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Guest

I didn't make it!

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#1 11 years ago

Hey guys, new to the forum, not to EAW. I've seen a few mods and dabbled a bit in creating one myself. I do need help with how to make a mod, like a full conversion one. I need to know what tools you will need, I.E. Photoshop, ect. Also i just need some advice and tips on how to create your own units. I would be much oblidged if someone could give me a hand here.




Droid

I'm Crazy

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13th March 2006

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#2 11 years ago

A total conversion needs a lot. Most importantly 3dS Max, andt he abiolity to model and animate. then, there's Photoshop for skinning and a whole bunch of utilities to make coding/sorting models easeir. My advice, get a team if there's still one to be gotten.




Alpha17

I'm cooler than you. :p

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21st July 2006

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#3 11 years ago

Good luck getting a good moddeler....ANY moddeler for that matter. Or a decent skinner too.




Kelathin

JoJ mod leader

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2nd July 2006

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#4 11 years ago

For a Tc you NEED!! Modeling capability with 3ds max 6 or 8 for rigging Skinning capabilities with photoshop gimp or corel Xml coding

One person could indeed do it, teams are often required. AGD was done almost by one person. So large expansives mods are possible.

Eaw Mod team basis Many people are multiple things. It's quite common to see a modeler be a rigger and a skinner and etc. Also when multiple people are in the same position someone has the title lead Skinner or Lead Modeler etc... let me know if I missed anything. If I miss anything let me know so I can fix this. ~~Major roles~~

Mod-leader: Mod leader is the founder of the mod team and orginates the idea behind the mod. He is often the website admin and forum admin, not always, but often. He organizes the team and is often the public speaker. Mod Leader is only replaced when he or she steps down or shuts down the mod team.

Mod Co-leader: The Co-leader is basically the grunt worker for the Mod-leader. He does most organizing and directing of the mod. The co-leader is also responsible for other members of the mod team. Co-leader's order only get overridden by Mod-leader himself and the Co-leader tries to direct the mod in the way he interepts the mod-leader's instructions and intention.

Skinner: Skinners use a photoshop, gimp 2.0, paint pro x or other programs and convert to .dds format for Eaw mods. Skinners also use a modeling program to attach the skin to a model to avoid hex editting. Reskinner: Reskinners use a photoshop, gimp 2.0, paint pro x or other programs and convert to .dds format for Eaw mods. Reskinners do not have have a modeling program so they often reskin units already designed and exported to .alo. Some however design the skin and let a Rigger(see below) to attached the skin for them

Modeler: Modelers are the lifestream of a mod. For Eaw a modeler uses 3ds max 6 or 8 to export the model to .alo format which is the model format accepted by the alamo engine of Empire at War. However modelers who don't use 3ds max 6 or 8 give their models to a rigger to export. Also modelers with incomplete skills give models to the riggers. Ideally they have uv wrapping and unwrapping capabilities if not, hopefully a skinner will have it. Modelers design new units for a game.

Animator: Animators are a really cool version of a modeler or rigger. They take units and give them animations, moving parts or deathclones and have really cool effects.

Rigger: Riggers are people who "rig" a model together. In Eaw Rigger requires 3ds max 6 or 8. They rig together skin to model add colision mesh, bone and uv map it. A rigger is often a person who cannot model. Many riggers do become modelers.

Mapper: Mappers design maps for whatever game. Eaw uses maps in a .ted format. The program they uses is the petroglyph map editor. Maps come in 2 versions for Eaw. Galatic conquest maps and Skirmish maps. Skirmish maps are for the quick 1 map only. Galactic conquests are a little different. It requires 2 maps, a space and ground map. For that you also need to code a planet entry for them.

Coder: Code editors in Eaw modify xml. Xmls are the basic code for eaw. You add many things from ships, new galatic conquest scenarios, ground units, abilities and many other cool things in EaW.

Lua Editor or scripter: Lua is script language that guides the AI and story mode. It has many other purposes that I do not know of for sure. Sfx mixer: records, mixs and plays around sounds. These guys can introduce new sounds or music. Typically they have their own sound editing software, don't know, not a sound artist. They are also should have a musical interest, trust me it helps. rolleyes.gif

~~Minor roles~~ Hex editor: Hex edits skins to models

Concept artist: Things of new things

Beta Tester: Tests beta versions to find any errors.

Text editor: Edits the text entries

Icon maker: Makes icons for units

Banner maker: Makes banners

Public relations: Relays info to Public

UV mapper: Makes uv for skins to be applied to units. Hopefully a skinner, rigger, or modeler has uv capabilities.




Guest

I didn't make it!

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#5 11 years ago

I see, so how much does the 3D thingy cost and where is it available anyways? If anyone has time, i would love to learn how to model a unit and possibly make my own. Anyone with experiance, i need some help.




codeuser

I follow teh Moo!

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13th November 2005

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#6 11 years ago

It's several hundred dollars, and you can find it at www.autodesk.com

If you want help, I suggest you actually tell what your mod is about, or not many people, if any, will help.




Guest

I didn't make it!

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#7 11 years ago

Someone should sticky this, I could see why Roskov left you Kethalin in charge of DE!




clonetrooper17

leader ofthe clonewarsera mod

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29th October 2006

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#8 11 years ago

hey can you talk to me on xfire clonecommander501




Kelathin

JoJ mod leader

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2nd July 2006

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#9 11 years ago

that's better left to pms.... I'm online most of the time anyhow.