<!--QuoteBegin-Tequila+Apr 16 2004, 08:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Apr 16 2004, 08:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, it depends on the company in question. Capcom are fully supportive of Resident Evil mods, so long as they are non-profit. Fox aren't. Send an email or something to the relevant place to 'test the water'. If it isn't OK, then take Doom's advice. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Capcom is the exception, not the rule. In fact, as far as I know they're the ONLY exception. Hell they even gave me permission to do a Street Fighter mod back in the day (long since abandoned idea).
It's for HL2 huh? ~shrugs~ It's nice and all but considering HL2 could come out any time from now until forever I'm not willing to sit on my hands just to have a shedload of models and then have to wait for the coder to learn from scratch how to mod the engine you're using =/
When HL2 comes out, there's no doubt I'll jump on it to do my modding work, but until then I'm ignoring it as far as mod platforms go; if I knew HL2 was coming out on x day then I might get all hyped and ready for it but until a solid date hits forget it.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->some idiot is gonna use his map to plan out the next "columbine".<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
kinda like theres a remote chance that the idiot will actually walk through OR EVEN go to the university and know it already?
I'm answering every post in the order that they came since my last post, since I may be responding to one person more than once, or not at all if the post was not directed at me.
<b>Billy Silverfish</b>: Since I <i>am</i> intending to use the HL2 engine and the concept is rather expansive, vehicles are an integral part of not only the gameplay, but the story itself, as they should be, in my opinion.
<b>Spetsnaz</b>: That's alright. I expected some people to do that. Who likes to read anymore, anyway? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>Crono5788</b>: As I've mentioned, my representation of Manchester in-game would be greatly reduced in size. Instead of an area being a hundred houses wide, maybe I'll make twenty or even fifteen. The streets I'd include would mostly be main streets or streets I would find interesting in terms of having particular events, items or locations available. HL2 engine = vehicle code built-in.
<b>StormLiong</b>: While I would like the over-all representation of Manchester to loosely reflect the sizes, shapes and locations of particular neighbourhoods, to build each building, street and facility <i>exactly</i> would be ridiculously over-complicated. As I mentioned before, it all needs to be greatly simplified.
In terms of using a digital map to plan out an assault on a real-world building, why wouldn't someone just walk through the real thing and make mental note of paths to take and rooms to hit in a particular order? There's no excuse for anyone blaming a digital map for such an occurance. Any public buildings legally have to have clearly-visible fire escape route maps, anyway. Someone could just take a disposable camera, snap shots of those maps, and leave. Are parents going to blame the government for making such maps mandatory?
I don't think so.
People need to stop blaming the world and blame themselves. The over-abundance of encouragements people receive every day for blame-projection is far beyond ridiculous. I, for one, refuse to enable such things.
<b>Shockwave</b>: Hehehehe. Quite the tour guide. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> I appreciate the info. Keep it coming, if you want. It's all helpful in generating an over-all feel for the dynamic of the city and its residents.
<b>DOOManiac</b>: Fortunately, I've been aware of such happenings. I've left the name for the moment so people get at least a beginning idea of what I'm talking about, but I do plan on making some manner of contact with Fox before getting in to the actual development cycle.
Thank you for reminding me, though. I hope it'll be of some help to anyone here who might have had similar ideas.
<b>Swiftspear</b>: Vehicle models and skins based loosely on vehicles really available in Manchester, depending on the area of town, a la Grand Theft Auto III.
I envision a non-linear game in terms of letting the player go where they want, but linear in the sense that they'll see and be able to do the same things if they go back to the same areas again at the same times the next time they play. With such a broad variety of events all happening around the city, who will want to play through the game the same way twice?
If you read the document, those questions will be answered in further detail. Keep in mind, though, that the list of potential scheduled events is only the tip of the iceberg that it should eventually be and includes only fairly large events, whereas there will be many, many more smaller events, as well as unscripted happenings due to HL2's fantastic AI code. Things you'll see happening with random enemy/survivor spawning code that you'll only see once and never again. That sort of thing.
<b>Tequila</b>: Yup. I had been planning to do that.
<b>Aldaris</b>: Again, thanks a lot for your help. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I'll be saving that info and may want to leave the construction site. Could be fun.
<b>Crono5788</b>: I don't know where the initial HL1 misunderstanding came from, but you aren't the first.
I will want to have cars with more than one person in them, maybe some shooting out the windows. So I won't be able to just replace the character with a car model and add momentum, a la HLRally.
<b>DOOManiac</b>: It's a damned shame, isn't it?
<b>Geminosity</b>: I have no team, no modellers, no programmers, no skinners, no sound recorders, no script-writers [except me, I suppose], no map-makers, no nothing. I'm willing to wait. Besides, I'd rather start with a solid plan and get my needs and wants sorted out BEFORE I start building the whole thing, rather than going through ten completely different design documents and having to scrap every piece of work done every time. Starting over from scratch is not something I think is an admirable trait of some of the failed mod teams I've seen fall short of a release.
Once I start building the actual thing, there will be rules about submitting and withdrawing materials for the mod: if you build something for the mod, you'll have to accept that it may or may not be used in the final product, whether you still like it or not by the time the mod's ready for release. <i>And</i> anything submitted may or may not be edited, changed, improved or scrapped in order to fit a certain stylistic continuity throughout the production. NS would not be the same by default if every model and skin looked like they were built with completely different stylistic aesthetics.
*EDIT* Deleted a few paragraphs I felt came off as being harder than I wanted. */EDIT*
<b>version91x</b>: Thank you, but it's alright. I don't mind such points being raised.
Just curious but do you have any experience at all in modelling, skinning, mapping or coding? It's usually quite hard to recruit team members if the team leader has no hands-on knowledge of what the other team members are doing; as shown by a great number of mods in the past that crumbled away under the direction of people who only do stories/ideas... =/
I know it seems like I'm being mean but I've been involved in the modding community before and as I'm sure any mod maker can tell you it's not an easy task. You seem determined enough and the idea isn't bad (though rather a large task), but I'd definitely recommend gathering a decent working knowledge of at least one posts you need filling will have to cover; it makes communicating easier and gives you a rough understanding of what to expect of your team-members.
I have had experience in modelling [some small things released in NS' own customs forum] and have been using Photoshop since version 3.0 was new. I know how to model, UV map, skin and--to some degree--animate and will be having my hands deeply in those areas throughout the game. I also draw and can make concepts for equipment, characters and costumes.
I will be studying the HL2 edition of XSI quite closely to remain current with how to do those things in it.
I'm not exceptionally skilled in any one area, but I have enough to build on anything anyone gives me. Except code. That's the only thing I've had little to no real experience with, beyond mIRC scripting, which doesn't compare at all.
that's ok, as long as you've got a productive part in the making of the mod then it's all good ^^ The code is a bit of a sore point I suppose, as by knowing the code you know the technical limitations (though mapping and coding often go hand in hand the more advance you get =o ).
Comments
Capcom is the exception, not the rule. In fact, as far as I know they're the ONLY exception. Hell they even gave me permission to do a Street Fighter mod back in the day (long since abandoned idea).
It's nice and all but considering HL2 could come out any time from now until forever I'm not willing to sit on my hands just to have a shedload of models and then have to wait for the coder to learn from scratch how to mod the engine you're using =/
When HL2 comes out, there's no doubt I'll jump on it to do my modding work, but until then I'm ignoring it as far as mod platforms go; if I knew HL2 was coming out on x day then I might get all hyped and ready for it but until a solid date hits forget it.
kinda like theres a remote chance that the idiot will actually walk through OR EVEN go to the university and know it already?
<b>Billy Silverfish</b>: Since I <i>am</i> intending to use the HL2 engine and the concept is rather expansive, vehicles are an integral part of not only the gameplay, but the story itself, as they should be, in my opinion.
<b>Spetsnaz</b>: That's alright. I expected some people to do that. Who likes to read anymore, anyway? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<b>Crono5788</b>: As I've mentioned, my representation of Manchester in-game would be greatly reduced in size. Instead of an area being a hundred houses wide, maybe I'll make twenty or even fifteen. The streets I'd include would mostly be main streets or streets I would find interesting in terms of having particular events, items or locations available. HL2 engine = vehicle code built-in.
<b>StormLiong</b>: While I would like the over-all representation of Manchester to loosely reflect the sizes, shapes and locations of particular neighbourhoods, to build each building, street and facility <i>exactly</i> would be ridiculously over-complicated. As I mentioned before, it all needs to be greatly simplified.
In terms of using a digital map to plan out an assault on a real-world building, why wouldn't someone just walk through the real thing and make mental note of paths to take and rooms to hit in a particular order? There's no excuse for anyone blaming a digital map for such an occurance. Any public buildings legally have to have clearly-visible fire escape route maps, anyway. Someone could just take a disposable camera, snap shots of those maps, and leave. Are parents going to blame the government for making such maps mandatory?
I don't think so.
People need to stop blaming the world and blame themselves. The over-abundance of encouragements people receive every day for blame-projection is far beyond ridiculous. I, for one, refuse to enable such things.
<b>Shockwave</b>: Hehehehe. Quite the tour guide. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> I appreciate the info. Keep it coming, if you want. It's all helpful in generating an over-all feel for the dynamic of the city and its residents.
<b>DOOManiac</b>: Fortunately, I've been aware of such happenings. I've left the name for the moment so people get at least a beginning idea of what I'm talking about, but I do plan on making some manner of contact with Fox before getting in to the actual development cycle.
Thank you for reminding me, though. I hope it'll be of some help to anyone here who might have had similar ideas.
<b>Swiftspear</b>: Vehicle models and skins based loosely on vehicles really available in Manchester, depending on the area of town, a la Grand Theft Auto III.
I envision a non-linear game in terms of letting the player go where they want, but linear in the sense that they'll see and be able to do the same things if they go back to the same areas again at the same times the next time they play. With such a broad variety of events all happening around the city, who will want to play through the game the same way twice?
If you read the document, those questions will be answered in further detail. Keep in mind, though, that the list of potential scheduled events is only the tip of the iceberg that it should eventually be and includes only fairly large events, whereas there will be many, many more smaller events, as well as unscripted happenings due to HL2's fantastic AI code. Things you'll see happening with random enemy/survivor spawning code that you'll only see once and never again. That sort of thing.
<b>Tequila</b>: Yup. I had been planning to do that.
<b>Aldaris</b>: Again, thanks a lot for your help. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I'll be saving that info and may want to leave the construction site. Could be fun.
<b>Crono5788</b>: I don't know where the initial HL1 misunderstanding came from, but you aren't the first.
I will want to have cars with more than one person in them, maybe some shooting out the windows. So I won't be able to just replace the character with a car model and add momentum, a la HLRally.
<b>DOOManiac</b>: It's a damned shame, isn't it?
<b>Geminosity</b>: I have no team, no modellers, no programmers, no skinners, no sound recorders, no script-writers [except me, I suppose], no map-makers, no nothing. I'm willing to wait. Besides, I'd rather start with a solid plan and get my needs and wants sorted out BEFORE I start building the whole thing, rather than going through ten completely different design documents and having to scrap every piece of work done every time. Starting over from scratch is not something I think is an admirable trait of some of the failed mod teams I've seen fall short of a release.
Once I start building the actual thing, there will be rules about submitting and withdrawing materials for the mod: if you build something for the mod, you'll have to accept that it may or may not be used in the final product, whether you still like it or not by the time the mod's ready for release. <i>And</i> anything submitted may or may not be edited, changed, improved or scrapped in order to fit a certain stylistic continuity throughout the production. NS would not be the same by default if every model and skin looked like they were built with completely different stylistic aesthetics.
*EDIT* Deleted a few paragraphs I felt came off as being harder than I wanted. */EDIT*
<b>version91x</b>: Thank you, but it's alright. I don't mind such points being raised.
Just curious but do you have any experience at all in modelling, skinning, mapping or coding? It's usually quite hard to recruit team members if the team leader has no hands-on knowledge of what the other team members are doing; as shown by a great number of mods in the past that crumbled away under the direction of people who only do stories/ideas... =/
I know it seems like I'm being mean but I've been involved in the modding community before and as I'm sure any mod maker can tell you it's not an easy task. You seem determined enough and the idea isn't bad (though rather a large task), but I'd definitely recommend gathering a decent working knowledge of at least one posts you need filling will have to cover; it makes communicating easier and gives you a rough understanding of what to expect of your team-members.
Good luck all the same ^^
I will be studying the HL2 edition of XSI quite closely to remain current with how to do those things in it.
I'm not exceptionally skilled in any one area, but I have enough to build on anything anyone gives me. Except code. That's the only thing I've had little to no real experience with, beyond mIRC scripting, which doesn't compare at all.
The code is a bit of a sore point I suppose, as by knowing the code you know the technical limitations (though mapping and coding often go hand in hand the more advance you get =o ).