Conflict Of Interests Interview - Part 2

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Published by Pille 15 years ago , last updated 4 years ago
Hey everyone! I appologise for the recent lag of new interviews, I suppose you've all been informed about the recent internet trouble I've been having. Unfortunately especially the internet crash yesterday has severely thrown me back with my plans regarding this site, and unfortunately I have lost the plans for the interview I was gonna do with Explorer during the resulting computer crash - yeah I love the new Live Messenger and its need for processor ressources while it's busy with finishing other applications - and so this interview was a bit improvised. I have tried my best to recall the most important question, if there is anything additional you'd like to know though please do not hesitate to message me per eMail/MSN under [email protected] and I'll see if I get enough material for a part 3. I hope you enjoy this interview never the less and I sincerely appologise for any inconvenience. =========================================================== [b]In the first part of this interview we have mainly talked about the character developement. However another point many people are interested in are the locations. What can you tell us about them so far?[/b] Well Although the title of the mod is 'Star Trek VOYAGER: Conflict Of Interests, you won't get to see the ship until Chapter Three. But in Chapter One, you will visit a Federation Starbase, a Defiant Class Starship and a Klingon Bird Of Prey. [b]The following is a question I have mainly been wondering about myself. Since we first met I followed the mod developement and I noticed an extremly high ammount of custom textures. Overall especially for interested mappers, how do you make them, and do you use any stock textures at all?[/b] Ahh the texture... what I suppose is the most fun for me in this project. Well to answer last question first, no stock textures are use in the game, not even alteration of stock textures. I make all of them from scratch using msPaint, Paint Shop Pro and of course Photoshop. I make the basic layout with Paint the use the Photoshop and Paint Shop to get the look I want... but I must say that after doing so many textures, I'm getting better in better. For exemple if you take this texture: [img]http://www.exp-ind.com/misc/Image35.jpg[/img] This is a wall panel I did for the corridors of the U.S.S. Southern Cross about 6 months ago. Just for fun I redid it yesterday and here's what it looks like now: [img]http://www.exp-ind.com/misc/Image66.jpg[/img] [b]In the teaser but also in the screenshots you showed a pretty advanced style of mapping. How did you get into this, and how long did it take you to become this good?[/b] 'Trial and error' are the first words that come to mind. But I've been mapping for a long time now. I fist started mapping Starships back in good old Duke Nukem 3D: [img]http://www.exp-ind.com/stvcoi/misc/misc070.jpg[/img] [img]http://www.exp-ind.com/stvcoi/misc/misc071.jpg[/img] [img]http://www.exp-ind.com/stvcoi/misc/misc068.jpg[/img] Then when the engine got too old I moved to quake 2, then moved to Half Life, then Quake 3. Eventually I switch to EF and EF2. [b]Have there been any updates to the mod over the last week?[/b] Well I did alot of work on the textures. I'm trying to get a 'real' feel to them. I'm also putting alot of effort in writting the multi-path storyline for Chapter One. On the other side, 7o'nine, our modeller, is working on the models for the klingon ship and also putting alot of effort on the new character models which I hope we'll see very soon. [b]Well, thank you very much for this second interview, and I'll be sure to stay in touch with you regarding further updates.[/b] Well its my pleasure, and thank you Pille for this second interview, hope to see alot of people commenting and giving their ideas. Afterall me and the STVCOI team are making this game/mod for all you people.
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