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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-08-2004, 07:36 PM
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#1 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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How to Increase Your Chances at Getting Help for your Mod.
*Opals suggested someone make one of these in another thread, and I figure its a good idea since it might get people to post better "help needed" threads.
How to increase your chances at getting help for your mod.
The more professional your mod looks, the better the chance at getting help. Talented people like being in the company of other talented people.
You need a site, the better it looks and the more content it has...the better your chance at getting help.
Pictures of the mod, ingame models or even some basic concept art go a long way. They show that you have started on the mod already, and also a level of professionalism.
A design document is a must. This is a text file that details exactly what you plan to do with the mod. You should list the sides, units, unit details and how the gameplay will work.
Use proper grammar, it shows that you are taking this sersiously.
Do not post a "help wanted" topic if today is the first day you've come to dznet. Nothing looks worse than by having your post count be less than 10 when you are asking for help. I would suggest you frequent the forum for a week or two, get in contact with other modders via instant message and then post asking for help.
If you are making a "help wanted" post, you most likely expect to be the team leader. You should never only be the team leader, meaning you should also be an ini editor, modeler, or skinner. Those are the 3 jobs that are most crucial to mods and it goes a long way if people see you can do any of those jobs well. Another reason is, leading by example is one of the best ways to run a team. No one likes to be told to work by someone who isn't really doing much for the mod.
Quote:
Example of a Bad "help wanted" post.
hye guys!!! i'm making a supercool-#1funtime mod...so deos anyone want to help me out???!??!
i need 2 coders, 2 mappers, 5 modelrs, 4 skinners...and i'll be team leader and magnage things
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Quote:
Example of a Good "help wanted" post.
Hey,
I am the team leader for the Zero Hour total conversion which turns the game into being GI Joe themed!. I am also the head INI coder, PR guy and I will be assisting with 2d art and skinning.
We are looking for modelers and skinners, and maybe another INI editor to help me out.
You can see some of our concept art, as well as our detailed design document at our site. Click here<fake link> to check it out!
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if you have any suggestions of things to add please post them below...
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03-08-2004, 07:40 PM
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#2 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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In a help wanted post always state what you yourself can do. As stated above nobody wants to be in a mod where the leader is just a boss. We have enough bosses in real life. And wait for for your mod to develop some before posting a help wanted. Do something like concept art, code or in-game art and show screenshots if applicable.
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03-08-2004, 07:59 PM
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#3 (permalink)
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Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
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Also I feel I must say, try to get some work ready to show before doing a help wanted post. A mod that has something to show is more likely to get help than a mod that has nothing.
Also, avoid posting on the forum a huge long list of units and buildings that will be included in the mod. That's what your website is for. I see this happening far too often.
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03-08-2004, 08:05 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 430
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Here's some things I just hate:
-A mod site, with nothing but a storyline. And a news post asking for help. No screenshots at all. If you want help, release some screenshots. Just don't put all your time into a story, I'm sure it's fun to think about, but don't put all your effort into it.
-A million models, but no skins. You obviously won't be getting anywhere if you do this, it mostly shows you're too lazy to learn to unwrap and skin.
-RenX "renders." C'mon people these aren't renders, they're just screens from the perspective viewport in RenX with the grid off. Take your pics either ingame or in the W3D viewer. In general, people that know the difference kind of snicker (I know I do) when someone claims their RenX shot is a render.
-Accept criticism. The second you start flaming, everyone hates you, ala the Ring Raiders guy (unless that was a joke? I never found out)
-Make sure you're going to finish your mod before you accept hosting. I'd say be at least 50% done with it. Don't waste people's time hogging space on their forums.
-Don't ask for help on everything. We're not here to make your mod for you, fool around with the coding for a while, and then if you still can't do it, search. If a search doesn't help, then ask. If you run into more than 10 or 11 problems in the span of a week that you can't fix yourself without help from us, don't bother anymore, because you can't do it. Learn to model or skin or something else that won't challenge your coding-challenged brain cells as much.
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03-08-2004, 08:27 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
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I must agree with you on that Renders thing.
I mean come on guys? What do you think would look better on your website? A picture like this, or one like this?
If you have a look on the net you should be able to find a freeware or shareware 3D rendering program, I'm sure there's one out there somewhere that could work on gmax models, but if you can't find one contact someone who can render things for you.
Ok, W3D viewer, yea it shows a nice smooth view of your model. It's adequate if you have nothing else. But one thing it can't do is shadows and I find that simply having shadows just adds a touch of realism in the picture. (see above)
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03-09-2004, 04:46 AM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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My way of proposing a mod: Make sure you have something done, you got a good idea of what you want. Also, see if your idea isn't done 100 times already. Draw up concepts. Look in the forums for people who are interested in the same thing.
Then, grab a friend who can model by the balls, drag him to his computer and let him model the first model you need. It can be crappy, it may never be used, but make sure you got something. Let it be skinned by that same person.
Now approach the people in the forums who are interested in the same thing. Explain them your ideas. Show them the models. Invite them to your forums. Make them do something you really need. Use that for more screenshots, and getting more people.
Keep your mod from the main public eye. Improve the models continiously, using your people and your own idea's. Scrap the not needed ideas, or postphone them. Know your limitations.
Then, start a public appearance. Start rehearsing it 2 weeks prior to becoming known, in your own forums. Make sure you have good renders, good screenshots, maybe even a movie. Come out like the next big thing, looking good, being original, being kickass. Then draw the people you need, get them into your team, and go for the first release. Polishing it up. Making it sexy. Making it good.
{Based on experiences from various stranded projects, TrueWar and Blitz2, and Project T}
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03-09-2004, 12:02 PM
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#7 (permalink)
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Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
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Quote:
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Originally Posted by killakanz
I must agree with you on that Renders thing.
I mean come on guys? What do you think would look better on your website? A picture like this, or one like this?
If you have a look on the net you should be able to find a freeware or shareware 3D rendering program, I'm sure there's one out there somewhere that could work on gmax models, but if you can't find one contact someone who can render things for you.
Ok, W3D viewer, yea it shows a nice smooth view of your model. It's adequate if you have nothing else. But one thing it can't do is shadows and I find that simply having shadows just adds a touch of realism in the picture. (see above)
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killakanz, I've always wondered how you got those nice renders. What do you use?
(Notice another good tip for mod leaders: If you don't know it, ask someone who does, NOT to do it for you, but how you can learn!) 
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03-09-2004, 02:32 PM
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#8 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 734
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Kilakanz uses 3dsmax.
The best result you get when either using a GI (= Global Illumination) render engine (comes with max5/6) or a simple 3-point (colored?) spotlight setup.
Use a wide angle camera to increase the dramatic effect if it is intended for PR material.
A 50mm lens when you want to simulate the human eye (renderings to explain something)
If you present WIP's, then set your model ALWAYS in a mono-chromatic, neutral color. A model shows better its forms this way then an awfully multi-colored one.
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03-09-2004, 02:53 PM
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#9 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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One thing I never got (and still don't get), is how people are expected to have a site up and running even though they don't have a mod or a team yet... I'd ask for a team first and the make the site once it's clear that the mod is actually going somewhere. Otherwise you just stick lots of effort into a site that may have no purpose.
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05-20-2004, 04:59 PM
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#10 (permalink)
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Senior Member
Join Date: Apr 2003
Location: England
Posts: 349
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Cos a couple of people have asked, I'd just like to quickly illustrate what Flyby meant by wide angle camera and it's dramatic effect.
This first one was rendered with a default camera, it's FOV @ 45 degrees.

This one was rendered with the same camera, same angle but with a wider lens, FOV about 80 degrees

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