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  • SWR Staff - Executive

If you are interested in helping please give a bit of information

 

(I'll PM back other questions and stuff about contact info)

 

Availability: General Timezone would be useful for coordination, if you are busy like me (50+ /week job) etc

 

Skills: what do you have capabilities in? really looking for XML and other scripting people (lots of data handling) Also looking for people that can handle the import pipeline with little difficulty.

 

if you have other skills in texturing or art design (for the still images) please post that as well.

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Hi, I posted on the Stadock forums...

 

Availability: I'm in the UK, so GMT at the moment, and I'm working a 37.5 hr week, plus travel time, so I'm hoping to be able to spend five hours or more per week on this.

 

Skills: I'm a coder, so XML and scripting is what I'd be best used for.  I have worked with models and conversions in the past (3DS Max -> Star Trek Armada, 3DS Max -> Bridge Commander) so I could probably help out with that if necessary.

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I've barely looked at Sins for modding yet (though was just the other day thinking about a Star Wars mod and how nice it would be to get the models from Warlords, and here I find you're already working on it) but would certainly be interested in helping out if I can. I'm more of a programmer than a 3D person, so I'm not sure exactly what you need. I'm in EST.
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I'll help. I'm very very busy but I'll have time on weekends to contribute to the mod. I bring something different though :) I'll help with the music. Basically what I'll do is take the Star Wars music and create my own arrangements. I'll try and have some samples asap.

 

I can also help with testing and lend a hand with any task with models if there is a critical need of manpower (not very experienced). We have softimage XSI over here.

 

Plus, whatever the mod tools can do, I can help with that. From what I've heard from the Devs, there will be a lot of documentation and a lot of user friendly features.

 

Anyway, my main focus would be on the music, so everything else, consider me as one of the last options :)

 

 

I'm in EST. I live in the Dominican Republic.

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I'll just copy what I wrote at the SoaSE forums:

I'm interested in helping with coding and scripting. I'll also give my useless opinion on anything. I might be able to provide procedurally generated planet and starbox textures in the future if there is a need for it, but with the limited amount of plants in the game and the number of good textures that already exist I guess you won't really need them. I have done a few sprites and UI textures for my own projects in the past... but you'd immediatly recognize 95% of it as programmer art :/

 

I'm not sure how much time I'll actually have for this, but it will certainly be enough to help.

 

Timezone is GMT+1 btw.

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I'm incredibly interested in joining this project.

 

I've coded in XML before, for Empire at war, as well as importing/rigging your ships to use in the Total War mod (Which was never completely released due to in-team issue). I'm also interested in map making as well as testing on a relatively high performance machine.

 

My skills are basic, but I now have the time to sit back and really dedicate myself to a new project. The only other duties I have right now is testing for the First Strike mod and the Tides of War mod for Freelancer.

 

I can be reached through this forum obviously, as well as on MSN and IRC (Which I use regularly). Hit me up with a PM if I'm needed. Thanks EJ

http://img95.imageshack.us/img95/3958/kamphersig4si.jpg

 

http://steiner-modding.com/gallery/thumbnails.php?album=3

 

Total Realism Mod Manager

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Avalibailty: Pacific Time Zone, any time after school, unless i work.

 

Abilites: Im quite proficant at Photoshop CS3, im working on learning to Animate and Model in 3D max 9, Im a fast learner,, im intrested in learning anything you can teach that you want to teach someone else to help you with. Im also well knowledged in Fighters of the Star Wars Universe, Wedge Antilles and Rouge Squadron in Particular. I also do a little sketching in Concept, so if any ideas need for Stations, and stuff liek that. Im also working on trying to learn Galaxy Forge.

Edited by Admiral Antilles
http://i115.photobucket.com/albums/n292/Admiral_Antilles/UaW-2.png
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  • SWR Staff - Executive
If you want to tackle icons that would be great, also if you grab the XSI tool you could help with importing and rigging. A lot of the textures need to be tweaked to get stuff right in game (all the data textures need to have thier channels modified)
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Availability: GMT+1  (45+ /week job) might change next month to 0  :-\

 

Skills: 3D visualizer so mostly 3D (3ds max), able to help in modeling (seems it won't be necessary since you can re-use models from HW2) and texturing, can also work on UI if needed.

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Sgt Hicks here reporting to offer any help I can when I can. My schedule is all over the place  but I am EASTERN US time. I am from the EAW/FOC modding community and have experiance with 3dsMax 8 rigging and modeling and coding.

 

 

My sites are http://www.swmodding.com, http://gr.swmodding.com

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  • 2 weeks later...

Alright, so I'm very interested in helping out. I have played the Warlords mod for Homeworld 2, and I love it. I just got Sins of a Solar Empire, and I find myself staying up till times like 7:00 A.M., 8:45 A.M., and 9:45 A.M., on school nights to play it (I have afternoon classes - I'm a freshman in college).

 

Anyways, I am not new to modding. My modding name for a long time was Majin Revan. I did a lot of modding for Star Wars: Jedi Knight: Jedi Academy, where I did things like skinning, some very simple "coding," and effects editing. I also ended up making two vehicle models for the game, although I didn't really know how to use any modeling program and had to send my models to another modeler to do the rest (like everything besides the overall shape, LOL). The models were a Variable Geometry Self-Propelled Battle Droid, Mark I, and a Yorik-et. That being said, I haven't modeled since, and have no intention to. My major models/mods for this game can be found at the below links:

 

http://jediknight3.filefront.com/file/Droid_Starfighter;33683

http://jediknight3.filefront.com/file/Coralskipper;33734

http://jediknight3.filefront.com/file/Realistic_Effects_Mod;28014

http://jediknight3.filefront.com/file/Realistic_Effects_Mod_V20;29939

 

 

That isn't my only experience in modding. I made many maps for Star Wars: Battlefront and Star Wars: Battlefront II and even released a mod (one each) which was a series of maps adhering to the mods criteria. Here are the links to my maps and mods for analysis:

 

http://www.moddb.com/mods/8457/saga-battles

http://www.moddb.com/mods/8392/rise-of-the-empire

http://starwarsbattlefront.filefront.com/file/Geonosis_Containment;45863

http://starwarsbattlefront.filefront.com/file/ILAATi_Imperial_Low_Altitude_Assault_Transportinfantry;37612

http://starwarsbattlefront.filefront.com/file/Kashyyyk_Shores;47010

http://starwarsbattlefront.filefront.com/file/Myrkr_Show_of_Force;45966

http://starwarsbattlefront.filefront.com/file/Naboo_Encounter;45925

http://starwarsbattlefront.filefront.com/file/Naboo_Kaadara_Coast;48411

http://starwarsbattlefront.filefront.com/file/Prototype_IAAT;42142

http://starwarsbattlefront.filefront.com/file/Rhen_Var_Chaos;48774

http://starwarsbattlefront.filefront.com/file/Thule_Moon_Remnants;49318

http://starwarsbattlefront.filefront.com/file/Tatooine_Entanglements;49211

 

 

I believe many of them became popular. Since I released the last of the Rise of the Empire maps (a half-assed one, I must admit, in order to get done with modding and relax before the summer ended and I started my first year in college), I haven't modded, and I miss it, LOL. I have messed with .lua "coding" in SWBF and SWBF II, and I edited text files for JA. I have messed around a little bit with EAW's .xml files, but I'm not proficient in any type of coding (I'm taking my first coding class at the moment, which deals with elementary Java, and I am not a computer science and engineering major, so I'm not sure how much more I will be learning).

 

So, I basically want to help out. For a little bit I was helping with the First Strike mod for BF2142 in SW accuracy and information (the style found in my SWBF and SWBF II maps was about accuracy/being canon/realism, and I went insane in delivering that aspect, which I feel makes a game more enjoyable). However, when First Strike was ported to BF2142 from BF2, they felt I wasn't needed because of the unit customization feature of BF2142 (no need sticking a weapon with a soldier class if players could just choose one of three, according to them). That was during by SWBF II mapping, as was my EAW experimentation.

 

I don't know how to mod SOASE at all yet, but I intend to learn. So, basically I'd like to help on this project, and make it the best SW mod ever - I feel this game is perfect for SW. I have no idea what kind of help you need. I guess I might be O.K. at some icon art or something, and filling in information would be alright by me (names of ships, HUD tags, descriptions, in-game text, etc.). I'd love to help in accuracy, and I guess I could make galaxy maps or something once I experiment with the mod tools (which are still in beta version, I understand). If there is a tool for game effects, I could help with that too.

 

I'm in Eastern Time Zone (Ohio, U.S.A.). I'm a freshman at The Ohio State University, so I'm not sure how much time I'll be having - it will vary from day to day and week to week. I am taking 19 credit hours, but this quarter is almost over (finals from March 10th - 13th, Spring Break from the end of those until March 24th - I should have much time during Spring Break, and during the summer). I'm mostly free on Thursday nights through Saturday nights.

 

Anyways, hopefully I can offer something to this mod. I love Warlords, and am saddened that I only discovered it recently (as in got it, December 2007), but had heard it thrown around before in forum discussions here and there when EAW was not yet released.

 

- PR-0927

http://img.photobucket.com/albums/v290/MajinRevan/MajinRevansSignature-1.jpg

 

- Former Star Wars: Jedi Knight: Jedi Academy modder.

 

- Former Star Wars: Battlefront mapper.

 

- Former Star Wars: Battlefront II mapper.

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  • 4 weeks later...

Hey real name is Ray, I'd be interested in help as much as I can.

 

Availability: Pretty much booked during the week, except for vacations(Err School!!) I can get on during the nights for some time while not studying or doing Homework. Weekends I am almost always on.

 

Skills: I've become pretty handy with making maps. It's not much of a skill considering it's rather easy, but I have a healthy knowledge of Star wars planets and would be willing to make maps as needed.

 

I've made two personal maps for myself both based off the world of Warhammer 40,000.

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  • 2 weeks later...

It may be a little premature to offer the kind of help I am available for, but I will assume that it is better to get my name in the hat sooner rather than later.

 

I am EST and available during weekends and 50% of the work week.

 

Unfortunately I do not bring any coding or programming skills to the table.  The assistance I would like to provide is for later in the development process and involves unit and gameplay balancing.  I played Warlords and thought that while it was an amazing piece of modding work, it lacked some of the balancing polish that could have made it a great game in its own rite.

 

I would like to work towards creating a solid unit balance in the Sins mod so that, when released, the game does not boil down to a simple matter of the guy with the bigger fleet winning 95% of the time.  Also, I would like to create a gameplay balance that discourages players from doing things like building up a single armada and conquering worlds one at a time as opposed to spreading out one's fleet in a logical and strategic way.

 

I don't really know if you need anyone to help with this kind of thing, but I am willing and dedicated to this cause and capable of learning any skills required to accomplish the task.

 

DJ

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Hmm, I'm wondering if EvilleJedi needs any help? Nobody seems to have responded to my post or the posts after it.

 

- PR-0927

http://img.photobucket.com/albums/v290/MajinRevan/MajinRevansSignature-1.jpg

 

- Former Star Wars: Jedi Knight: Jedi Academy modder.

 

- Former Star Wars: Battlefront mapper.

 

- Former Star Wars: Battlefront II mapper.

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Hello

 

I have quite a bit of free time, and i really like this mod.

 

my skills arent in coding though, my degree will give me those skills, but thats not finished yet.

 

My skills lie more in the organisational side of things,

 

any vacancies in those areas?

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  • SWR Staff - Executive
currently looking for 2d artists (icons, interface) and people familiar with model conversion (or already have XSI mod tools up and running and are getting results)
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While I'm no artist, I think I could do a good job on 2D art in icons and interface. I have many years of experience messing around with programs like Adobe Photoshop and GIMP. As for the correct icons and all, it won't be a problem. Part of my obsession in modding SWBF/SWBF II was realism/accuracy to SW. People hated my obsession of accuracy, and people loved it.

 

Now that I think of it, if you need someone in lore, or to check accuracy, I genuinely believe there is no one better than me (besides good old GL or something, LOL). I was chosen as lore for First Strike for a while, until they decided to scratch being accurate to SW. And I'm lore for a Crysis SW mod. Lore is very fun for me, and by reading over 100 EU books and playing lots of games (and making my maps so accurate, to the extent of accurate amounts of ammo, laser colors, weapon names, correct classes, correct vehicle seating/seats/weapons, even turning game vehicles to autonomous tanks, as they should have been based off SW realism).

 

- PR-0927

http://img.photobucket.com/albums/v290/MajinRevan/MajinRevansSignature-1.jpg

 

- Former Star Wars: Jedi Knight: Jedi Academy modder.

 

- Former Star Wars: Battlefront mapper.

 

- Former Star Wars: Battlefront II mapper.

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  • 2 weeks later...
I'm fairly new to the modding community but I'm willing to learn. So far i have been working with Skyblazer to get models converted from hods to mesh files. The only snare i have ran into so far is putting the sins "hardpoints" into the models.  i am a full time college student so im free just about half the time.
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