Hmmm.... I'd like to help, particularly in modelling, it's an attractive prospect, though I'm not the best animator.
We have the need for many static models for weapons!
I'll definitely give it a go, what file format do you need?
Collada is this days most common one but since its OpenGL, how will you bind/animate?
hope its not vertex animation
Edit, also Scale is VERY important
Collada could work, it's kinda bulky, but can be nicely compressed.
As far as animation/binding goes, I'm not entirely sure what each of the different formats can provide... I imagine something that says "here are my bones", "here are my vertices", "here are my faces", and "these vertices are attached to this bone with this weight".... that's all I can think of actually needing, I can code the logic to deform the mesh based on vertex weighting myself (although a model where a vertex is only attached to a single bone is ideal for a programmer).
Let's just hope it isn't the animation we saw in the promotional video. But yea... giving the units more realism really is smart. We're talking PC gaming... we can go over-the-top as much as we like. The voxel-like world is good as it is since you want that destructible terrain. But may I also suggest an ascetic change... you do need a certain low-polly count in your terrain, but you can make it look 200x's nicer. Maybe lining the edges of your shapes with lighting effects and making your game a bit darker. Sort of that Tron feeling.
And... eh-em... if we feel generous enough to pay concept artists, one Pasidon in particular may be able to create you a unique design (based on what you showed us) so your modeler (the Dig'ster) has something more to go off of. Well... I probably shouldn't ask to be payed... but I'm a selfish bass turd Oh, come now, Pasi... this is Gilly we're talking about. Your dear, friend... Oh, fine! I'll work for free... gosh darn it.
Hey it's Phil.
No, you're Gil.
Ha... yeah those animations were crappy and done in our own home-brewed modeler/animator.
As far as improving the appearance of the blocks - I agree, when I have time I'll have to write some nice shaders to make them seem less hard.
So you'll create concept are for free you say? I can always offer other goods and services for anyone who helps in small ways =P
Yes I'm Gil, which is also Phil. I think I was Phil first, I don't remember.
Haxel looks really interesting. Start off with a WB than create the game. Nice job and good luck. And paying for stuff is not a bad way of doing things. It guarantees you own it. Make sure you have some kind of documentation stating that you own the models and skins upon purchase.
Thanks, we need a serious face lift on the "direction" of the game (currently non-existent ), the overall appearance needs improved, and I need to get cracking in some nice looking levels. We are working on this right now, and are doing a way better video.
A huge inspiration for this game is obviously BFME, I loved the map builder and the modding you could do with it... obviously it was awesome because people still do it today like 8 years later.
And yes, we have documents ready for all the various people we need to acquire content from for use in Haxel.
Thanks for all the help/input guys!