Topic: Beginning modding.....

Nooblike as it sounds, now that I have a Mod editor for BF2, what langauge do I need to learn, and what "people " (skinner, mapper, etc.)  do I need to make a mod happen?

Re: Beginning modding.....

You wish to start your own MOD ?

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3 (edited by Crazy88s 2006-01-02 21:35:24)

Re: Beginning modding.....

Eventually, when the next BF thing is released (Sept of next year, DICE has a release date in their contract for something), me and as many ppl as I can interest would be starting a mod, mebbe Korea, or Stargate, or Firefly......

Re: Beginning modding.....

Well Im sure the guys here would be able to help you more than I can, all I can say is that preparation, patience and having a REAL team effort will help you.

A Coder, Animator, Web Designer, Copywriter, Mapper, Researcher, Leader and Texture Artists would also help too! smile

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Quote: Lafs1984 "He can't say no to an Ewok"
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Re: Beginning modding.....

Can you tell me what software each would work with?

Re: Beginning modding.....

Well thats really down to the guys who make the MOD happen here. Best if I give you a link

http://tutorials.moddb.com/

try that I think most of your questions may be learnt there smile GL dude

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Quote: Lafs1984 "He can't say no to an Ewok"
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Re: Beginning modding.....

I have nothing bettter to do right now (I liked that triple "t" so I didn't delete it). By the by, there already is a stargate and a korea mod.


I think a good team would be something like:
1 team leader (can also be lead modeller, skinner, mapper, etc.)
5-7 modellers (easiest people to find)
3 skinners (hah, that sounds almost impossible)
1-5 mappers (fan made maps could help to lower the number of mappers on staff, so possibly just 1, and after a good number of maps is achieved 0-2 mappers)
3+ coders
1 2d specialist (HUD's, menus, whatnot)
1-2 sound guys (almost useless for generic modern era mods though)
1 propoganda creator (videos, banners, speeches...)
1 webmaster (who could also do any other job)
X researchers (really depends on type of mod ie. wwii - 2-3, gulf war - 0-1)
1-2 PR guys (to avoid legal ties *cough*, find out what people think/want, advertise)
50-100 beta testers (once in beta stage, clans make good test groups)


the modellers could use Gmax (free but I don't recommend), Autodesk 3DS Max (gmax's big brother), Alias Maya (really high end, really expensive), Zbrush (great for "organic" modelling), possibly Newtek Lightwave. There are others but they either suck or are too much for mod modelling.

the skinners could use the GIMP (free prog, but hard to use), or Photoshop (at least one person needs photoshop as it is the only prog [I think] that has the NVidia plugins to create .dds images - what bf2 uses for skins). Skinners should have a 3d program too (gmax only if they're a masochist)

the mappers use the bf2 editor, plain and simple. They can create map plans in paint.

the coders require nothing more than notepad and the bf2 editor

2d guy will need the same as skinners

sound folks need bf2 sound tools, and audacity or adobe audition (for sound editing/recording, audacity is free). They also need to be able to either steal sounds or record them with a good microphone.

anyone doing videos should have adobe premier, but you can use windows movie maker (although if you I will put a curse on you, movie maker sucks and you can spot a movie maker video a mile away)

the webmaster will need either gimp or photoshop. Also for coding the website he'll use either notepad or macomedia dreamweaver

the researchers need a web browser, time, brains, and possibly books (which requires only a library card)

pr guys only need a web browser

beta testers need bf2



Heh, I just realized that I've done all of these things before at one scale or another. Anyways starting a new mod can be suicide. Gaining attention in the begginning is super hard with all the big mods like DCon, FH, POE, and Surreal. Basically, to get a mod started you need to have, or be, a modeller. If you don't get a skinner some time soon after starting up your mod, that might be death right then and there. If you don't get a coder some time down the line, someone on the team will have to learn how to import models, but gameplay may end up sucking. If you never get a mapper, you may yet live. Webmasters, progandists, pr guys, sound guys, 2d guys, et cetera aren't necessary but they are the only way to create a truly great mod, and the only way to generate hype. Like I said I have nothing better to do than type stuff that means nothing and likely makes no sense..... everytime I type python i always put a "G" on the end by accident.

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