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Posted: Tue Feb 05, 2008 7:55 pm
by karate5662
I could do some textures. if you give me a .obj model i'll UV map it and give it a nice texture.I could also make some models too if someone could convert them for me.
Posted: Thu Feb 07, 2008 9:32 pm
by Cadillac
Good good!
Just sign your soul over here and welcome /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Posted: Thu Feb 07, 2008 10:20 pm
by Gandalf2
QUOTE well i'm working on the core system for the game!
Rad is working on the actual gameplay.[/quote]
I'm confused. I would define a game's core system to be the gameplay??
Posted: Fri Feb 08, 2008 8:45 am
by radruin
I'm doing (or trying to do; LOTS of schoolwork) the game mechanics and stuff--making it actually work. Dare's doing...um...the equivalent to ICE i guess.
Posted: Fri Feb 08, 2008 10:15 pm
by the_dare
havent done any work on it for a couple of weeks! (exams and coursework)!
Posted: Thu May 01, 2008 12:46 pm
by theTroy
<< Coder (C/C#/C++/Perl, currently running one of the mods of a mod based on Q3)
Also modeller, basic knowledge of Blender, some knowledge of 3Ds MAX, milkshape and muskoka (done several models for Q3 and MWLL).
Do know how to paint UV maps, never actually done anything worthwhile with it though.
Basic knowledge of sound edition and creation (but usually just copying and editing )) )
Edit : aaaand broad imagination to create all sort of tech/unit ideas.. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I am ready to spare some of my gametime to help if needed for the project, if you could give me some indication of standards/roadmap or just point me to threads where I can find "we use that and that in that format to do that". /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Posted: Thu May 01, 2008 1:46 pm
by radruin
theTroy wrote:QUOTE (theTroy @ May 1 2008, 08:46 AM) << Coder (C/C#/C++/Perl, currently running one of the mods of a mod based on Q3)
Also modeller, basic knowledge of Blender, some knowledge of 3Ds MAX, milkshape and muskoka (done several models for Q3 and MWLL).
Do know how to paint UV maps, never actually done anything worthwhile with it though.
Basic knowledge of sound edition and creation (but usually just copying and editing )) )
Edit : aaaand broad imagination to create all sort of tech/unit ideas.. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I am ready to spare some of my gametime to help if needed for the project, if you could give me some indication of standards/roadmap or just point me to threads where I can find "we use that and that in that format to do that". /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Someone with experience? What the hell? /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Experience is something we DEFINITELY need here. I'm new to this entire thing, as is pretty much everyone here, so someone who knows what they're doing is WELCOME.
Got any familiarity with
Torque?
Posted: Thu May 01, 2008 2:25 pm
by theTroy
Well, no. The only engine I worked with is Q3, and had a look at a few different free ones, but none of the commertial products. (and to be honest I am hardly in the state of sparing 150$ for that at the moment).
Since you guys use Torque, it will possibly be the best for me to get on modelling side (unless I will find another way of getting the engine SC).
As for the models, what programms do you use? What polycounts are you aiming for? Reading about Torque, we can get to quite a high detail with it.
Posted: Thu May 01, 2008 2:34 pm
by the_dare
i think we capped polys to 10k cant remember though!
anyway welcome aboard!
Posted: Thu May 01, 2008 2:45 pm
by theTroy
10k polys? Sweet! /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
What is the preffered software for the modelling? (e.g. what do you guys use?) And what polycount are you aiming for? Since the models I have seen so far only go as far as 1.5k.