Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: DaBrain on February 28, 2005, 01:46:20 pm

Title: Starfox mod is hiring again!
Post by: DaBrain on February 28, 2005, 01:46:20 pm
Ok, we need some people again!

Since Johnatan and Omniscraper joined the mod and Axem proved to be a great modder, we've had some great progress.

So now to keep up with the models that come up we need someone to unwrap them.
I you think you can do that, please PM me.


And here is another position. We need someone to convert some models. Well, I am bad at it and I can't spent much time learning it.
So PM me if you want to help us. :)

Game-Warden (http://www.game-warden.com/forum/showthread.php?t=49&page=2)

(http://www.penguinbomb.com/omniscaper/WIPS/ArwingWip5.jpg)
Title: Starfox mod is hiring again!
Post by: Unknown Target on February 28, 2005, 02:16:34 pm
Wow, that's incredible :eek:
But could we get a non-wireframe shot as well? :)
Title: Starfox mod is hiring again!
Post by: Omniscaper on February 28, 2005, 02:19:39 pm
Why
Title: Starfox mod is hiring again!
Post by: AqueousShadow on February 28, 2005, 10:21:45 pm
:wtf:  Yea....


Why
Title: Starfox mod is hiring again!
Post by: DaBrain on March 01, 2005, 08:30:45 am
We also need people for other postions. The more people we have, the faster the progress will be.
Though I think the we need the UVmapper the most.

I might add we need a Texturer.




Whats wrong with wireframe?
It won't looks all that different rendered.

BTW it's Omni's model. :yes:
Title: Starfox mod is hiring again!
Post by: Thrilla on March 01, 2005, 10:59:47 am
NO!!!  It must only have shiney mono colored polys!  And lots of triiangles!!!
Title: Starfox mod is hiring again!
Post by: DaBrain on March 01, 2005, 12:42:05 pm
Well, it's not the Snes Arwing. So it should look up-to-date.

I can't wait to see it textured. I'd even do it myself, but I think Omniscraper wants to do that himself.


Edit: Ah, sorry I think I know what you mean now.
It should look like the Arwing on renders rather than the Arwing in-game. The rendered is not perfectly clean if I recall correct.

But that's not my choice.
Title: Starfox mod is hiring again!
Post by: Thrilla on March 01, 2005, 06:49:24 pm
Quote
Originally posted by DaBrain
Well, it's not the Snes Arwing. So it should look up-to-date.

I can't wait to see it textured. I'd even do it myself, but I think Omniscraper wants to do that himself.


Edit: Ah, sorry I think I know what you mean now.
It should look like the Arwing on renders rather than the Arwing in-game. The rendered is not perfectly clean if I recall correct.

But that's not my choice.


No, I was joking.  I meant the way StarFox for SNES was like 50 bucks when it came out because it had advanced gf/x which today are so horrible its not even funny.
Title: Starfox mod is hiring again!
Post by: DaBrain on March 02, 2005, 02:00:35 pm
New job position:

Concept drawer

We need some new designs for some ships. While I can take care of some easy stuff, I'd rather like to have someone more talented for this job.

You don't need to have any modding skills for this job. Only some good drawing skills. It doesn't matter how you draw the concepts (by hand, or on screen).
Title: Starfox mod is hiring again!
Post by: Grug on March 02, 2005, 10:05:49 pm
lol. Didn't realize starfox would become a mod. :p

Looking good though.

I'd offer to help, but I'm held up with other projects at the moment, and I'm not that good a drawer.

But if I get some spare time I'll have a shot at making some new starfox ships.

Can I ask though, is that big head boss thing going to be in it? :lol:

"If I'm going down I'm taking you with me!"
Title: Starfox mod is hiring again!
Post by: Bobboau on March 02, 2005, 10:22:09 pm
just out of curiosity, if I were to go through the trouble of enableing cell shadeing again in HTL mode, would your mod be inderested in useing it?

starfox isn't realy known for this, but they had a fairly action cartoony feel from what I remember so I think it might be a nice touch, and the simple color/texture scheems would work exeptionaly well for cell shadeing (but it requiers that your are be made for it)
Title: Starfox mod is hiring again!
Post by: DaBrain on March 03, 2005, 10:07:51 am
Quote
Originally posted by Grug
lol. Didn't realize starfox would become a mod. :p

Looking good though.

I'd offer to help, but I'm held up with other projects at the moment, and I'm not that good a drawer.

But if I get some spare time I'll have a shot at making some new starfox ships.

Can I ask though, is that big head boss thing going to be in it? :lol:

"If I'm going down I'm taking you with me!"

Great. Please call me when you have enough time.
You'll need to know what kind of ships we need. ;)
I'll give you internal access then.


Quote
Originally posted by Bobboau
just out of curiosity, if I were to go through the trouble of enableing cell shadeing again in HTL mode, would your mod be inderested in useing it?

starfox isn't realy known for this, but they had a fairly action cartoony feel from what I remember so I think it might be a nice touch, and the simple color/texture scheems would work exeptionaly well for cell shadeing (but it requiers that your are be made for it)


I don't think cell shadeing suits our concept. And I guess Id have to redo all textures...

Well, thanks for the offer, I'll ask the other members about it. ;)


BTW the Robotech mod is probably really interested in cell shadeing. *hint* ;)
Title: Starfox mod is hiring again!
Post by: Grug on March 03, 2005, 10:43:58 am
lol. Desperate eh? :p
Title: Starfox mod is hiring again!
Post by: Bobboau on March 03, 2005, 05:35:57 pm
actualy they, for some reason, don't want cell shadeing either.

you would have to redo the textures, you'd have to basicly make them into solid blocks of color rather than the well shaded procesed texture than you need to make now, it would probly make future textures extreemly easy to make.
Title: Starfox mod is hiring again!
Post by: Grug on March 03, 2005, 09:48:17 pm
Did anyone ever test it with a working example?
Title: Starfox mod is hiring again!
Post by: DaBrain on March 18, 2005, 10:32:29 am
We're still seachting a texturer and a mapper. Somehow only moddeler want to join ... :mad:

We got lots of untextured and unmapped models.
I could really need some help with that.

@Grug It worked quite well before T&L was implemented.
You'll have to alter your game content to get the right effect.
Title: Starfox mod is hiring again!
Post by: Grug on March 18, 2005, 10:46:38 am
Would teaching current members how to texture be a possibility?
Because modelers really should learn how to texture too, as it can sometime be more important than the model.
Title: Starfox mod is hiring again!
Post by: DaBrain on March 18, 2005, 05:17:40 pm
I'm not really the 'teacher'-type. I like the textures I create, but I don't think they are so great that I could teach someone.


Well, Omniscraper textures his own models. Axem just gives me unmapped models (:mad:  ;) ).

If Jonathan and Axem would create their own textures, they wouls loose much modeling time.

I think it's ok the way it is. There are plenty textures out there (yeah, optimism...)

I can and will take care of every anyway if nobody helps us out. It will just take way much longer...

The mapping is an even bigger problem. I've just started learing unwraping...
Title: Starfox mod is hiring again!
Post by: Axem on March 18, 2005, 05:24:23 pm
Actually I plan to learn to texture (and unwrap)... very soon.. eventually. I want to try it out with some of my own models before I go and do it for the mod though.
Title: Starfox mod is hiring again!
Post by: DaBrain on March 18, 2005, 05:48:03 pm
Hey that's great. You're a multi talent. ;)

If you need help I can probably give you some hints.
Title: Starfox mod is hiring again!
Post by: DaBrain on March 21, 2005, 10:12:19 am
Come on!

We could really need a good texturer. Well, maybe even a bad one. ;7
Title: Starfox mod is hiring again!
Post by: Bishop on March 21, 2005, 10:44:37 am
I'm a good texturer if you need one. Am very willing to do a few things.
Title: Starfox mod is hiring again!
Post by: Bobboau on March 21, 2005, 12:05:22 pm
I reiterate; the advantages of cell shadeing include textures become incredably easy to make.
Title: Starfox mod is hiring again!
Post by: DaBrain on March 21, 2005, 01:08:21 pm
Quote
Originally posted by Bobboau
I reiterate; the advantages of cell shadeing include textures become incredably easy to make.


Yeah, I guess, but it's so much done already...
It's just not the style we're aming for.
But thanks, anyway. I'm really appreciate you'd add this feature again.

Quote
Originally posted by Bishop
I'm a good texturer if you need one. Am very willing to do a few things.


That's great! Please register at www.game-warden.com (our host) and I'll give you internal access ASAP. Which probably means tomorrow as I'm going go to a party today. :)
Title: Starfox mod is hiring again!
Post by: Bobboau on March 22, 2005, 08:54:24 pm
I'm basicly just waiting for someone to say "I need it"
Title: Starfox mod is hiring again!
Post by: Grug on March 22, 2005, 09:13:10 pm
Is it not possible to enable by the launcher flag?
Or is that just in there to screw the dumbasses up like me? :p

I wouldn't mind making some sort of cell shade mod one day. After TAP has some sort of release out, I might give it a shot. Maybe even just a proof of concept mod with say five ships in it.
What things are effected by it? Just the models, or are the effects also manipulated somehow, or do they have to be custom made to look cartoonish also?

Actually, does anyone think TAP in cell shading would actually look good? Might do a test for that one day...
Title: Starfox mod is hiring again!
Post by: Bobboau on March 22, 2005, 09:42:18 pm
when we moved over to HT&L the effect was lost, no on noticed, because no one uses it. I recently did a vertex shader test and I now know enough to build simple vertex shaders, wich would enable me to re-implement cell shading for HT&L, but I'm not going to do it, if no one is going to use it.
Title: Starfox mod is hiring again!
Post by: Grug on March 22, 2005, 09:52:11 pm
Ahh.
Well there are probably more important and more used features that need attention. Especially yours, considering you seem to be a one man army addition to the SCP. ;)

But one day... one day, we may just see it in action. I think it could be used to pull of an original feel for a FSO mod. Cell shading can accomplish both a clean / crisp feel or a dirty grungy look.
It just needs the right setting.

Personally I'd like to see Turnsky do a small cell shader mod for FS2... :p
Title: Starfox mod is hiring again!
Post by: karajorma on March 23, 2005, 03:46:02 am
Quote
Originally posted by Bobboau
I'm basicly just waiting for someone to say "I need it"


I'm somewhat surprised the Robotech guys haven't said that.
Title: Starfox mod is hiring again!
Post by: Bobboau on March 23, 2005, 07:18:41 am
as am I, they actualy were vehemently against it. :wtf:
Title: Starfox mod is hiring again!
Post by: DaBrain on March 23, 2005, 08:19:21 am
You asked THEM? :confused:


This is a feature that could make a mod really uniqe. Well it won't work with our mod, but it seems to be perfect for the Robotech mod.
Title: Starfox mod is hiring again!
Post by: Bobboau on March 23, 2005, 09:34:57 am
Quote
Originally posted in the Official Robotech Mod Thread  
by Star Dragon

It would be a bad idea to do cell chading or recreate the "Cartoony" look.

Best case scenario is to go with regular FS2 textures to at least give a semi-realistic look. No that we need glows or shine maps, but rather stay away from the true "anime" feel and go more for a regular CGI feel. I would get more enjoyment out of that.


by Getter Robo G
Cell-Shading? *grabs heart* Ooo the pain! The point was to be BETTER than Battlecry (my waste of money on a PS2 just for that game)...

I thinkusing standard FS2 textures (or better custom ones with shine and glows bump the WORKS) would be better than any mere cell-shading... My vision is going for as NON-Cartoonish as possible as we WESTERN gamers often get the short end of the gameing stick...

This effort may seem insignificant but it's one man's stand against companies that seem to be unfazed by the marketing potential that only some of us represent (anime lovers for over 20 years) who repeated buy watered down versions of what natives enjoy cause that's all that is offered translated (when it is offered at all!)

Didn't want to get onto that rant again, but that cell-shading hits a nerve... I suggest you check out macross ZERO! Even better the new Appleseed (I believe) is doing a reverse type of graphics thing where the main characters are still anime but EVERYTHING else in the enviroment is CGI... I just saw the trailer for it and it is obviously a re-make, but man this will look good!




and I mention cell shadeing like five times in that thread other than these two responces all instances are ignored.
they, for what ever reason realy realy don't want it.
Title: Starfox mod is hiring again!
Post by: Grug on March 24, 2005, 04:50:46 am
How strange. Guess they all hold a grudge against cell shading or something? :doubt:

But I can think of a couple of other mods that might benefit.
Do you still have the old test images of it? I would of thought the black outline wouldn't work well with space.
Title: Starfox mod is hiring again!
Post by: Ransom on March 24, 2005, 06:50:07 am
Black outlines are unnecessary anyway. Look at Wind Waker, that has no outlines at all and it looks better than the cel shaded games that do, in my opinion anyway. As for screenshots: the original thread (http://www.hard-light.net/forums/index.php/topic,16893.0.html), about halfway down.

I plan to use it myself at some point, though I don't think I'll get the chance for quite some time. Though, is the level of the highlight and shadow adjustable, or is it dependant on the ambient light level?
Title: Starfox mod is hiring again!
Post by: Grug on March 24, 2005, 07:07:46 am
Ah thanks.
So its mainly the different steps of shading that makes it work?
What type of textures would it need to make it work correctly?
I'm guessing that its mainly flat colours etc that give the best effect?

How are the weapon effects affected by this? Do they come out the same, or are they treated to the same process?