the C&C universe on foot as you wage war at ground level among the structures, vehicles and weapons made famous in the series. You assume the role...
Emperor: Battle for Dune represents the seamless combination of cutting-edge 3D graphics and perfected real-time strategy gameplay. In your conquest for...
Red Alert: A Path Beyond brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Red Alert to realm...
Roleplay 2 is a massive FPS/TPS that has been in production since 2003 and aims to offer a multiplayer experience that’s different from any other game.
Expansive Civilian Warfare (ECW) is a standalone game that is built off the W3D engine (specifically the version that C&C Renegade used). Based off of...
March, 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning to the Third Tiberium War. The infamous Kane has...
Patches of C&C Generals Zero Hour cause Lag. Check my tutorial: Moddb.com
I wish that engine supports "better" quality models less laggy.
It's funny how some trolls are going after our standalone mod ( Indiedb.com ) saying it is a pirated version.
Although it is true we use some assets from the original game most of the content we added is created by our developers. The no-cd thing is required for ANY standalone mod based on the SAGE engine to be able to run. This includes the releases of them guys that are now bashing this release @ TSR and AR. Even APB and TCW use it.
where can i get Sage engine pls help??? I need it for a Mod
Wery good mod ;)
(buried)
Norwegian piece of ******* ****.
i probably sound like a complete retard here guys but im new to this sorta thing so could anyone give me advice to how to get these engines??
You have to buy a game that has this engine. After that, you decompile it and use it. You have to get permission from EA though, otherwise you could run into some legal issues, however.
1. buy a game that uses SAGE engine.
Examples: C&C3, RA3, C&C Generals
2. learn how to code with the .INI files
3. if you are going to make a game with this engine, make sure that the textures, models, gameplay, is completely different
4. if you have a copyright problem with the engine,
just make a total conversion mod
I think EA should give up their SAGE because it sucks and they don't have originality