Designing a Total Conversion Help


(iamjackscolon89) #1

My friends and I are very interested in creating a total conversion for Enemy Territory. This is something that we all don’t consider just a hobby, but hopefully our future career. Since all of you seem very knowledgable, where do we start learning how to go about creating a total conversion for Enemy Territory? Keep in mind that none of us have any previous knowledge about any sort of mod designing. Where do we begin? We already have someone assigned to do modeling, programming, and texture design. Where would you suggest each of them begin learning their tasks in coorelation with video game design? In general, where do we begin? What programs should we use? What programming languages?

Thank you very, VERY much for all of your help in advance.


(TWIXMIX) #2

Ok, I’ll list a few things that you should look into.

Programming: THe programmer should buy a few books on C/C++. If he doesn’t fell like buying anything, there are lots of free tutorials on the net. He can also download Bloodshed, which is a free compiler for the code.

Modelling: If you don’t feel like spending hundreds of dollars on 3DS Max just get Milkshape. It’s cheap and easy to use. Gmax is also another option for the wannabe modeller.

Texturing: The 2D art guy should get photoshop. It’s expensive but you can get a month long trial. THere is also a free alternative to Photoshop which is called GIMP.


(Jaquboss) #3

for compiling see thread in these forums , however Linux compiling is diffirent on 2.60 :frowning:


(Calzonzin) #4

I would stress the programming part. The ET SDK is not a good place to learn C/C++ since you must not only understand the language very well, but also the overall design of the system, and these are two pretty big tasks (ie, “when I make a change here, why does it break over there?” type of stuff). Fortunately you’re in the right place to ask about ET SDK programming, so tell your programmer to get his butt in here!

EDIT: Oh almost forgot, tell your coder to peruse the etpub source as well to learn a bit about how features were implemented, sometimes that’s eye-opening when you are trying to learn how a non-trivial system is structured/designed.


(fretn) #5

scons <3


(iamjackscolon89) #6

Getting the programs is not too big of a hassle. We were more concerned with learning. Where could we start learning? How did you guys learn?

Our coder knows some Java, but not too much C++. He doesn’t have any idea how to incorporate 3D in his programs though. He needs a lot of help learning some of this stuff. Where could he start? Any tutorials that you all are particularly fond of?


(SCDS_reyalP) #7

I would suggest with setting yourself some small goals first. EG, the modelers make 1 new player model and anims. The coders set decide on some feature to put in the code, the mapper(s) make one full scale map. Be prepaired to use this as a learning experience and throw this out. This is especially true if they are not already experienced in whatever area they are going to be working in.

Team should read:
http://www.planetquake.com/code3arena/ (coders)
http://graphics.stanford.edu/~kekoa/q3/ (coders and mappers)
http://www.planetquake.com/spog/stuff/technical.html (coders and mappers)

Put your source in version control ASAP (I suggest http://subversion.tigris.org/ ) and make sure you use it.

Once you feel comfortable with code and tools, start doing more serious design of your mod. If you try to do this too early, your design won’t be a good match for the limitations and requirements of the game.


(Jaquboss) #8

Making ET game/UI libraries isnt so hard , unlike others said , it is good places to begin with coding , because unlike coding whole program you just make “simple” libraries…


(AridamA) #9

tell your programmer to get his butt in here!

gets butt over here

I know a little bit of C++ from taking a course of it in high school. This next semester i’m going to be taking another C++ course for my major. I already have bloodshed and am in the process of remembering everything that i’ve forgotten in the 2-3 years since i typed “cout” and “cin”


(KillerWhale) #10

IMO a total conversion mod starts with a good idea for a mod/game. It’ll have to have something unique.
But before you start take a good look if it’s a feasable project. A lot of projects start too big and therefor end before even a single public release. You might want to start small, based on your core idea.


(ikanatto) #11

Exactly almost modders should keep this in mind. :slight_smile:
An unique and exciting idea is nothing but most important for players and developers as well to keep their passions and motivations high.

I recommend that you make a helmet or a medpack for the first step of modelling part. Both do not require difficult ways, just model and export then put on it to finish.


(iamjackscolon89) #12

we arent really worried about creating the full mod yet. we just want to learn this stuff first.


(P4nth3r) #13

I think there should be more fun mods.
Try making something like a worms, duke nukem, shadow warrior or blood mod.

Greetz Way2Evil aka Panther


(uber_noob) #14

A little advise from someone who just started to work on the ET sources too:
Learn the proper use of pointers, structures, vectors and bit manipulations.
And don’t be afraid to ask something (after you searched and made shure it hasn’t been asked here before), there’s a good chance some of the more advanced coders here can help you.


(fretn) #15

http://opensvn.csie.org/ is a nice free svn repo


(squadjot) #16

gmax > milkshape , use only milkshape if u cant use anything else… its not really optimal…


(carnage) #17

there seems to be a lot of emphesis on code

i have doubt that you could start start maping and produce maps to the standard that should be included in a TC in such a short time

some of the best mappers in this forum still dont know everything about GTK and all have weekness and strenghths when mapping