Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Unknown Target on April 15, 2002, 10:58:01 am
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I need to know what everyone needs in a MODing bible tutorial-type-thingy:D...
Here is the tool list (descriptions will come later):
Modeling:
-Milkshape 3D
-Lightwave
-3DS Max
Post-Modeling Work:
-LithUnwrap (used for texturing)
-Photoshop 3D
Conversion and POF Editing:
-Kazan's POF constructor suite
-COB2POF
-Descent Manager's VPVIEW toolset, with Modlview32 plug-in, available from //www.descent-network.com
Tableing:
Basically any word editor, including notepad.
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Any ones I missed?
These are all the ones I either use or know people using them, so I wouldn't know if I missed any.
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Rhino, what about Rhino? I know many people don't like it, but I like it alot.
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You forgot Paint Shop Pro. :p
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Truespace? I know it's not very good but a lot of people seem to use it :)
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Correction: HAS to use it. If you're gonna mod FreeSpace, you need TrueSpace.
And... yeah.
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Anything else?
Alright then, now, what do you need in a tutorial (A FULL tutorial, so that everyone knows how to do everything, if they read it;))
Remember, it needs to be a MODing bible!:D
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Explain how to do turrets from scratch. Step by step. I`ve read about 5 explainations and I`m still none the wiser.
I know that sooner or later I`m going to have problems with LODs as well (I`ve read several explainations but it really needs to have all the information in one place)
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Tutorials rule. Especially the photoshop one. :p
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Details. That's the most important thing a tutorial should have. :)
Might want to mention COB2FS2, there are some COB files PCS won't convert (usually really simple ones) and I don't think I ever found COB2POF. A full turret tutorial (especially using TS1) would be a very good thing. There are quite a few things in POF files that I don't have a clue what they're supposed to do. (Like lights. At least one :v: model uses them but I haven't seen anything that tells what the heck they're for.) Lots of info on paths would be needed. As well as a checklist, for various ship types. Example: Fighter Checklist, everything you need to make a working fighter. Any and all info you can get on the mysterious Special-Check, for those of us who'd like to know.
And last but not least: A post or two on here and a clearly marked link in your sig when it's up. :D
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Gosh, I have a lot to do (My campaign, DA, the Robotech MOD, and now this;))
Anyways, I have most of the files that any modeler should need to make a ship, should I put those up, too (as downloads)?
Also, before I really get started, how should the whole thing be arranged? Step by step, or in grammatically correct sentences and paragraphs, etc?;)
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I think, as far as specific examples, step by step tutorials are good, as long as they don't get too program specific for some things. (For example the fighter tutorial I've seen was intended for people using Blender for the actual modeling. Last time I tried using Blender it wouldn't even run. Much of the info in the tutorial was good, but it required some translation if you were doing a different modeling program.) Another thing that would be good are tips and tricks sections. (Took me a long time to find out I can actually name objects/subobjects in TS1, and then it took me some time to rediscover how I brought that window up in the first place. :) ) You might look at the "How do I add turrets?" thread to see what karajorma and I have been going through in trying to figure out how to do turrets. I've thought about making a simple TS1 FAQ/Tips & Tricks thread in here to tell others new to it what I've learned. (And hopefully get input from other people about what I didn't.)