Star Wars EAW Modding Team *Needed* -1 reply

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Guest

I didn't make it!

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#1 9 years ago

Hello guys. My name is demtrius. I wanted to start making a mod. But i need a few people who are willing to put the work in to help me do this. I am planning on making a clone wars mod. I need people who can deal with creating new units and making new skins. And also new units. Me aqnd maybe 2 or 3 people can help out with the text. So please can anyone who is interested contact me at [EMAIL="demetriusdo@yahoo.com"]demetriusdo@yahoo.com[/EMAIL] thank you. Remeber if you are interested, and experienced, I would like your help




Chandler

Phoenix Rising Mod Leader

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22nd March 2003

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#2 9 years ago

Apologies for my needing to point this out, but no less than the last five consecutive news posts on EaW Files have been those of mods - commonly startups - in need of team members. If you expect help, you're really going to have to convince people why they should join your (yet nameless) mod.

A solid design objective and some experimental prototyping would go a long way towards that end. You can, in fact, code and test all sorts of units without actually having proper models for them by using vanilla stubs. Show people you're first committed and maybe just perhaps they will help you.




Antilles VIP Member

The Imaginative

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17th July 2006

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#3 9 years ago

:agreed


Garruscopy.png



Darth_Windu

RotC Creator

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3rd September 2007

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#4 9 years ago

I'd also suggest immediately abandoning the 'Clone Wars' idea. We already have

- Return of the Clones - Clone Wars, and - Imperial Assault 2: Republic at War

coming up which either heavily feature Clone Wars units or re-create the Clone Wars. RotC is up to v5; CW is alreayd out; and the release of IA2: RaW is imminent. Therefore, choosing to do a Clone Wars mod seems like a losing proposition to me.




DarthNerd

The Brainy Sith

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12th June 2007

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#5 9 years ago

actually, ours isnt in need of members, Chandler




Mobius13

aka Mobby!

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18th February 2009

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#6 9 years ago

Chandler;4921557Apologies for my needing to point this out, but no less than the last five consecutive news posts on EaW Files have been those of mods - commonly startups - in need of team members. If you expect help, you're really going to have to convince people why they should join your (yet nameless) mod.

A solid design objective and some experimental prototyping would go a long way towards that end. You can, in fact, code and test all sorts of units without actually having proper models for them by using vanilla stubs. Show people you're first committed and maybe just perhaps they will help you.

I completely agree with you chandler, new modders should try modding solo before even considering creating a mod team.

i dont mean to discourage new modders though, im just saying that modding solo can get you alot of experience, while relying on others can just get messy and confusing....




DarthNerd

The Brainy Sith

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12th June 2007

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#7 9 years ago

I can attest to that... being a part of a mod of someone with no idea what they were getting into... he wanted to do a total conversion, and all he knew to do was map. Needless to say, the mod died.




Darth_Windu

RotC Creator

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3rd September 2007

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#8 9 years ago

Exactly. For me with 'Return of the Clones' I just came up with a basic idea, and took the resources I had and changed things. Only when I'd reached the limit of what I could do just by myself did I go out and search for new resources, asking people if I could use their models etc.




xanofar

Back from the dead!

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15th April 2008

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#9 9 years ago

I mod solo as much as possible, personally. I just can't do the whole team thing. If I need help, I just request it and credit anyone who does it.




Guest

I didn't make it!

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#10 9 years ago

I am not going to make this mod anymore. I am planning to start of with something simple. And btw does anyone know how to change hardpoints for an SD. For example I want to change some of the lasers to turbolasers




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