Author Topic: wanna help us??  (Read 25226 times)

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Offline KARMA

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what we need:

modellers

we need FS2 expert modellers, with the ability of building complete highpoly models (lods, debris..) specifically designed for FSO, working perfectly, without useless details or polywastings.

we need good modellers, even if newbie to FS2 modding, we'll teach em what they need to know

we need modellers still learning to become good and skilled ones, but with good knowledge of what is needed to put a ship in game,they'll do the "dirty" job of making lods/debris/hierachy/turretts and all the minor editing to already done models, and as soon as they get more expert we'll give em to try to do more complex stuff

converters

we need people able to convert ships from other sources, mainly xwa. We can teach em what they have to do, but some minimal knowledge of what is needed to put a model into FSO is needed.

models

If you want to share models with us, even if not built originally for FSO, you can: we just will have to check if they work fine in game or if they are at the minimum quality required.

Trianglecount of our ships may vary obviously from model to model, but in average we are looking for:
fighters of 1-3k triangles
small capships/transports of 2-4k triangles
medium capships of 3-8k triangles
big capships of 5-10k triangles

unwrappers and bakers

people able to use lithunwrap (or similar)

people able to bake textures

2d artists

we are always looking, as anybody else, for texturers, one of the most hard to find species in the modding ecosystem:)

People able of minor images editings may be useful too (building big maps out of small textures, and the like

we also are looking for people able to:
create debris textures
draw new game interfaces from a defined design
create animations
create planets/nebulas..
create backgrounds
create new effects

we also are looking for already done realistic looking
debris textures/glowmaps/animations
animations
effects
backgrounds

webmaster

we need a webmaster, since hippo is having problems. There isn't much to do, but we need someone to do it

pof editors

we have some non-poedit models..

fredders

we need some fredders to create a minicamp melee based for a teaser that could be ready soon
we need some fredders to build some minicamps for a demo that shouldn't be that far
Knowledge of the recent sexps avaiable in fredopen, like those about persistent variables, is an important requirement

table editors

we need people to work on the game balance, trying to reproduce XVT game balance/stats into FSO.

testers

we need people to test tables and missions as soon as they are ready and possibly to take screenshots of our artwork.
« Last Edit: January 22, 2004, 07:46:59 am by 433 »

 

Offline Gank

  • 27
I've got a few ships made for homeworld I can pass on to you, couple of others which were joint efforts which I'll probably be able to as well. You'll have to wait until the mod they're for is released though, unless you have anything you can offer us.

 

Offline KARMA

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mmm that's interesting. I suppose you are from SWNR, right?
Obviously we need to check those models, to see if they can be used w/o too work into FS.
Maybe if you can send me some models I can give em a look.
As for exchanging artwork, there aren't problems, I just don't know what you need and if we have it.

 

Offline akeizm

  • 24
I'll help with testing,  seeing as that I have problems with poly wasting with my models atm :(

 

Offline KARMA

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Quote
Originally posted by akeizm
I'll help with testing,  seeing as that I have problems with poly wasting with my models atm :(

what are exactly your modelling skills?

 

Offline c914

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i say why not im still learnig and i want learn more.
I know enought to create any weapon i tables what i want.
Pof editor and models ( ive create 6 full models but ony 4 are work very well in game:D  ).

 

Offline TIMMAY

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    • http://sco.minos.net
I have actually converted all of the XWA ships into 3DS models with the textures in 8bit BMP. If you want i can rar/zip them up and upload them for you.

I have also converted a few into POF models that work in game along with Rebel/Imperial Lasers, Ion Cannons, Concussion Missiles and Proton Torpedoes..

The Models lack LoD's and Debris mainly because this is for the Emperors Hammer and as a Beta release we are planning on just getting a working game out there.

Screenshots so Far - http://www.ehnet.org/mb/viewtopic.php?t=75

Developer Log - http://www.ehnet.org/mb/viewtopic.php?t=4

 

Offline akeizm

  • 24
If you like, I can upload my first fs2 ship I made.  I just started making a texture for it when I got lazy (Cause there was no real point to me finishing it).

To be honost, I havn't got that much experience in modeling.  I havn't been doing it for long.  I'm currently studing a Bachlor of Applied Multimedia (About to start 2nd year).  I already have a Cert II in Multimedia.  Both of those courses have some 3dsmax work.
« Last Edit: January 24, 2004, 05:57:43 am by 1652 »

 

Offline Gank

  • 27
Karma, the only ships I can offer that are 100% my own work are the bulk cruiser and stormtrooper transport. There are others like the Assault frigate and Action VI transport which were joint efforts that I'd have to get other peoples permission first. I presume you've seen the ships in question.

I've sent you a pm concerning an exchange of models. As for the models themselves I think there might be a bit of work converting them, they have a lot of intersecting polys which I believe arent good for fs2 and all have 20-40 textures, 256*256 and smaller. I'm currently in the process of remodelling and retexturing ships for homeworld 2, these will probably be a bit more suitable texturewise for fs2, these I can make available to you as and when they're finished.

 

Offline KARMA

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doh I replyed your p.m before seeing this post.
anyway, intersections are rendered in FSO much better than in homeworld, but may cause some flythrough.
We got models from xwaup perfectly working and others completely non-solid. We have to check ship by ship.
The texture thing isn't a big deal, we'll have just to bake the textures to create 1024x1024 maps (odyssey you there?;))
About your ships, I'm interest in almost all the ships you named:)
thanks

 

Offline KARMA

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Quote
Originally posted by c914
i say why not im still learnig and i want learn more.
I know enought to create any weapon i tables what i want.
Pof editor and models ( ive create 6 full models but ony 4 are work very well in game:D  ).


you are in.

You'll start making lods, debris, fixing some stuff, pofediting, and hopefully you'll start making full ships soon

 

Offline KARMA

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Quote
Originally posted by TIMMAY
I have actually converted all of the XWA ships into 3DS models with the textures in 8bit BMP. If you want i can rar/zip them up and upload them for you.

I have also converted a few into POF models that work in game along with Rebel/Imperial Lasers, Ion Cannons, Concussion Missiles and Proton Torpedoes..

The Models lack LoD's and Debris mainly because this is for the Emperors Hammer and as a Beta release we are planning on just getting a working game out there.

Screenshots so Far - http://www.ehnet.org/mb/viewtopic.php?t=75

Developer Log - http://www.ehnet.org/mb/viewtopic.php?t=4


Well we'll not use xwa stuff, but I'm pretty interested in a clan who played the Week of War working on the gameplay balance;)
ohhh the good old days on the zone:)
You also may be interested in our work, as far as I can see... and we have OPTs from Darksabers to convert.......

 

Offline KARMA

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Quote
Originally posted by akeizm
If you like, I can upload my first fs2 ship I made.  I just started making a texture for it when I got lazy (Cause there was no real point to me finishing it).

To be honost, I havn't got that much experience in modeling.  I havn't been doing it for long.  I'm currently studing a Bachlor of Applied Multimedia (About to start 2nd year).  I already have a Cert II in Multimedia.  Both of those courses have some 3dsmax work.


We can obviously use another tester, and if you want to give it a try with models/textures, you welcome. As with c-914, we'll give you to do something easy first, maybe lods, debris or other stuff, and as soon as you get enough experience, you'll start something more complex

 

Offline akeizm

  • 24
I guess I can give modeling a go.  Just what is expected?  I still have to learn how to set the models up properly.  The ship I made did get into the game, I had hitpoints and moved etc.  But I couldn't get the guns to shoot....It had no textures either.  But hey, it was a start.

Just for some modeling reference these are the pics of the Cap ship I made.  (Note it has been updated since those screenshots, but not much.  My friend reduced some of the redundant polys and I've also made the hangerbay smaller.)

http://members.optushome.com.au/akeizm/model/

 

Offline Miburo

  • 28
  • The Janus
    • Tales of EAS Janus
My offer as FREDer still is avalaile, also making effects shouldn't be problem, of course its depending which kind of a effects?
Lady Rose, survivor of VWBB with 1198 post, lost somewhere along the line

Creator of Tale of EAS Janus campaign
Mod leader of FWW2 - Finland At War 1939-1945 for Armed Assault

 

Offline c914

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Quote
Originally posted by KARMA


you are in.

You'll start making lods, debris, fixing some stuff, pofediting, and hopefully you'll start making full ships soon



ok thix:)
just tell me what to do with witsh model:D

 

Offline KARMA

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Quote
Originally posted by akeizm
I guess I can give modeling a go.  Just what is expected?  I still have to learn how to set the models up properly.  The ship I made did get into the game, I had hitpoints and moved etc.  But I couldn't get the guns to shoot....It had no textures either.  But hey, it was a start.

Just for some modeling reference these are the pics of the Cap ship I made.  (Note it has been updated since those screenshots, but not much.  My friend reduced some of the redundant polys and I've also made the hangerbay smaller.)

http://members.optushome.com.au/akeizm/model/

it's an excellent start in my opinion;)

 

Offline KARMA

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Quote
Originally posted by Miburo
My offer as FREDer still is avalaile, also making effects shouldn't be problem, of course its depending which kind of a effects?


What's your knowledge of FSO sexps?
about effects,
would you be able to create, for example, glowmaps, animated glowmaps, debris textures, shockwaves (maybe taken from other mods with permission?) and the like?

 

Offline Miburo

  • 28
  • The Janus
    • Tales of EAS Janus
Quote
Originally posted by KARMA


What's your knowledge of FSO sexps?
about effects,
would you be able to create, for example, glowmaps, animated glowmaps, debris textures, shockwaves (maybe taken from other mods with permission?) and the like?


FSO has been on minimal use for me, I know what SEXPs does, no need to worry about it, what I am worried do I really have time for another MOD? What comes to end, I most likely make Imperial mini-campaign when you release enough stuff.

Never made any glowmaps (thou how I see it, I don't think it can be most hardest thing in world), nor animated, no textures (not my stuff), or shockwave, I am no renderer. If I do it will stay on suns, planets, weapon effects, etc. I am "old school" person and I don't have much time to start learning new stuff.

I am more of in these days for FS2 a table editer (can modify pretty much all tables on FS2, haven't met one which I couldn't understand), which doesn't require that much time of mine.
Lady Rose, survivor of VWBB with 1198 post, lost somewhere along the line

Creator of Tale of EAS Janus campaign
Mod leader of FWW2 - Finland At War 1939-1945 for Armed Assault

 

Offline KARMA

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what we mostly need atm are freedders to work on a "teaser"
we have many fighters more or less ready, and I'd like to release em to give something to play while we make enough other ships to create some "true" minicamps.
The idea is to release something that will show our models, the graphic beauty of FSO and the powers of FREDopen.
The minicamps of the teaser will be based upon the fighters, and therefore melees. There can't be a "true" story for obvious reasons.
I think that the best way to create minicamps with those specifics is to create an "arcade style" minicamp.
Something like- if you played at it- the melee tournament in tachyon.
Persistent variables will be heavily used: you'll have a score, like an arcade game, based upon your damages at the end of the each duel, the time required to win, opponent's level, difficulty, how many times you died etc. You will have moneys, to buy new ships/weapons as soon as they are avaiable. There may be "secret levels". You will have some degree of freedom in choosing the opponents. You will meet famous characters (luke, vader...) etcetc....
I'm not a fredder admittedly, and I don't know how much of this can be done or how, but this is the general idea.
Two arcade melee minicamps, one for imperials and one for rebels.
Top Ace is starting working on this, but I'm sure he could use an hand, if you are interested.