All of this talk about a Tribes Mod...


(criminal) #21

Hopefully you guys can get together a good core team to start going at it. I know my team over at MWLL is very interested in not only helping out with bits and pieces but also sharing any valuable information and/or techniques both our groups discover as we go. Currently we keep in close contact with the “Gangs for life” developers as well as the “AvsB” team.

It’s important that all these amazing projects keep a tight knit community going as it’s really important for the overall success of all these mods that the best work come out as fast as possible…the modding community for ET:QW is up against some tough ods with persistant global stats and fiercly loyal fanbases.

Finally, i just want to wish you guys the best success and if there is anythign the MWLL team can help you out with we are always here, just drop by our forums and you will be greeted with open arms.

Regards,

-Criminal
MechWarrior: Living Legends
Lead Developer
http://www.mechlivinglegends.net
criminal@mechlivinglegends.net


(gloowa) #22

criminal, do me a favour - ask your teams moddelers about how do i make UV-unwrap magic. some tuts would be cool. also any good game model making tutorials (not nessesarly for blender) would help.


(criminal) #23

Ok what program are you going to be using (i assume with the reference to blender that you’ll be using that) I know none of our modelers are using blender we all either use max or Maya. I can get you some excellent UVmapping tuts and i would STRONGLY recommend using a 3d package that has a pelt mapping feature like max8+ or maya 7+ pelt mapping is nice if you are texturing in a 3d package and just doing touchups in photoshop.

Alot of uvmapping depends IMO on how you are planning to paint. For example if i pelt map a particular model the unwrap look rather warped and very much just like a blob of mesh which is DAMN hard to paint in Photoshop…however if you manually unwrap everything using planar and box mapping and just do alot of welding and stitching you can have something that looks like each piece and is really easy to paint in photoshop.
So yeah how are you planning to texture cause i’ll hook you up with some excellent tutorials for your 3d package of choice and with the proper technique to correspond to your painting style.


(gloowa) #24

you know, problem is i am total modelling noob (look at my crappy model few posts up) and not artist at all. moreover right now it seems i am only one who is intrested in making this mod (except of extraordinary who bring this topic up, but he’s programmer (i’m closer to programming also)).

we’ll see. anyway, Maya PLE is enough to start with or has some crucial stuff cut-out?


(criminal) #25

If you are BRAND new to modelling (and before i get yelled at this is just my opinion) i would recommend starting with 3dsmax…Maya has a bit steeper of a learning curve especially for a programmers mind. Maya has been and will most likely always be far more geared towards the artistic mind vs. the programmer/value minded. This is precisely the reason i use the max instead of maya…i have a harder time finding the things i need in maya and unless you are doing some really advanced animation personally i prefer max…but it is really up to you.


(gloowa) #26

well, i have some basic knowlege of models and how do they work in games wtc. but modelling is something new to me.

i installed maya when i waited for your response and foud out what you have said : tons of menus, property windows, buttons with strage paintings… ugh. i am making box faster in milkshape than in this… tool… :slight_smile:

is there any free 3dsmax version except of trial? (legal one ;))


(criminal) #27

I know they used to provide a free small version called gmax…but i dont know if you can get it anymore. Other than the trial i would say grab a student liscense like me :wink: they’re fairly cheap


(gloowa) #28

i don’t even have a credit card man :slight_smile:

guess i just make this spinfusor model better, and when i’ll be content with it’s look i’ll pass it to some animation/texturing magican :slight_smile:


(Nail) #29

gmax is still free afaik


(cursed) #30

I can’t program, I can’t model, I just play. And I want this mod. A new game/mod with a tribes-like feel is overdue. Do it. Please. :slight_smile:


(AquaSky) #31

Hi guys,

I’m new to the forum, but i’ve been looking forward to playing ET:QW for a long time now. I found myself here by following a link on the Tribes: Vengeance TWL forum and I would be a liar if I said I wasn’t incredibly excited about the possibility of a Tribes mod in the Quake Wars engine. I’ve been playing Tribes since T1, and although most seem to feel one is superior to the other, I loved all three for what they were in their own right.

My point is this.

A friend of mine has been mapping for Tribes: Vengeance for a while, and we were wondering if learning the Doom 3 editor would be a logical first step in creating maps for this Tribes mod in the Quake Wars engine? We’re both very excited about this mod, and would like to contribute from a mapping (and to some extend, modeling perspective).

We love Quake (I can still remember the old days of nail guns and dark brown grainy textures, hehe) but we are utterly addicted to Tribes. To me, nothing comes close to Mid Air discs and the combination of Skiing/Jetpacks.

Lastly (and I know this will be a long shot) we would like to know if there is ANY information on an in-game demo cam system in regards to demo playback and camera controls. For example, UT2004 has a mod called Rypelcam which grants the player the ability to pan around the map at any angle, at any time to capture the action from his/her own preferred perspective. I would love to see this for Quake Wars as i’m currently pushing myself toward a career in editing.

I know i’m jumping the gun here, but hopefully one of the Devs may be able to shed some light onto this.

Thanks in advance.

AquaSky.


(ProbableCause) #32

Id definately like to put in for a mod team. I do mapping for T:V and CSS zombie mod. I can make textures, bump mapped cube mapped and all that. I also use maya 8 and am just starting to learn 3dsmax 8, but I use maya mainly for modelling. Im definately interested in joining up with a crew for some serious projects. So if anyone’s intersted then just send me an e-mail.


(ProbableCause) #33

I found an amazing tutorial on UV mapping, it helped me a lot. Check out the tree trunk modelling video and after that you should be able to do UV mapping nooo problem

http://www.thomashess.net/index.php?cat=4


(gloowa) #34

thx for tutorial, but i give up. modelling something that could be put in game is just beyond my abilities right now. i’ll just stick tu my programming :slight_smile:

it would be nice if someone set up a crew really…


(thyroid) #35

nm :slight_smile:


(Dr.O) #36

Well I’m certainly looking forward to the next Tribes game. After being an avid player of T1 and supporting it with Barrysworld, then T2 and still to this day Tribes Vengeance, this is excellent news.
My full intention was to actually attempt some form of coding for a Tribes based mod when ET:QW was released anyway :slight_smile: I’d love to get stuck into some coding and get involved :slight_smile:


(Dr.O) #37

I’m sure a lot of us are extremely keen to hear of some news about a Tribes-esque mod. Does anyone have anything to update us with?

Thanks.


(gloowa) #38

from what i know there is no team at all. <sigh> extraordinary, what you said… so, so true…


(Dr.O) #39

In a vain attempt in at least getting a focal point for a Tribes mod, I’ve created: http://the-asylum.net/goingtribal
At the moment to purely act as a dev hub for this mod.
For those interested parties, it would probably help to have a starting point such as this.

Cheers.
Simon.