Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: Rampage on January 28, 2011, 04:36:10 pm
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Dear Community,
We are so close! Work on INF SCP is currently going very well on our end, with new HTL models produced every week as many of you have already seen in our Eyecandy thread. However with other obligations in the works, such as mission designing and table balancing, the currently active members of the community are struggling to keep up with the current workload. Thus we have decided to ask members of the Community and fans of Inferno to lend us a hand. As of now we need people skilled in the following in order of priority:
1. UVmapping and texturing of capital ships. Most of our textures are tile-based, so we just want a person who can paint tile textures on HTL capital ships and make them look nice.
2. Cockpit artists. Many of our new HTL Terran ships currently lack cockpits, and someone skilled in this line of work is greatly appreciated.
3. Effects artists. Self-explanatory.
4. UVmapping and texturing of smaller ships and weapons. New HTL fighters, bombers, and missiles need texturing.
If you want to give a hand to help Inferno SCP get released as soon as possible, then please post here to discuss your skills and how you can help our this project. All contributors will receive limited access to our assets prior to release and full credit for all contributions.
-Inferno Team
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No takers? Right now it's just Woomeister and myself holding down the fort on a daily basis. At this point, any type of help is appreciated. You do not have to completely dedicate yourself to Inferno; if you have spare time and the skills we're looking for, you can do some freelance work for us, and by doing that, you're helping the Community wait less for INF SCP.
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Try recruiting at FreeSpace Modding as well.
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You're advertising for things I can't do, so it would hard to take you up on it.
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You're asking for some of the most unrewarding, labour intensive, non-creative work to be done in the modding process (UV Mapping, cockpits), and one of the scarcest (texturing). I'm not saying this sort of stuff isn't neccesary or anything - it most certainly is, and it's very often one of the major hang-ups in the whole process - just don't be surprised if it takes ages to find anybody who's interested.
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You're asking for some of the most unrewarding, labour intensive, non-creative work to be done in the modding process (UV Mapping, cockpits), and one of the scarcest (texturing). I'm not saying this sort of stuff isn't neccesary or anything - it most certainly is, and it's very often one of the major hang-ups in the whole process - just don't be surprised if it takes ages to find anybody who's interested.
Yeah I know. So far I've been the only one creating models and UVmapping them and texturing them. And it can get pretty unrewarding if you create them but don't get to blow them up in game.
-R
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3. Effects artists. Self-explanatory.
I can help you with this :nervous: :nervous: :nervous:
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I can help you with this
We have weapons animations that need improving. Can you assist?
-R
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Jessnec's signature seems interesting. Can you show us examples of your previous work?
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Jessnec's signature seems interesting. Can you show us examples of your previous work?
(http://i55.tinypic.com/ame5gw.jpg)
Take him! He's cool! :D
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That projectile effect is doublegood! Deserves doubleappreciation :yes:.
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Not bad; Woo, what do you think?
-R
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In that pic I see 3 different effects... did Jessnec create all of them?
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Yes, he's creator of animated bitmap, new trail and muzzleflash. Pspew is from MediaVPs.
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Jessnec's signature seems interesting. Can you show us examples of your previous work?
(http://i55.tinypic.com/ame5gw.jpg)
Take him! He's cool! :D
Is my current WIP :)
Here a variant with the Nuke PSpew code (Some time back :nervous:)
(http://i.imgur.com/jjly6l.jpg) (http://imgur.com/jjly6)
But for now I am making only little things.
:p :)
I can help you with this
We have weapons animations that need improving. Can you assist?
-R
What weapons animations you need?, perhaps i can give a check! :)
:confused:
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Your work looks spectacular, and personally I would hire you in a heartbeat to redo our weapons designs, but I do not have that authority. Woomeister has the final say.
-R
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Your work looks spectacular, and personally I would hire you in a heartbeat to redo our weapons designs, but I do not have that authority. Woomeister has the final say.
-R
But, to be Honest, for now I am making only little-medium, things, (Time :nervous: )so dont surprise much
But let me know what I can update and sure! :)
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Recruiting is UP! We are expecting great things from new members:
Hades (model artist; doing cockpits and model finishing touches)
Jessnec (effects artist; weapons effects)
We are still hiring; please show interest!!
-R
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I'd mentioned to Woo I'd like to help with your script. I don't want to make any high-level storyline alterations, just polish up the dialogue and tech entries. I'd prefer to keep them lean and mean rather than throwing in a ton of words, which means I don't have to get involved early, but the more time I have the more I can help.
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UPDATE: We now have a colleague who is working on HTLing our missiles. And also, Battuta will help us w/ the script (sorry for leaving you out!).
-R
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We're hiring again! In the past several months, we've seen most of our models HTLed. But because we use trueSpace to package the models and convert them for FS2 use, we do not have proper smoothing on most if not all new HTL models. Thus we need someone who has some experience with Blender to help us do smooth groups:
1. Export new HTL models from PCS2 into COLLADA.
2. Apply autosmooth or manual smoothing (for larger ships) and add the edge cut modifier to LOD0 only.
3. Save as COLLADA and reimport into FS2.
This job should be pretty easy, so please post here if you're interested. And of course, you'll get access to our modpack!
-R
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Hi. This is something I can do. :D
But I don't use blender, but 3ds max, shouldn't matter though, seeing as I've done exactly what you've outlined about a hundred times XD
EDIT: Let me express that I might not get through your entire modpack in a timely manner so you might want to get someone else too. Hard to predict when **** happens at uni and I need to drop everything and study.
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Thanks for your availability, Droid. Sure, working on our models will almost certainly require a lot of time, so we need to be sure that they'll be someone else working with you. ;)
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We are done w/ the modpack for the most part, so we need dedicated FREDders, so if you know how to FRED (classical FS2 FREDding), please post here.
-INFTeam
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**** it, I'm willing to help work on missions and polish stuff up, though I probably can't take leads on my own. I can do stuff like checkpoints for long missions (like Nemesis) too if you'd like and I'm conversant with new and useful stuff like targeting priorities.
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Sorry for unavailability in past two weeks, I've had very hard time on university. I should be able to finish the 2nd application mission by tomorrow.
EDIT kinda failed in that one. :/
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We need a texture artist who has done some texturing work on Terran fighters and bombers. Let us know if you can help.
-INFTeam
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Suggestion: The guys from Earth Defense.
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Suggestion: The guys from Earth Defense.
Freespaceking did most (if not all) of those, and he's already on INF :P
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They say in their board that they're a bunch of artists mostly, so they do models and music and they needed coders mostly, so...
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Freespaceking's work is always excellent but he has been busy with real life for a while now so we could always use the help of a few good texture artist to move things along in his absence. I think we could use some help in the fredding department but as Rampage has stated in another thread we have had bad luck with a couple of our fredders just flat out disappearing on us. At this point I think we would only consider well established community members should any wish to contribute in that department. I don't think we have any need to recruit coders for Inferno specifically, as far as I know we only have one issue and that is to increase the shield icon limit which is something that can be handled by a freelance or SCP coder.
As far as asset and art work goes, we could always the help of those willing to put in the time to upgrade an asset for us. Any and all work will be credited for those who just want to work on a specific asset but not get fully involved in the project. A good number of our assets have come to life this way and we wouldn't be as far along as we are without the outside help.
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[WE NEED MORE FREDDERS]
Agreed. Once again, the area of work that really needs to move forward at an appreciable pace is mission design. Our missions are well designed but are simply not up to par w/ the standards set by BP and the recent JAD. This serves as an unexpected turn in events, as our FREDders are trained in the traditional school (pre or early SCP) of mission design and do not know all the new bells and whistles (eg - - cinematics and scripting) that the newer campaigns use.
So here are our options regarding the above: (1) have our staff catch up and learn the new stuff, which will take some time and will invariably delay the release of the campaign or (2) hire an experienced FREDder to code new tricks for our missions -- eg cinematics design. We personally prefer option 2, but w/ our recent experience w/ people ditching our project, we are very cautious w/ hiring new FREDders who are not well known in the community. But if you do have the knowledge we seek and the experience to go along w/ it, then by all means let us know. :nod:
[/WE NEED MORE FREDDERS]
R
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Do number 1. Seriously. First of all, consider what you really need. If you're adding stuff that's going to enhance gameplay or storytelling, that's great. If you're adding stuff just because you want to be able to wave a sign around about how you're as good as everyone else, that's a fools errand. There'll always be some new trick, some cool little feature that you'll want, and if you try to do everything, you'll never do anything.
Now, as for bringing someone in to add new features onto other people's missions, I've gotta say, that seems to me like it'll be a headache, long term. FREDding is very idiosyncratic - there're multiple ways to do almost everything, and every FREDder does things slightly differently. Digging into someone else's mission will be much harder than digging into one of your own if you're making big structural changes.
Which actually brings up a third point - what exactly do you want to do? "Cinematics" is pretty broad, and the basic stuff can be picked up by any half competent FREDder. With that, it's simply a matter of a few hours practice - there's not a hell of a lot to learn. Once you understand what the various sexps do, the only limit is the imagination of the FREDder. And 'scripting', well, scripting is an entirely different skillset to FREDding - I consider myself a pretty competent FREDder, and I couldn't write a line of LUA if you paid me. Moreover, scripting is a means to an end. If you have some specific thing you want the engine to do it can help there. But it's not a magic "make mission better" wand. If you have something like that, you can probably ask an established scripter to write you up something, rather than letting it hold up development while you wait for someone who wants a badge.
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(eg - - cinematics and scripting)
We don't need those. To do proper cinematic style events we would require full character setup and voicing to pull it off without it looking tacked on. We aren't aiming for a character driven story here, save it for S:AH which does need cinematic cutscene missions.
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Uh, Rampage, I feel that's deviating from the core concept of Inferno. To my knowledge, Inferno is meant to be a fairly traditional mod, particularily in terms of storytelling and mission design, was it not? You don't need to make missions include new features for the sake of it, you just need to make sure they're enjoyable, and inserting random-gimmick-of-the-week, lost-in-walls-of-text, or drowning-in-cinematic-hell are not necessary; nor do I think believe are things that I feel should be part of the project.
Walls of text work for BP as it's a very character-driven and lore-intensive campaign. Cinematic hell works for JAD because its good to tell jokes with. Neither are good for a more "world-driven" setting where you're the nameless cog #12455546466 in the great machine, and not The Chosen One. All that needs to be done is to strike the delicate balance between being largely insignificant in the grand scheme, but not being useless.
I'd suggest having someone just go over the lines and objectives in each mission and making sure they're all consistent and such over inserting random fluff like cinematics and gameplay gimmicks. Just make sure no faction does anything outright stupid, and I think "standard" mission design can still go far, especially since almost everyone else is moving away from it because they're all interested in doing new stuff. I think a solidly done traditional-style campaign in this day may stand out more than a BP/JAD copycat attempt.
tl;dr: New **** is overrated. Those who know me better might call hypocrisy coming from me, but I don't feel INF needs to resort to any of that. INF has enough NEW SHIPS, BIGGER SHIPS, and MORE BEAMS. That will make it awesome already.
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There's always that part of me that liked a character-driven story backed up by cinematics. You guys are right; we need to stick to a more traditional approach.
On that note, back to work. :D
R
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tl;dr: New **** is overrated. Those who know me better might call hypocrisy coming from me, but I don't feel INF needs to resort to any of that. INF has enough NEW SHIPS, BIGGER SHIPS, and MORE BEAMS. That will make it awesome already.
I disagree. I think that the new direction INF is moving is a proper direction. I was looking forward to ideas introduced by updates on INF:A SA. Too bad it was freezed in favor INF 10th anniversary, but well, we can't have everything.
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Well not without 2-3x our current staff count no :D