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the_Farseer

RotM mod author

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13th August 2009

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#1 11 years ago

Over the last little while I have been wanting to seriously overhaul the infantry/Jedi-Sith units for the next release of Rise of the Mandalorians, among a few other things. The old infantry have too few animations and half of them are bad anyways... Almost none of the infantry units have normal maps, etc... I usually work with Mobius13 with this kind of stuff (because I don't have the right version of MAX for the converter) but he has told me that he's having issues with new animations for the Jedi-Sith units and can't do them (without more practice anyways).

What I'm looking for is an experienced modder who can animate, add normal maps to infantry and get it all out in ALO/ALA format in a timely manner. Here is a list of some of the things I have planned:

1) new and MUCH improved lightsaber animations (one attack anim. per Jedi-Sith units is just pathetic to watch...) 2) New death clones for most infantry...maybe something that's physics assisted and then baked out into an actual anim that the game can use. Just something more dynamic overall (and is more than the standard 2 death anims that most units have). 3) New death clones that are specific to certian weapons...IE: Units will have their limbs hacked off by lightsabers, explode when hit by rockets/artillery, etc. 4) More attack anims for most infantry (can use the default two anims but want maybe 4 or 5 anims total per unit...so two or three new ones). These animations can be relatively simple but should be different than the standard "point and shoot" anims that are already there. In other words, units should be bobbing and weaving out of the line of fire, ducking and dodging, etc. I understand there are some restrictions to this because of the way the game is set up but it's just an idea. 5) More death clones for space units...it gets old watching the SAME death clone every time a ship dies. Not every ISD is going to split in half the exact same way...

Anyway, I think you get the idea. If you have animating experience and know how to export models for use in game, send me an e-mail! It would also be appriciated if you could send me some samples of your animations so that I know where your skill level is and what I can expect from you. Please keep in mind also that this list does not have to be tackled all at once... If you can do some of the things on there but not all of them, still let me know. If animating ship death clones is your thing and infantry are more difficult, that's ok, I can cross off one item at a time. Any work that is contributed will, of course, recieve credits however you want them when the mod is next released. Thanks in advance for any assitance that is offered here! I want Rise of the Mandalorians to be the best it can be but, I admit, I have reached a point where I can't make that happen on my own.




Kalo Shin

AoSW Joint Leader

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24th August 2006

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#2 11 years ago

Whenever I get around to making Rebel Soldiers fly from explosions like their Stormtrooper counterparts do in FX Mod I'll pass them along to you. also, the Dreadnaught was done by Dedefrost, not me.




DarthNerd

The Brainy Sith

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11th June 2007

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#3 11 years ago

I woud think the blowing up or limbs falling off would be an animation? interesting...




the_Farseer

RotM mod author

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13th August 2009

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#4 11 years ago
Kalo Shin;5187657Whenever I get around to making Rebel Soldiers fly from explosions like their Stormtrooper counterparts do in FX Mod I'll pass them along to you. also, the Dreadnaught was done by Dedefrost, not me.

Ok. I wasn't sure about that one but I'll credit him...I just have you listed as the model doner anyway, not the modeler. That would be cool to have those anims. For explosions though...I was thinking something more along the lines of guts and stuff...a more "rated M" animation that's similar to the 'gibs' in Unreal Tournament.

I woud think the blowing up or limbs falling off would be an animation? interesting...

Yes, they would be animations so whoever does them would have to do several different version for every unit. It would be a bit of work but I think the final result would be well worth it. I would do it myself but I just don't have the right tools. I'm a Maya user and MAX6 isn't even available to buy anymore...




the_Farseer

RotM mod author

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13th August 2009

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#5 11 years ago

Really? Nobody can do this stuff or is even interested in trying, except Kalo?? I'm a little surprised... :( Maybe I'll have to download the trial of MAX 9 and do it myself and just have somebody convert to game format... Is that even possible? Are MAX files dependent on version or can they crossover??




Filo

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23rd August 2007

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#6 11 years ago

PM sent :p




the_Farseer

RotM mod author

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13th August 2009

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194 Posts

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#7 11 years ago
Filo;5190168PM sent :p

Received and thank you :)