Author Topic: Need help: plan to start mod  (Read 3713 times)

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Need help: plan to start mod
i plan to start a mod myself, but i cant do it alone, my mod will be called: Stargate Galactic Requiem. anybody who knows anything about making mods please email me at [email protected], thanks. i need just about everything u can need for a mod, so please ring!  :cool:
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Offline Zacam

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Re: Need help: plan to start mod

No offense mate, I love the enthusiasm you have there, but it might behoove you a bit more to get a more thorough understanding of how modding in FSO is done (and by extension, be able to activate/deactivate mods without any issues) first.

Stick around. Play some of the mods, read up on the Wiki, ask questions and get a feel first before jumping in too fast. We have plenty of people who make mods around here, but not a one of us will do so by direction of somebody who isn't already a capable individual in and of themselves. If you do start modding something and run into snags or issues of comprehension, we're MORE than happy to help you resolve them as they happen.

Again, love the enthusiasm and the desire and I hope you keep both. The title alone is pretty intriguing with the possibilities and the more 'Universes' we can make available for folks to play, the wider an audience we get.

(P.S.: Instead of publicly broadcasting your email address, you can request for people to PM you here instead, and then if things progress to a big enough point, you can PM your email address to them. Just saying, in case you were not aware of the feature.)
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Re: Need help: plan to start mod
thanks, and no offence taken, i love the fact that a noob like myself can be accepted into such an experienced community, and i will do reading and practicing, and soon get this mod into production... well not soon but u know what i mean.. thanks mate!
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Offline Jeff Vader

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Re: Need help: plan to start mod
Yeah, I mean, no disrespect or nothing but
- skilled modders and FREDders usually are already involved in one or more projects, and are already doing everything in their spare time, if they have spare time. Trying to recruit them into yet another project won't be easy.
- you'll have better chances if you start doing things yourself, demonstrate results and then ask if a few people could help you.
- you can do things yourself and demonstrate results if you learn modding. The wiki in particulra is littered with guides and tutorials and tools 'n ****.

Also, there is already a Stargate mod in the works. Though it has been for a long time. Perhaps you could try contacting them. The project is hosted at Game Warden.
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23:40 < EveningTea > ?
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Re: Need help: plan to start mod
I know what you're going through on this one. Personally, a stargate mod for FS2 would be a dream come true.

Unfortunately, for your first mod, I wouldn't suggest taking on such a complicated and daunting task. At the very least, you'll need models for SG-1 and SGA ships, so you won't have the convenience of browsing through the user-made ships section and picking out some good ships that work.

Actually, come to think of it, you could possibly get away with that, on a few of the ship models. You may be able to use a few Vasudan ships as non-canon Gou'ald ships, but you would probably need to reskin them. Unfortunately, I know almost nothing of modeling or skinning, but I hear that reskins are not very hard.

As a general rule, start small, and take victory in doing the small things. Once you've got the basics down, such as activating and switching between mods, make some weapons - they're not difficult. All you need is notepad, a little bravery, and some copy-and-paste...and if you feel particularly adventurous, photoshop. Consider making a weapon like SG-verse Ancient Drones. You should be able to copy either the Hornet or Tornado missiles and use them as a basis for what you want. Shorten the trails, make them faster/slower, more or less damage, etc.

Two absolutely great resources once you get comfortable with table-editing:
http://www.hard-light.net/wiki/index.php/Weapons.tbl
http://www.hard-light.net/wiki/index.php/Ships.tbl

Another thing - save OFTEN. Keep backups of everything. Nothing is as bad as fatally crashing FS2, and having to delete your mod and start from scratch. This has happened to me twice.
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Offline Dragon

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Re: Need help: plan to start mod
Take a look at this: http://www.game-warden.com/forum/forumdisplay.php?f=34
You can try talking to them, though I didn't seen any news for a long time.

 
Re: Need help: plan to start mod
thank you guys sooo much! i always thought the ulysses looked somewhat like a death glider, i can try that reskin first! thanks so much for the help!
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Offline karajorma

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Re: Need help: plan to start mod
JC4JC is still plugging away at the Stargate mod last thing I heard. You definitely should contact him before you go off on your own. The problem is that you have to realise that total conversions take a lot of effort. I don't know how long WoD took but pretty much all the rest have been at it for years.
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Offline Spoon

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Re: Need help: plan to start mod
I had to learn the ropes for the first half year, slowly got stuff done after that.
All in all it took me like a year and 8 months or so (rough estimate), and keep in mind that I dont have a job/school so I have considerable more time than the average team to spend on modding.

Thing is, there is so much more to a TC that you would think at first: writing tech entries, interface, music, sound, models, textures, fredding missions, testing, testing, testing, effects, more testing
I honesty wouldn't recommend doing a TC on your own to anyone  :p

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Offline karajorma

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Re: Need help: plan to start mod
And you had the advantage that you could just make stuff up cause it was your own universe. Making a TC based on another, existing universe is actually harder cause you have to get everything the same as in the original instead of just making it and stopping when it looks good. :D
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Re: Need help: plan to start mod
i suppose i should start with re-skins and weapons first?
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Offline JGZinv

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Re: Need help: plan to start mod
Making a TC based on another, existing universe is actually harder cause you have to get everything the same as in the original instead of just making it and stopping when it looks good. :D

Amen to that.... 4+ years ongoing here.

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Offline Scotty

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Re: Need help: plan to start mod
i suppose i should start with re-skins and weapons first?

Re-skins aren't what you're looking for.  You're going to need want entirely different models if you're going for a TC, and a lot of other games'/universes' combat mechanic will be different so just rebalancing weapons may or may not work.

Also: why stickied?

 

Offline Dragon

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Re: Need help: plan to start mod
Is there anybody who has stuff SG-1: Earth's Defence managed to get done?
If it's dead, salvaging it's models could help possible future Stargate mods.

 

Offline karajorma

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Re: Need help: plan to start mod
It's not dead.
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Offline Dragon

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Re: Need help: plan to start mod
Then an update on their progress would be nice, last post by their leader is from 10th January (and he basically said "update soon").

 

Offline karajorma

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Re: Need help: plan to start mod
Nonetheless it would be bad form to start raping the corpse without even bothering to check for a pulse.
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Offline ssmit132

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Re: Need help: plan to start mod
That's a rather... odd metaphor you used there, kara.

  

Offline karajorma

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Re: Need help: plan to start mod
I was pointing out that neither option are particularly nice. Much better to hope the original mod is still alive and well.
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