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niektb

Council of Modders: We are recruiting!

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P.S.: You will obtain PM access as soon as you have posted 5 times in the forum (spam protection mechanism) (unless some site admin comes around)

Which he did ;)

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Hi, I wish to join you guys as a scenario designer and part-time researcher.

I've posted some of my works at my ModDB page http://www.moddb.com/members/wackyserious/images

I have a background in map and scenario design, I've designed maps using the map editors in the Stronghold Series which also has map triggers. I am also familiar with Atlas and attempted to do some maps using it. I like to read topics about world history and played a couple of historical video games and mods (Stronghold series, Total War series and mods, Chariots of War / Spartan: Gates of Troy, Praetorians, Emperor: Rise of the Middle Kingdom, Sudden Strike Series, Historical Mount&Blade: Warband mods and Historical Warcraft III custom maps) I mainly play RTS games. The Rise of the East mod brought me here, I am currently captivated by Chinese history specially the Late Han - Three Kingdoms period after watching the Chinese War Epic Red Cliff. Watching the TV series Vikings also brought me closer to Norse, Anglo-Saxon and Frankish history which your projects are also dealing with.

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Hey Welcome to the mod section glad to hear newcomers. I guess you can do pretty much what you want for maps :) Just have to remember that if you use assets froms mods the player will have to have it enabled in order for it to work. Also I made an eyecandy mod on 0admods it's nice for scenarios too.

If you have any questions or need something really specific for your map feel free to ask and I might find some time to make the asset for you :)

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Is there a "To-do list" page or something where I can find areas in which I can help? I am familiar with digital painting and I think I can also help in texturing (soon) given that someone will teach me or send me a tutorial on how to work them and applying them to 3D models. I have Blender and GIMP installed at my computer, I tried to do 3D modelling last year via tutorials but I gave up :sadwalk:

Also, how do I make use of triggers in Atlas? I also hope that more Chinese flora props/units will be introduced in the next version of RotE, the Bamboo tree was missing in the props list, I need bamboo tree props for the Han maps. :lol2:

Lastly, is collision between props and actors planned in the future for 0AD?

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Is there a "To-do list" page or something where I can find areas in which I can help? I am familiar with digital painting and I think I can also help in texturing (soon) given that someone will teach me or send me a tutorial on how to work them and applying them to 3D models. I have Blender and GIMP installed at my computer, I tried to do 3D modelling last year via tutorials but I gave up :sadwalk:

The thing is mostly what do you want to do. If you want to draw sketches you could do stuff for the MilleniumAD Mod.

If you want to make scenarios you can work on the three mods cause we don't have yet good scenarios for mods.

What do you need for texturing ? Applying them to 3D models is not that hard here is a tutorial I made not so long ago

If you want to model I can help you depending on what you need. There are a lot stuff to do for mods =)

Also, how do I make use of triggers in Atlas? I also hope that more Chinese flora props/units will be introduced in the next version of RotE, the Bamboo tree was missing in the props list, I need bamboo tree props for the Han maps. :lol2:

Bamboos are present.

post-12287-0-71619500-1434722339_thumb.p

Lastly, is collision between props and actors planned in the future for 0AD?

Unless you want to add it, I never seen it planned anywhere.

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Hey,

I am intrested in testing your new mellenium mod. I am not very good with designing a mod, but I a pretty good at seeing issues with a game and it's layout. I also have a brother who tests games for a living. I think it would be quite fun to play this mod and look for bugs.

Thanks,

MiniFazz

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Hello miniFazz :hi:

Thanks for you interest! In order to test the Millennium A.D. mod (which we really appreciate you want to do :yes3: ) you need 2 things:

1. The developer version of 0 A.D.

2. The mod sources of Millennium A.D.

1. for the Developer version (also called SVN version) things are explained here: http://trac.wildfiregames.com/wiki/BuildInstructions#Windows

Acquiring the code

The game's code, data and build environment are stored on a Subversion server. The recommended way to get an up-to-date copy is with TortoiseSVN:

  • Download and install TortoiseSVN. (Make sure you reboot when it asks you to.)
  • Use TortoiseSVN to check out http://svn.wildfiregames.com/public/ps/trunk/. This may take a while, and will use around 2GB of disk space. If there are errors during the checkout, use TortoiseSVN's "update" to resume downloading.

The TortoiseSVN manual has information on checking out, as well as updating and creating patches.

(This is the read-only public SVN URL. If you have commit access, you need to use http://svn.wildfiregames.com/svn/ps/trunk/ instead.)

2. Millennium A.D. uses github: https://github.com/0ADMods/millenniumad

You can download the mod as zip but also clone it with a desktop client (https://desktop.github.com/). I would prefer that you would clone it (as it gives you the opportunity to stay easily up-to-date with the latest changes) but it might be a little difficult if you're not so technical.

Once again, thanks for your interest!

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On 4/16/2014 at 4:07 PM, Stan` said:

Well let me introduce what I do.. I'm an average modeler, and a poor texturer. I also know a bit of C, C#, lua, and Website JS.

You wanted to know if you should have a programmer sign or a mapper sign. Well I guess programmer is more appropriate since you will code when mapping :)

Stan origins, lol.

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