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Re: The Final Frontier
Posted: Wed Sep 16, 2009 8:50 pm
by Maveritchell
[TFA]Padawan_Fighter wrote:WE would like to make models, but frankly, WE don't have the knowledge to do so, so WE would like it if SOMEONE with the proper knowledge of modeling, could MAKE ONE. but it seems, NOBODY wants to do that. so
THIS is basically the ONLY thing we can get right now.
I'm not telling you what you can and can't do - take it easy. However:
Don't act like there's some invisible third-party responsible for making models for your project. You can't just say "well thanks guys no one stepped up to the plate so it's the world's fault and not mine that we don't have the models I want." It's not like modeling is out of your reach - if you really want something done, you can always try and learn to do it - everyone here operates on that principle. You can also always just do retextures, if you feel like modeling something is too far outside your reach.
The point is that you shouldn't take on something overly ambitious and then act like it's someone else's job to do the work that you "can't" do.
Re: The Final Frontier
Posted: Wed Sep 16, 2009 8:51 pm
by [TFA]Padawan_Fighter
501st_commander wrote:Gen.Kenobi wrote:Thanks! I have good news for everyone (that likes our mod)!
Sadly, one of the best mods for HL2: Enterprise: TCW is closing its doors. But the good news are: They are realesing their models to public use, so we'll have top quality models on our maps. And the beta is closer.
http://www.moddb.com/mods/star-trek-ent ... -of-an-era
Now we're searching someone that helps us to convert all models/textures!
Thanks!
-Gen.Kenobi
wait, is the mod ending? Or am i reading this wrong?
You're reading it wrong. There was a similar mod for Halflife, but it was canceled, and the assets are released, meaning we can use them for this.
Or, metaphorically speaking, stealing the wallet off a dead Star trek mod
*EDIT* @Mav: I've tried a retexture. It didn't work, remember?
Re: The Final Frontier
Posted: Wed Sep 16, 2009 8:59 pm
by Maveritchell
[TFA]Padawan_Fighter wrote:*EDIT* @Mav: I've tried a retexture. It didn't work, remember?
It wasn't
broken, it just, perhaps, wasn't as high-quality as you might have liked. You can always refine and refine a texture until it gets better. You could always make small edits to a model in XSI so that it works better for your texture.
It's your mod of course and you can do whatever you want, but like I said earlier - in my opinion it's a bit of a cop-out to feel like you can just give up on trying to do it yourself and rely entirely on someone else's work (which is what I interpreted this as being, based on:)
we'll have top quality models on our maps.
There's no hard-and-fast rule (and there's not even a rule at all) about how much of someone else's stuff it's okay to use (and certainly
I don't make
all the assets I use), but I would feel a little dirty if I just lumped a huge asset pack of entirely new stuff made by someone else into my mod.
Re: The Final Frontier
Posted: Wed Sep 16, 2009 9:11 pm
by 501st_commander
[TFA]Padawan_Fighter wrote:
wait, is the mod ending? Or am i reading this wrong?[/quote]
You're reading it wrong. There was a similar mod for Halflife, but it was canceled, and the assets are released, meaning we can use them for this.
Or, metaphorically speaking, stealing the wallet off a dead Star trek mod
*EDIT* @Mav: I've tried a retexture. It didn't work, remember?[/hide][/quote]
oh, so, i guess thats good?
Re: The Final Frontier
Posted: Wed Sep 16, 2009 9:12 pm
by [TFA]Padawan_Fighter
Okay, well, for one, I never said it was low quality. I said the Han model wouldn't agree with the texture, because there are alot of stretched parts and etc. that wouldn't do Archer justice. Plus, there was a big need to edit out the belt, hair, and vest. and the Luke model was promising, but no matter how hard I tried to fix the face, the lighting on it messed up, making the face look VERY ugly.
Also, I would try to learn XSI if I could, but those tutorials are too darn confusing.
And, as I said before, we're only using the unit models.
@501st_commander: Yes, very.
Re: The Final Frontier
Posted: Thu Sep 17, 2009 8:46 am
by RogueKnight
[TFA]Padawan_Fighter wrote:
And, as I said before, we're only using the unit models.
Not to repeat myself, but....
DarthRogueKnight wrote:Hate to be a downer, but most of those models have WAAAY too many polies to work well in battlefront.
Not to mention that we currently have no team members capable of exporting the models.
Re: The Final Frontier
Posted: Thu Sep 17, 2009 7:50 pm
by [TFA]Padawan_Fighter
Agh, that is true.
*puts up a Help Wanted sign*
*EDIT* Look!
Wikipedia wrote:Game development
Softimage has been used numerous times for game development.
Crysis
Half-Life 2
Hitman
Lost Planet
Metal Gear Solid 4
Ninja Gaiden 2
Resident Evil 5
Star Wars Battlefront
Star Wars Battlefront II
Virtua Fighter 5
They used XSI for Half-life 2. That should get us somewhere...
Re: The Final Frontier
Posted: Fri Feb 05, 2010 10:17 am
by Gen.Kenobi
Hi boys!
It's been a while since i posted at GameToast. Well, i'd like to tell you that this project is offcially canceled as a Mod for SW:BF2.
Why? Because i felt that SW:BF2 engine is kinda old and wouldn't work well with what i was proposing. I know, some people can do miracles with it, but i can't.
This means the end of this project? NO. I'll keep with this project and i'll turn it as an indie game, using the Unreal Engine 3 (UDK) what is more suitable to our needs, has more graphical features, AI codding....these things that this project needs.
I'll be posting a topic on the "Game Modding - Other" soon with the project details. I would like to tell that we're looking for 3d modelers and textures to make this project awesome.
Thanks in advance,
-Gen.Kenobi
PS: I know that it's against the rules to post in an old topic, but you guys should know what happened.