Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Aardwolf on February 06, 2008, 04:36:51 pm

Title: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Aardwolf on February 06, 2008, 04:36:51 pm
I had an ingenious idea. If you need something done for a FreeSpace mod, post in this thread. If you are willing to do work for a project, post in this thread. Find someone offering the service you are looking for.




Thread Usage Guidelines:

If you are looking for a project member, begin your post with "Wanted: ______" in bold, on its own line, with a blank line below this one.
If you are looking for a service, begin your post with "Request: ______"
If you are giving a service, begin your post with "Service Available: _______" or "Talent Available: ________"
If you are offering to trade a service/talent/thing for another service/talent/thing, begin with "Will Trade: ________ for ______"

If the status of your request changes, please add below this line one of the following:

If more than a week has passed since you posted, and you still are awaiting a reply, add this: "Still awaiting replies"

Follow this with a more specific description of what you are offering and/or what you want.

Try to keep track of your requests and such, and please update the status text (line below the topic line) quickly if the status changes. And please, if you have responses that are directed specifically at one post, use PM, so that it's easier to search, etc. This includes guideline comments. If you have suggestions to improve the guidelines, feel free to PM me as well.









Template:

Type of Post: Specific thing offered/needed/whatever, in a few words
Status of request/service/whatever, if applicable

Description of the thing you need or are offering, or the trade you are willing to make. Make it detailed without going overboard. Please use PM to respond to posts in this thread, so that it is easier to look through and find what hasn't been fulfilled, or if you have a general message to users, me, moderators, etc., pertaining to this thread: post the message in italics.






Recent Update (as of 3/27/08):

I've noticed a lot of requests and not a lot of replies. To facilitate the success of this thread, please browse through existing posts looking for people offering the service you need or people who are in need of a service you can give. Also, please offer services! If you have free time there are people who you might be able to help.

Also, it's limegreen, not green, and purple for unfulfilled requests (which shouldn't be noted as anything unless it's been a week or more since you posted them).

Comments and things that do not fit in your requests/services/classifieds should go in italics so that people can know to ignore them when skimming the lists.

I am also considering a recommendation that you remove any "garbage" posts you made, but I'll have to think about this and look through to see how interrelated they are. Most of them could have been averted if people had just used PM and then edited the existing posts, which is what I think would work the best.
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: Hellstryker on February 06, 2008, 11:05:21 pm
I need a UV mapper and texturer for TTotT
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: pecenipicek on February 07, 2008, 05:50:42 am
The Apocalypse Project requires Modellers, UV Mappers and Texture artists for the ships. The Apocalypse Project is a conversion of Homeworld 2 ships and general story behind homeworld into the Freespace engine.

People wishing to apply, please PM me the examples of your work or email it to [email protected]
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: Mad Bomber on February 07, 2008, 10:40:48 am
The Exodus campaign requires a modeler/UV mapper to create a large, mobile asteroid station; the Boadicea is insufficiently large for my purposes and the Cheops isn't mobile. More details are available, but I don't want to make them public for fear of spoilers. ;)
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: Hellstryker on February 07, 2008, 11:04:07 am
 :wtf: Why not simply ask me, i thought i was a member. as for the UV mapping, i cant help ye there
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: Mad Bomber on February 07, 2008, 01:04:13 pm
I thought I did, and you said you couldn't for some reason.  :wtf:

Meh, okay. :)
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: Hellstryker on February 07, 2008, 01:58:28 pm
Yeah well, that was back when i was a nooblet and kept the blue faces on the outside and had ****tles of internal polygons  ;)
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: Retsof on February 07, 2008, 07:18:41 pm
I need a one frame CB anim that doesn't look like crap (aka, my try at it).  Should I attach the pic?
EDIT: Okay, here's the pic.  When I tried to make it into a CB anim it was so pixelated that I could hardly tell what it was.  I would like to be able to read the nameplate.  Just tell me if you need a different angle.

Replied, Complete Thanks Goober!

[attachment deleted by ninja]
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: starlord on February 08, 2008, 02:17:51 am
Should anyone be interested with helping me with the renegade legion MOD. Please contact me: I'm working on the storyline, but I need fredders and modders. All advice is welcome!
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: Nuke on February 08, 2008, 04:57:07 am
i need 10 non-modders to go to work for me and give me all their money so that i can afford to mod full time :D
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: IPAndrews on February 08, 2008, 06:07:38 am
Man with van seeks another man with another van to start two businesses.
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: IPAndrews on February 08, 2008, 06:08:17 am
Ok I'll do a serious one. I need someone who knows how to fix alpha channels on background bitmaps. :)
Title: Re: FS2 Modding Marketplace: Classifieds for Modders
Post by: Aardwolf on February 08, 2008, 01:25:11 pm
I've added guidelines for how to format your post. If you think they should be changed, please PM me, rather than posting outright.

Request: UV/Texture/Pof
Still waiting for replies

I have a model of a fighter which looks sort of like a cross between the Arwing and Wolfen fighters from Star Fox, and would like somebody to uv, texture, and pof it for me. You may use it freely once this is done.

If you're feeling really generous, I have other ships that'd be nice to get textured too.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: ShadowGorrath on February 09, 2008, 12:47:11 pm
Request: asteroid background

I need a large, high quality background image of an asteroid field, with an alpha channel in the background.
Title: Re: FS2 Modding "Classified Ads" Thread
Post by: Goober5000 on February 10, 2008, 12:42:33 pm
I need a one frame CB anim that doesn't look like crap (aka, my try at it).  Should I attach the pic?
EDIT: Okay, here's the pic.  When I tried to make it into a CB anim it was so pixelated that I could hardly tell what it was.  I would like to be able to read the nameplate.  Just tell me if you need a different angle.

Yarr.

Now for my request: I need a .3DS of the retail Orion model (not the mediavp one).

Fulfilled by Vasudan Admiral via separate inquiry.

[attachment deleted by ninja]
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Steel Prophet on February 10, 2008, 04:11:33 pm
Wanted: Modeler for Aerotech Mod  (already WIP but only one modeler atm) if you need further info about it PM me.

Even if it's only one model you can do for us it would help alot.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Nuke on February 10, 2008, 08:01:52 pm
Ok I'll do a serious one. I need someone who knows how to fix alpha channels on background bitmaps. :)

who says i wasnt serious :D
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: starlord on February 11, 2008, 03:26:38 am
WOW, aerotech too? Will it be aerotech/spacetech? That's great! I truly think all scifi universes will soon be immortalised by freespace. :cool:
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Retsof on February 12, 2008, 03:00:05 pm
This thread should be stickeyed.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Steel Prophet on February 12, 2008, 04:26:17 pm
WOW, aerotech too? Will it be aerotech/spacetech? That's great! I truly think all scifi universes will soon be immortalised by freespace. :cool:

Well... it's not Aerotech in the sense that it will have atmospheric fights. Aerotech is only our current working title since those fighter are called AeroSpace fighters :)
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Goober5000 on February 12, 2008, 10:02:02 pm
This thread should be stickeyed.
Not until more people start fulfilling requests. :p
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Water on February 12, 2008, 10:19:58 pm
This thread should be stickeyed.
Not until more people start fulfilling requests. :p
Was your request a real one
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Goober5000 on February 13, 2008, 02:12:01 am
:wtf: Yes.  I even edited my post to show that it was fulfilled (check the editing timestamp).
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Water on February 13, 2008, 02:51:36 am
:wtf: Yes.  I even edited my post to show that it was fulfilled (check the editing timestamp).
Ok I missed that.  :p
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Aardwolf on February 13, 2008, 06:20:37 pm
This thread would do better if people who aren't busy posted services (as described in the guidelines I edited into the first post).
Also, for clarity and consistency, what I was suggesting for order of stuff has been put in the guidelines.





Service Available: Freelance Modeling
Customer Found, No Longer Available (Customer Rating of Service Given: 8/10)

My models vary in style, and sometimes in quality. I don't do "make something that looks like this" requests, but I can try to imitate things in style (although I can make no guarantees). Since I use Wings3D, I can export to most formats. I can use Wings' auto-uv tool, but I am not an expert at uv-mapping, nor is it. I do not do textured models (I can't texture), and unless you need it and specifically request it, don't count on a uv-map that works well. Also, I don't do turret models, other than simple button turrets, but I can put placeholder turrets on the model, and if you give me a working turret you would like me to use in a format I can import from (note that smoothing groups may be lost during import), I can place those on the model.

I can produce rapidly, but detail level, quality, etc. are variable. If I accept your request, gimme a couple of days, and if I haven't sent you anything by then, PM me again.

And, as the guidelines state, please PM your replies.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: chief1983 on February 13, 2008, 06:36:34 pm
This thread should be stickeyed.
Not until more people start fulfilling requests. :p

I was thinking the exact same thing.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Angelus on February 15, 2008, 09:33:04 am
REQUEST: model in .Cob format

Hi,

i need a modeler for a rather "simple" task. A simple cylindrical hollow body with texture and glowmap. If someone here is interested, drop me a PM and i send you detailed information.


EDIT:

I also need someone, who can make me 2 landscape models...

EDIT 2:


Also a texturer. I have 2 models that need new textures.


Edit: STILL AWAITING REPLIES
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Getter Robo G on February 15, 2008, 07:14:31 pm
Request: Model Conversion help. I have many models that fail for various reason beyond my knowledge/skill of repair. looking for any modeler who has done past conversions to do one shots. Turreting appreciated, but not necessary as I also work on the "Turret Project" any most of these ships will have diff turrets in the future.

  Models come from outside the Fs2 Community, but permissions were secured. You also will be credited.


Small
sample of backlog models: Gundam Capital ships, Custom Trek ships (like the USS Courageous), Atra's Space Battleship Yamato.

Once optimized and successfully converted I can then alter as needed or make other changes, turret, etc...

I have many many other jobs backlogged in regards to TREK, GUNDAM, and ROBOTECH. Interested 3dmesh/texture parties PM me for details...


Join me or I'll send old skool Gorn to hunt you down!!!

(http://i22.photobucket.com/albums/b321/Star-Dragon/gornbc.jpg)
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Water on February 19, 2008, 04:12:03 am
Atra's Space Battleship Yamato.
Try this one to see if the turrets work.
http://files.filefront.com/yamato4zip/;9662238;/fileinfo.html (http://files.filefront.com/yamato4zip/;9662238;/fileinfo.html)
For the table:
Turrets 1-5 -  multipart - triple fire points
Turrets 6-27  multipart - single fire point
Subsytems: eng, wep, bridge, nav, sensors
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Getter Robo G on February 19, 2008, 06:01:08 am
This is kinda strange...

  I opened your new pof in MV and hit rotate parts the turrets dont move.

 I checked subobject and you have the boxes checked for rotate.

  Excuse me for asking but did you secure axis on them?

I'll try putting the yamato I have in game UNDER the plane of an enemy and see if it fires point blank in front of the raised guns (they do not track on target at all).

  If they still don't fire them something very screwy is going on cause I used the same orion table for the yamato like I did the Cylon destroyers I just tested and they all blew each other up immediately. The mission was beam free all.

 :confused: I don't think I've see this before.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Water on February 19, 2008, 01:33:57 pm
  Excuse me for asking but did you secure axis on them?
Ok, I didn't test it in game - I'll make up a table and test.

Didn't understand about securing axis, explain please.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Getter Robo G on February 19, 2008, 06:34:31 pm
Karajorma's (TM) explination would be way better than mine on Freespace Oracle but I'll give it a whirl.

For moving turrets (my bane), an axis needs to be placed on the base (usually center/bottom center) for left right movement on the Z axis. For a single barrel or 2-3 arms lower middle of object/group for rotation along x(or y depending on what you did, some I've seen people do are screwy, but work).

I plug-in called "Turrets for dummies" would be pure genius!!!  :drevil:

Anyway using the same table I had some of Raptor's ships hover over Yamato's guns and no joy, they shredded yamato and never got return fire. I have another Yamato with suitabke body mesh but really lp guns that does fire. I would like to figure out what's going on though. even locked in position a barrel that is pointed straight at the enemy SHOULD fire when matched up in the table correctly.
 

Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Water on February 20, 2008, 06:02:07 am
Anyway using the same table I had some of Raptor's ships hover over Yamato's guns and no joy, they shredded yamato and never got return fire. I have another Yamato with suitabke body mesh but really lp guns that does fire. I would like to figure out what's going on though. even locked in position a barrel that is pointed straight at the enemy SHOULD fire when matched up in the table correctly.
With the mission supplied don't hang around topside too long  :p

Could you do me a favour - Can you test the model you have (version4) with this mission and tbm-table file.
If that doesn't work, then use the new pof file. At a guess the turrets won't work because the table/mission subsystems don't have turretXXa-base in them. It won't work without the "-base"

I missed 2 faces that were causing collision problems, which are fixed in the new model.
http://files.filefront.com/yamato5zip/;9669174;/fileinfo.html (http://files.filefront.com/yamato5zip/;9669174;/fileinfo.html)
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Getter Robo G on February 20, 2008, 07:18:34 am
I was very tired and missed it, but I can tell without even trying You probably hit it on the head! I had a very similar problem at first with the Cylons cause the Rumrunner table I was using had something similar and I had to take it out and they worked.

I'll try it out and let you know... Kudos for hanging in there!  :yes:

Now if only my contact at Sci-Fi meshes will get Nadesico done we can have all the anime ships in FS2 same time (Arcadia, Yamato, Nadesico, and SDF-1 KABOOM!)  :lol:

Shivans: "WTF!?" <Pownage!!!>


[EDIT!]

Uploaded 2 yamatos with altered firing points (note frontal torpedoes, rear side missile turrets, and main gun non-functional still) table file included. Yamato.pof is realistic x2 version for anime size of planes exiting (they store a squadron in there, fantasy physics) and Yamatot.pof file is True historicalsize 263 meters.

ENJOY!!!

http://upload2.net/page/download/ySIRNwdwUUYAgho/yamato+files.7z.html

In the future I will release the weapons I worked on for old version and one with working missile/Torpedo and main gun...

I got a quick question, I made an beam for the ship's Shock Cannons but I cheated last time. I made a single fire point and altered the image to be 3 beams and centered it on the barrel so when it fired it gave the illusion of all 3 firing at once (fairly convincing).

What do I do to the weapon table to make 3 real single beams fire at once/simultaneously? (for the tri turret already fire pointed ones). This kind of ship does not fire one beam at a time for each turret, it's all or nothing. Unless you made each barrel destroyable, then dual salvos would fire.

[re-edit] this works in PCS2 for you?? For me it hard locks up on loading 2/3 through bar of smoothgroups. I had to use pcs1, I then used modelview for firepoints, I like it better.

12 hours later and I need to get to sleep, I got 4 hours before work AGAIN...
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Water on February 21, 2008, 02:51:57 am
What do I do to the weapon table to make 3 real single beams fire at once/simultaneously? (for the tri turret already fire pointed ones). This kind of ship does not fire one beam at a time for each turret, it's all or nothing. Unless you made each barrel destroyable, then dual salvos would fire.

[re-edit] this works in PCS2 for you?? For me it hard locks up on loading 2/3 through bar of smoothgroups. I had to use pcs1, I then used modelview for firepoints, I like it better.
Sorry -  :) I've managed to avoid stuff related to tables and special fx.

Yes PCS2 works fine on my machine for this model. I just noticed the bottom bridge has inverted normals  :blah:
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Getter Robo G on February 21, 2008, 07:15:54 pm
Haha, Yamato wedged itself halfway into an arm of the Sathanas and pushed it into deep space...

Anyway, shock cannon looks good, but I need to make the warm up glow down to like 20-25% of current size, although as you can see it fires way below the barrel.

I got the firepoint dead center of the barrel in front of it... Hmmm

I nailed the PDL lasers though.  It's sick now and that's not even a quarter the speed of the show. Any fighter closer than 500 meters to Yamato is dead no question... :)

It tracks and fires a lot better now. It would fire some and stop along side and then NOT fire. I changed all the bases to rotate Z axis (side to side) and turrets to X (up down). They seem to react a lot better, especially the PDLs on point blank broadsides now..



[attachment deleted by ninja]
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: starlord on February 22, 2008, 03:15:11 am
and where are you going to use this?
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Getter Robo G on February 22, 2008, 05:04:21 am
Short answer check sig, long answer Heru was working on a Comet Empire (Season 2) MOD and vanished one day. Luckily I grabbed him when he stopped by and rescued the files. I have his plus some KA files that need serious work but add 4 more cap ships to Heru's 4cap/6ftr's...

Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Titan on February 22, 2008, 08:42:27 am
WANTED: (at least 2) PLAYTESTERS FOR RAGNAROK FORSAKEN (working title) PM me if interested!
Status: answered, i'm good for this
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Snail on February 24, 2008, 01:04:40 pm
Can I just ask what "Ragnarok Forsaken" is?
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Titan on February 28, 2008, 11:50:44 am
a mod that i'm finally gonna finish. SERIOUSLY. if i don't finish the first chapter, let me be permanetly expelled from these forums.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Colonol Dekker on February 28, 2008, 11:55:12 am
I'm great with tables. Balancing however is something i only really do on my own private stash which is yet to see the light of day. Mainly due to awful texturing. What can i say uv maps are hard :(
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: NGTM-1R on February 28, 2008, 12:04:09 pm
WANTED: Simple model/table hack of the Fenris or somebody to instruct me on how to accomplish it myself using the tools I currently have available, that replaces its forward LTerSlash turret with an eight-tube box launcher suitable for Cyclops torpedos.
Status: Unanswered
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Polpolion on February 28, 2008, 02:10:16 pm
WANTED: Simple model/table hack of the Fenris or somebody to instruct me on how to accomplish it myself using the tools I currently have available, that replaces its forward LTerSlash turret with an eight-tube box launcher suitable for Cyclops torpedos.
Status: Unanswered

I might be able to hack my way through this for you. Assuming you have the missile launcher model there and textured, send the stuff you want done to me via e-mail.

Keep in mind that I can't make any 100% promises, so if you still want me to try, send me the missile launcher model; but don't change the status to unanswered.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Mustang19 on February 28, 2008, 04:09:33 pm
Well, you can go into FRED and set the LTerSlash weapon slot to carry Helios. Then it's just a matter of putting your missile-launcher-Fenris model into the game and using POFMaker (or possibly Modelview) to change the firepoint.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Polpolion on February 28, 2008, 04:14:58 pm
Well, you can go into FRED and set the LTerSlash weapon slot to carry Helios. Then it's just a matter of putting your missile-launcher-Fenris model into the game and using POFMaker (or possibly Modelview) to change the firepoint.

I have never heard of POFMaker. Any links?
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Mustang19 on February 28, 2008, 04:16:38 pm
Hm, I meant Kazan's PCS. I didn't really remember the name and just threw something that sounded familiar out there.   :p
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: NGTM-1R on February 28, 2008, 05:36:23 pm
Well, you can go into FRED and set the LTerSlash weapon slot to carry Helios. Then it's just a matter of putting your missile-launcher-Fenris model into the game and using POFMaker (or possibly Modelview) to change the firepoint.

See, the thing is, I have it in mind where it's rather like a WWII destroyer's torpedo tubes. It launches a salvo and runs like hell, because its reload is incredibly bad. (4-5 minutes?) Hence the eight tubes. My problem is that with my existing tools, i.e. Cinema4D, there is simply no way any modeling work I do can be gotten into the game. Even its option to export to 3DS creates unacceptable screwups in the model so other people can't really use it either.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Mustang19 on February 28, 2008, 05:42:53 pm
Can't help you with the modeling aspect other than say, "Get TrueSpace". It's just a series of missile tubes, how bad can it be?

As for the reloading issue, you can find several solutions to that. Think of turret subobjects, eg, the Orion turrets. You can fire a volley like that and give the turret a long reload time. It might not work with missiles, but give it a try.

If that doesn't work, you can simply use SEXPs to make the cruiser fire it's missiles for x seconds, then lock the turret for another five minutes, then unlock it and repeat if desired.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Getter Robo G on March 15, 2008, 07:09:25 am
OK, return of the one shots.

For OBVIOUS reason I need someone to ANIMATE these images. IDK if rotating them or alternating them will do the trick(?), but I need the Circular Water Area Only to flicker and undulater like water. Yeah we won't have the "waterspout" trademark of an activation but I don't care (and I doubt JC4JC will either) I bet he'd be happy as kittens with a surprise...

When it is deactivated I plane to use the Invisible texture so we can see through it and possibly the "no collide tag" when objects need to fly through a gate just deactivated...

[I would have posted the images(2), but damn upload limit so I 7zipped them]

Really want to make some cool screenshots of this in action pls respond!!!  :D



[attachment deleted by ninja]
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: shiv on March 16, 2008, 05:46:33 am
WANTED: Texture artist/uv mapper for Earth Defense project.
Status: No customers found
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: asyikarea51 on March 17, 2008, 01:08:00 am
Request: An experienced texture guy to take some 5-minute hackjob-edited GTF Vampire textures and cleanly remove the white line in the centre from them. Textures to work on will be sent over via file host to whoever accepts the request. :)

I may request for further changes to the textures once that is done (hence experience), but course I'll try not to force too much.

The person accepting is also allowed (to a limited extent) to fix any "bugs" with the textures, like noise, blemishes, ugly pixellated crap, etc.

Status: No takers yet
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Getter Robo G on March 17, 2008, 06:53:58 am
4 people Dl'ed the Stargate water image I posted.
I take it ONE of you is working on it then?  :confused:
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Aardwolf on March 27, 2008, 09:05:26 pm
I've added a few notes to the guidelines. Please make sure you conform to them so that the Marketplace is as readable as possible.

Also, I've retracted my offer of free modeling. Except for special cases, or if I decide to offer modeling again, I will not do modeling for you.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: 0rph3u5 on March 30, 2008, 12:33:02 pm
Wanted: Modeller
Wanted: Texturer
for "Workings of the Warp"/"Memories of the Great War"

Jod description
I require a modeler and texturer to realize two shivan support vessel (both story critical) as well as 2 fighter-, 1 bomber-, 2 destroyer- and 1 juggernaught-class ship for a new alien race involved in both campaigns.
Concept drawing (they are bad I know) as insperation/start off are lying ready on my hdd.

Wanted: Table Editor
for "Workings of the Warp"

Jod description
I need someone with some tableing experince to realize a species_def.tbl and the new ship.tbl entires of WotW once these ship are ready modeled

Title: Wanted: Texturer
Post by: skygunner58203 on April 04, 2008, 08:48:55 pm
Job Description
Request Help with texturing/uv mapping a custom ship to be used in both Retail and SCP.  Fighter design is based on a theoretical breeding of a mark 1 viper and an Arwing.  Textures are to reflect this...however, i understand the concept of creative license.  Basically have fun.  Model is in cob format.  For more information, PM or email me.

Note:  This model can be used by others if they want.  Just ask first

EDIT: I've noticed 6 downloads and no posts/messages/emails.  I hope someone is either working on this or preparing to teach me a useful skill.

[attachment deleted by ninja]
Title: Variant Fighter now UV mapped
Post by: skygunner58203 on April 06, 2008, 10:51:31 am
A big thanks to the people on the game-warden boards.  A member over there had downloaded the fighter and uv mapped it...as well as providing a good tutorial link.  Will post finished results soon.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Titan on April 10, 2008, 08:55:28 am
WANTED: A reskin of the EAF Stentor to be a grey instead of that periwinkle blue color.  :ick:
Title: Variant Fighter - All Screwed up......
Post by: skygunner58203 on April 10, 2008, 12:08:13 pm
Well, turns out that while the model was in fact uv mapped...i now have to start over.  My computer crashed due to my idiot room mate.  He decided to pull his own rendition of Foamy the Squirrel, and mess with the windows files.  I had to do a full wipe and reload it using a DOS boot disk.  Needless to say...passwords are a must to those of you who live with idiots.  I will re upload the file once i have rebuilt it.

And for those who don't know what i'm talking about go to http://www.geocities.com/fourwhyrecords/enter.html  click toons, then tech support
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: 0rph3u5 on April 13, 2008, 02:25:13 pm
Wanted: Modeller
Wanted: Texturer
for "Workings of the Warp"/"Memories of the Great War"

Jod description
I require a modeler and texturer to realize two shivan support vessel (both story critical) as well as 2 fighter-, 1 bomber-, 2 destroyer- and 1 juggernaught-class ship for a new alien race involved in both campaigns.
Concept drawing (they are bad I know) as insperation/start off are lying ready on my hdd.

Only one shivan support vessel is still needed ... will use a renamed and re-textured SC Rictus
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Retsof on April 13, 2008, 02:40:20 pm
Request:
Ursa and Feneris models in Sketchup format.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: blowfish on April 13, 2008, 07:41:39 pm
The Fenris (non HTL) can be found here (http://w3.enternet.hu/fscult/3dmodels.htm).  (its a 3ds which SketchUp can import).
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Retsof on April 13, 2008, 10:32:30 pm
I guess I should have said, but I would prefer the HTL versions.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: blowfish on April 13, 2008, 11:08:54 pm
Does it matter if they're textured?
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: 0rph3u5 on April 14, 2008, 05:04:55 am
Only one shivan support vessel is still needed ...

Found another model which is fitting the needed role (after re-texture and renaming)

but still
WANTED:
1x Modeller
1x Texuturer
1x tbl-Editor
for "Workings of the Warp"
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Retsof on April 14, 2008, 06:00:11 pm
Does it matter if they're textured?
No, i think sketchup looses texturing data anyway.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: blowfish on April 14, 2008, 06:05:45 pm
Does it matter if they're textured?
No, i think sketchup looses texturing data anyway.

I'll see if I have a little time this week to convert them.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: haloboy100 on June 18, 2008, 09:12:46 pm
Think this should be stickied?
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Aardwolf on June 18, 2008, 10:54:06 pm
I would say yes, but it's been inactive for over a month, and not enough people were volunteering.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: haloboy100 on June 19, 2008, 01:11:11 am
:facepalm:

Didn't notice the bump there :blah:

My bad.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: pecenipicek on August 27, 2008, 06:21:29 am
The Apocalypse Project needs a UV Mapper and a texturer.
Title: Re: The FS2 Modding Marketplace™: Classifieds for Modders
Post by: Titan on August 27, 2008, 01:21:03 pm
I need a good texturer; only a few fighters and bombers need to be done.