Am i being included? i talked to you in the IRC channel, but you didn't make it very clear. Also, the topic previously on the IRC channel said you had temporary forums, but no adress? can you tell me?
hm you want to code, right? Well I have to talk to my coder 1st - than I can tell you what his opinion is. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I could benefit the fsw mod by posting on forums and playing for endless of hours. My knowledge includes extensive mouse+keyboard coordination as well as inverse bio clock for nocturnal play. Previous experience includes CS, DoD, PE, NS, and FA. Looks forward to playing interesting mod.
page is now up (crappy host but.... well.... you can't have everything at once <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
I'll add the missing parts of the concept soon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Ive been told about this mod by a friend (Pony <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) and i really like the concept of the mod. Im a mapper , currently working on a ns map , and have worked for a mod before. Contact me by logging on to irc and go to your own channel <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I'm already there Otherwise i can be found at the NS server *No Time for Muppets* (note Eaglec's signature on page one and Pony's sig <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
Well we talked at IRC meanwhile so... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
btw: I just updated the page with additional infos regarding our mod concept <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I could be the guy who looks important or basically just stands around yelling at you. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--CommunistWithAGun+Nov 8 2003, 09:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ Nov 8 2003, 09:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I could be the guy who looks important or basically just stands around yelling at you. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> that for I got a mirror <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <--- looks very important <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I might have missed something, here, but my understanding is that all you have is the storyline and you need an experienced team to make your game for you. No offense, but do you have <i>any</i> idea how common good ideas are, and in what short supply coders\modellers\mappers are?
<!--QuoteBegin--SoulSkorpion+Nov 9 2003, 03:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Nov 9 2003, 03:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I might have missed something, here, but my understanding is that all you have is the storyline and you need an experienced team to make your game for you. No offense, but do you have <i>any</i> idea how common good ideas are, and in what short supply coders\modellers\mappers are? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> hm... I already got 1 coder, and maybe a 2nd one soon... I got a bunch of mappers already and the only REAL problem is, that there are in fact quite few modellers out there... but we got at least 1 in the team now... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
/edit: well.... this one can be locked or whatever... didn't wanna **** someone off <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Your going to need several modellers... from what I hear HL2 uses what many games like Deus Ex 2 are going to use, static meshes. Which are pretty much models that add atmosphere (a coffee cup for example, or crates, or barrels). Then they have external files which define their attributes (physics, weight, shaders, etc).
So its going to be a bit harder to map in HL2 as mappers will be making only static stuff like walls, doors, etc, while modellers and skinners will need to work on any dynamic or detail stuff. A programmer may even be needed to work on the shaders for each object. Coding will likely be the easy part.
Of course, Im basing all this on the current trend of games using models as static/dynamic detail props and from the little I know about shaders... along with whatever shady HL2 info I might have heard. I think Max Payne 2 uses a system like this as well. On the plus side the possiblities are uber cool.
EDIT: Im just starting to get a bit into modelling, using Maya. If anyone out there is wanting to prepare to model for HL2 check out the free version of <a href='http://www.softimage.com/products/exp/v3/' target='_blank'>Softimage | XSI</a>. No trial time limit or anything like that, for those who don't know XSI is the modelling software that will come with the HL2 SDK. It requires a 1024x768 resolution to run which is why I use the <a href='http://www.alias.com/eng/products-services/maya/maya_ple/' target='_blank'>free version of Maya</a> instead, it works fine in 800x600.
yep, iirc the coder (or someone who knows how to <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) needs to add the info of the material to every model. (stored in an additional file) But you'll be able to change it quite easy by editing the file. That's what I read about these things at HL2. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
I doubt I can do it, but it's worth a shot.
i could write some fan fic, the manual, playtest, give suggestions and ideas like "OMG TEHY HAEV CLAOKING F4 F4"...
Previous experience includes CS, DoD, PE, NS, and FA.
Looks forward to playing interesting mod.
and again <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
page is now up (crappy host but.... well.... you can't have everything at once <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )
<a href='http://www.whatisbluedream.de.vu/' target='_blank'>http://www.whatisbluedream.de.vu/</a>
I'll add the missing parts of the concept soon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
enjoy... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Ive been told about this mod by a friend (Pony <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) and i really like the concept of the mod.
Im a mapper , currently working on a ns map , and have worked for a mod before.
Contact me by logging on to irc and go to your own channel <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I'm already there
Otherwise i can be found at the NS server *No Time for Muppets* (note Eaglec's signature on page one and Pony's sig <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
Cya round
Well we talked at IRC meanwhile so... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
btw: I just updated the page with additional infos regarding our mod concept <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
that for I got a mirror <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<--- looks very important <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
hm... I already got 1 coder, and maybe a 2nd one soon... I got a bunch of mappers already and the only REAL problem is, that there are in fact quite few modellers out there... but we got at least 1 in the team now... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
/edit: well.... this one can be locked or whatever... didn't wanna **** someone off <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
So its going to be a bit harder to map in HL2 as mappers will be making only static stuff like walls, doors, etc, while modellers and skinners will need to work on any dynamic or detail stuff. A programmer may even be needed to work on the shaders for each object. Coding will likely be the easy part.
Of course, Im basing all this on the current trend of games using models as static/dynamic detail props and from the little I know about shaders... along with whatever shady HL2 info I might have heard. I think Max Payne 2 uses a system like this as well. On the plus side the possiblities are uber cool.
EDIT: Im just starting to get a bit into modelling, using Maya. If anyone out there is wanting to prepare to model for HL2 check out the free version of <a href='http://www.softimage.com/products/exp/v3/' target='_blank'>Softimage | XSI</a>. No trial time limit or anything like that, for those who don't know XSI is the modelling software that will come with the HL2 SDK. It requires a 1024x768 resolution to run which is why I use the <a href='http://www.alias.com/eng/products-services/maya/maya_ple/' target='_blank'>free version of Maya</a> instead, it works fine in 800x600.