Modding Q&A
#421
Posted 06 April 2007 - 11:40 AM
i was only thinking what i want really type
also about gane mods can also be there special maps for game mods (such as in warcraft 3)
#422
Posted 06 April 2007 - 02:03 PM
sorry for the last question it was only a sucky idea (really sorry)
i was only thinking what i want really type
also about gane mods can also be there special maps for game mods (such as in warcraft 3)
What is a "Game Mod"? Do you mean something like a map with special victory conditions?
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#423 Guest_Guest_Silverx_*_*
Posted 06 April 2007 - 03:13 PM
Yessorry for the last question it was only a sucky idea (really sorry)
i was only thinking what i want really type
also about gane mods can also be there special maps for game mods (such as in warcraft 3)
What is a "Game Mod"? Do you mean something like a map with special victory conditions?
#424
Posted 06 April 2007 - 03:18 PM
#425
Posted 06 April 2007 - 04:07 PM
can you read the last topic in p.21 it will answer your question(too lazy to type again )
um... no it doesn't. It just says "like in RA2" I didn't play RA2, so I have no damned clue what you are talking about.
and its kinda silly... your post about not wanting to retype is longer than your post before. Although I notice you had edited it, did you delete what you had posted on page 21?
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#426
Posted 19 July 2007 - 02:56 AM
i extracted the soldier, opened RenX, deleted his gun, replaced it with a better looking one (instead of a stick ) and skinned the gun.
i exported the only the skeleton first, then i atached the bones to the mesh and finally exported the .SKN file.
i put it in game with my own .BIG file.
but when the infantry comes out he just is standing with his arms spread out, and the gun is floating.
plus, the gun dosen't show the skin (even though i included the .TGA texture in my .BIG file)
i'm not quite sure what i did wrong (i've barely started to do moddeling) but i think i messed up with the skeleton or something.....
if you guys could help then thanks!
#427
Posted 19 July 2007 - 03:34 AM
Hey i have a question, iv'e been trying to replace some of the guns for the infantry in generals.
i extracted the soldier, opened RenX, deleted his gun, replaced it with a better looking one (instead of a stick ) and skinned the gun.
i exported the only the skeleton first, then i atached the bones to the mesh and finally exported the .SKN file.
i put it in game with my own .BIG file.
but when the infantry comes out he just is standing with his arms spread out, and the gun is floating.
plus, the gun dosen't show the skin (even though i included the .TGA texture in my .BIG file)
i'm not quite sure what i did wrong (i've barely started to do moddeling) but i think i messed up with the skeleton or something.....
if you guys could help then thanks!
thats exactly what happened.. the skeleteon got "detached" from the model durring import/export.
I recomend you start modeling with tanks, and work your way up to buildings. Infantry are the final frontier.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#428
Posted 19 July 2007 - 05:09 PM
i did some tanks and that was pretty simple, but i haven't tried buildings just yet.
thanks for the help
#429
Posted 29 August 2007 - 06:48 PM
#430
Posted 29 August 2007 - 07:35 PM
You don't have to be an IT super hero, but it does help ALOT. You don't have to be a "programmer" but it helps ALOT. You can learn these things and there are people willing to teach it.
You DO need the will to do research and spend countless hours working on things that seam entirely thankless. this is the hard part that no one can help you with.
I'm willing to help someone learn anything about modding, but i also expect you to spend atleast a few hours testing and googling the problem yourself trying to find the correct tutorials. Once you've tried a few solutions give me a PM and I'll help how I can, or just post a question on this forum or the modding forum in the Remix topic. Creator and a few other modders here on Revora have also been great help in modding, but we all have the same expectations. You've got to try to fix it yourself. We all want to help, none of us want to do it for you.
that said, I hope you dive into the tutorials and take off with it. There are several great resouces here on Revora, as well as on E-Studios and Sliepner's Stuff. Google can help find any of these.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#431
Posted 30 August 2007 - 05:45 AM
#432
Posted 31 August 2007 - 12:04 PM
#433
Posted 31 August 2007 - 12:19 PM
I'm a Contractor working as network administrator for the US army. I served in the army as a systems analyst, and before that I got my associates degree in computer programming. I have a wife and 2 kids.
Creator (as of last year) was a full time student at a university in Moscow, I believe as a programmer. I'm not sure what else he does.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#434
Posted 31 August 2007 - 01:43 PM
#435
Posted 31 August 2007 - 02:09 PM
woah, you seem to have a busy life and still can do such a good mod. you are wonderful mate, truely. ROCK ON!
thanks.
but now you know why it can take a year to release a version and why "when will it be released" is such a pain. I can only mod after 8pm because of the kids, and I still have a life, so I don't always get to mod even once a week. But every now and then I'll hit "obsesion mode" and mod 6 hours a night, starting at 8pm and running till 2am, then I sleep 4 hours and get ready for work the next day . Obsesion mode usualy lasts about 2-3 weeks and happens once evenry 3 or 4 months. Thats when 90% of the modding happens.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#436
Posted 31 August 2007 - 05:15 PM
#437
Posted 02 September 2007 - 08:57 AM
in the process of uv mapping, then somebody over at bsg fleet commander forums will texture it.
what do you think? and what program do use for your modeling?
EDIT, i for one am proud of myself.
Edited by Death_Pheonix, 02 September 2007 - 09:00 AM.
#438
Posted 02 September 2007 - 09:57 AM
Underdetailed and not optimized. You can cut some dozens of polygons without loosing quality.what do you think?
3d Studio Max 8.and what program do use for your modeling?
Edited by Creator, 02 September 2007 - 09:58 AM.
#439
Posted 02 September 2007 - 11:42 AM
i wouldn't have the first clue how to do thatUnderdetailed and not optimized. You can cut some dozens of polygons without loosing quality.
and i use a free modeling program, called blender.
Edited by Death_Pheonix, 02 September 2007 - 11:49 AM.
#440
Posted 02 September 2007 - 04:08 PM
Well, I am in my late 20s.
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