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Thread: Obligatory Recruitment Thread!

  1. #1

    Default Obligatory Recruitment Thread!

    Yes folks, the Warhammer Mod needs you! yes ...you...

    What do we need?

    Well, extra 2D artists are always welcome, along with assorted text editing enthusiasts with an encyclopedic knowledge of Warhammer.

    Just for a change....we have a modeller ( me ) and a skinner ( also me ) and a researcher ( my skills know no bounds ) but I won't be doing all this stuff myself!

    Standards are high, enthusiasm a must, but we are going for a high quality product. Anyone unsure if this is the mod for them, go check out the initial screenshots.

    Any interested parties post back here, list your skills so I know what you can do, and be prepared to send me a sample!

    This is WAR...and War is not something you do alone
    Careless Orc Costs Lives!

  2. #2

    Default Re: Obligatory Recruitment Thread!

    I have many skills but my main one is text editing. Proof of this can be found in the Mythology Total War mod listed in my signature. In this mod I created a new faction from nothing; complete with faction symbol, banners, buildings, and units. Since I used the Mesoamerican faction (so it would not have a major effect on other generals) I appreciate the enormous amount of work needed to give every building and event the right description.
    4 Seasons (6 Empires battle for supremecy); 3.0 version
    Total War Eras (start at 970, 1080, 1200, 1300, 1400, or 1500); 2.4 version
    Eras Total Conquest (start at 1230, 1346, 1547); 1.2 version

  3. #3

    Default Re: Obligatory Recruitment Thread!

    OK ... I can use someone to do the core text work. I would especially need someone who can do the faction banners, faction renaming and all the things linked to that. Then we will have names for characters etc. that will need doing. If you want to take on the things I mentioned, then the Warhammer team will welcome you aboard.

    You know what you are getting into with text editing, which is always helpful!
    Careless Orc Costs Lives!

  4. #4

    Default Re: Obligatory Recruitment Thread!

    Sure that's no problem. I've done most of the things you mentioned. They're not difficult so much as time consuming.
    4 Seasons (6 Empires battle for supremecy); 3.0 version
    Total War Eras (start at 970, 1080, 1200, 1300, 1400, or 1500); 2.4 version
    Eras Total Conquest (start at 1230, 1346, 1547); 1.2 version

  5. #5

    Default Re: Obligatory Recruitment Thread!

    Well, I don't know much about coding, mapping, skinning and animating. In fact, I know very little about games (other than playing them), even if I am learning slowly and steadily. However, I think I could hold my own against almost anyone when it comes to knowledge of this particular world. I've definately got the enthusiasm if you're willing to take it, and I can write about any unit or race, or basically anything, that you'd like me to; paragraph or extended essay, I don't mind which.

    In other words, I'm offering you the service of a warhammer fluff nut. I don't know whether you want or need one, but the service is available. Either way, I love what you're doing.

  6. #6

    Default Re: Obligatory Recruitment Thread!

    Bob .... I appreciate the offer of help! Whilst I don't intend to recruit people specifically for 'research' having people like you posting on the forum will keep us honest and keep us motivated. Keep interested, keep posting, and feel free to contribute in the forum any ideas, suggestions or comments.

    That is the most valuable contribution any 'non modder' can make to a project like ours.
    Careless Orc Costs Lives!

  7. #7

    Default Re: Obligatory Recruitment Thread!

    Beta tester if needed i can look at balance of game ect make sure units dont overwhelm each other

  8. #8

    Default Re: Obligatory Recruitment Thread!

    I could try some installers aswell

  9. #9

    Default Re: Obligatory Recruitment Thread!

    It'll probably be a good while before anybody will be needed to do either of those.

  10. #10

    Default Re: Obligatory Recruitment Thread!

    If i had 3d studio max i could do modeling but all i ahve is blender and ? if that works with game

  11. #11

    Default Re: Obligatory Recruitment Thread!

    3DS MAx is not required for MTW2 modelling. The latest version of Milkshape 3D is the tool needed now. It's a lot easier to get hold of without selling the house to fund ;)
    Careless Orc Costs Lives!

  12. #12

    Default Re: Obligatory Recruitment Thread!

    I know a lot about Warhammer, esp. Dwarves.

    So I'll help, and hopefully sneak in some advertising for WHTW1 white I'm at it.
    Mod leader of Warhammer; Total War


  13. #13
    Member Member Bongaroo's Avatar
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    Default Re: Obligatory Recruitment Thread!

    modding experience = i've been betatesting for Carl's ProblemFixer

    I have some basics with 3D studio max and truspace, so maybe with some practice and help I could assist in modeling.

    Warhammer is awesome, I don't collect any armies for it, but I have played Eldar in 40k and I love Mordheim. Not enough money for anything else right now. I'd love to see this mod fininshed though.

  14. #14

    Default Re: Obligatory Recruitment Thread!

    I have about 6 years experience with GW...although I stopped around 3 years ago.
    I began work some some armies modding for Dark Omen (Producing the 2d sprites for the additional armies released by a 3rd party) and have built a few models in milkshape for Half-Life, but do not have any examples.
    My main experience is as a programmer (VB6...dont laugh too much, it's for work), I also have good experience with XHTML & CSS, and an above average knowledge of PHP. I also have a small amount of ASP knowledge.

    I've got a very methodical approach and pick up new languages quickly.

    If you think I can help in any way let me know!

  15. #15

    Default Re: Obligatory Recruitment Thread!

    Right now, the biggest need we have is for the usual suspects ...modellers, texturers and text editors. Things like character names, traits, buildings etc.

    We will be asking for playtesters when we have something to playtest ;)
    Careless Orc Costs Lives!

  16. #16
    Member Member Bongaroo's Avatar
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    Default Re: Obligatory Recruitment Thread!

    Cool, I'm willing to try to help anywhere. Should I just look for some tutorials on the modding forum?

  17. #17
    is not a senior Member Meneldil's Avatar
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    Default Re : Re: Obligatory Recruitment Thread!

    Quote Originally Posted by Bwian
    Right now, the biggest need we have is for the usual suspects ...modellers, texturers and text editors. Things like character names, traits, buildings etc.

    We will be asking for playtesters when we have something to playtest ;)
    I think I could handle trait, name and building editing, if it's more or less similar to RTW. I'll try to buy MTW2 this week, and see if I can help.

  18. #18
    Warhammer: Total War Team Member Krazysigmarite's Avatar
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    Default Re: Obligatory Recruitment Thread!

    I posted before, back in the original thread for the mod, however I'd like to once again express my interest in joining the Mod Team for Warhammer: Total War. Having played the tabletop (both 40k and fantasy) for a number of years, as well as being a bit of a nut as far as fluff goes, I have a very good understanding of the Warhammer world. I've been modding for a long time as well, and Warhammer has been one of the primary focuses of my modding. Heck, back in Warcraft 3 I made a large warhammer multiplayer map with 11 playable races, which was a fun project. I own a poster-sized map of the entire Warhammer World, from the far western coast of Naggaroth to eastern Nippon. It's an excellent reference for placing factions and things!

    As far as my modding abilities: I like to texture, for the most part. I've made a few private mods for myself for RTW, mainly to balance various vanilla factions or to mod their playstyle.

    I've also recently gotten into 3d modelling, I use a freeware program called Wings3d but I am open to other programs as well. Here's an example of something I made recently for Mount & Blade. Cadian-Pattern Lasgun

    I also do a bit of digital painting, which I find is very useful during the texturing process.
    Last edited by Krazysigmarite; 05-10-2007 at 04:14.

  19. #19

    Default Re: Obligatory Recruitment Thread!

    Krazysigmarite, drop me a PM and let me know what you can do and what you would be interested in doing. I have some texture work that needs doing.

    As far as modelling goes, you would need to get hold of a copy of Milkshape 3D .. this is the program that GOM's editor is set up to use, and animations will possibly be workable with it too.
    Careless Orc Costs Lives!

  20. #20

    Default Re: Obligatory Recruitment Thread!

    Hello Bwian,

    I too posted in the original thread a while back and now that you guys have got going thought I'd offer my help again. I'm a modeler/texturer/2d graphics artist.

    Thought you might want to see some examples of my work, here's a couple:



    They're done roughly in the polycount of Medieval 2, modelled and textured by me. Textures (on the 2nd one) were rushed so they're pretty basic :P Didn't have time for normal/spec..

    If you want my help I could probably make some units for you. Problem is I have very little free time as I'm a full time student and doing freelance miniature sculpting on the side. So I could not make too many units and not too fast either :P But I would love to help out with this mod as I really like the Warhammer fluff :) Failing that I will definitely still follow you progress.

    (I'd really love to make some deamonettes for example)
    Last edited by quadrille; 05-11-2007 at 02:24.

  21. #21
    is not a senior Member Meneldil's Avatar
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    Default Re : Obligatory Recruitment Thread!

    Great units Quadrille :)

  22. #22

    Default Re: Obligatory Recruitment Thread!

    Quadrille ... if you fancy making some daemonettes ...why not start there! The less human Chaos units are not at the front of my build queue right now, since I am working on the maraudefrs, warriors and knights.

    Can never have too many modellers working on a mod!
    Careless Orc Costs Lives!

  23. #23

    Default Re: Obligatory Recruitment Thread!

    Great

    Before I start though, a few questions:

    Where exactly are we on the skeleton scaling issue? I reckon a daemonette skeleton should be scaled to about 0.9 or so.. Can this be done yet?

    Also with the repositioning of joints is it possible to make the shoulders narrower and still keep the old animations? Or would a change like that require an all new set of anims?

    I haven't actually modded Medieval 2 so I'm a bit unsure on the process of getting units in game. I'd prefer to do the modeling in max, how complicated is it to get units from there into M2? I know GrumpyOldMan made some sort of conversion tool from .CAS to the milkshape model format. Are there an additional large amount of work that needs to be done in order to get them into the game?

    Would it be better to just do the models in max, export them as .3ds, then in milkshape clean them up and do the weighting?

    Polycounts: Any particular limit you want me to keep? How about, say 1700 tris give or take a hundred, for an assembled mesh? Which brings us to:

    Variations. Anything specific I need to keep in mind here? I'm still unsure as to how exactly this system works, but as I've understood it all variations are in one model file with the textures on one 1024x1024 map? How many of each part should I make?

    Thanks
    Last edited by quadrille; 05-11-2007 at 16:01.

  24. #24

    Default Re: Obligatory Recruitment Thread!

    At the moment, there are issues with the repositioning of joints. KnightErrant is working on it, but it's no sorted yet. Global scaling of the mesh/skeleton is, as far as I know, perfectly possible...but I haven't done it!

    Converting to CAS and them to MESH would not let you have any swapping of body parts.

    My personal moddelling pipeline involves building in Max, exporting to 3DS and importing to Milkshape to rig ....so I know it works!

    Models are in a single mesh with the body parts all as seperate objects if you want to swap them. Make as many parts as you like ... but don't overdo it! You are still limited in textures, and more than 3 or 4 variations is a bit excessive unless you are really going to see it. I made 6 shields for the Tomb Kings spearman because the bright blue shields are very prominent and the variations really stand out.
    Careless Orc Costs Lives!

  25. #25
    Could be your God Member Abokasee's Avatar
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    Default Re: Obligatory Recruitment Thread!

    I would like to help... how can I? I could just do models...
    Now with transparent layers!

    Lost on the Internet? Go back to start.

  26. #26

    Default Re: Obligatory Recruitment Thread!

    Hey guys, (och tjenare quadrille ;) )

    I was, as quad, one of the old RTWmod-members. I was a modeler and texturer. For a while now, I've been thinking of starting a new WHTW2 mod, but since that's already happened (ok, not really the revival of the old WHTW mod, but whatever), I'm happy ;)

    I'd be glad to help out a bit, but how's it going with a max exporter and stuff? I'm so badly updated on M2TW modding tools you see :P

    I can post some pics for you, but not now, cause of lazyness :P

  27. #27

    Default Re: Obligatory Recruitment Thread!

    Oh uhm... sorry, I almost forgot I hadn't posted any pics.. :P

    So, here's the Dark Elf Executioner for the RTW mod, and also a hospitaller knight for another project, but it was never used. They're both pretty old, and I guess I'm a bit better now.



  28. #28

    Default Re: Obligatory Recruitment Thread!

    Well, as I said in the thread that I started, I would be happy to try and help out some in a few weeks once school is over and we are settled in our new house since we are moving, not a huge move but moving all the same.

    I know a great deal about Warhammer and could help write unit/campaign/etc. descriptions and look up names for diplomats and do other small various things of that nature and also to try and help make sure the mod stays true to Warhammer. Also, I suppose I might be able to help and test the mod too though I know this is a long way off. If I was to do this I would need help changing the files and such since I am not great at that but we would worry about that when the time comes. So anyway, hope you can use me.

  29. #29

    Default Re: Obligatory Recruitment Thread!

    Hi guys, I would love to help out as a modeler/skinner for this mod.

  30. #30

    Default Re: Obligatory Recruitment Thread!

    Heres some stuff from previous mods :-
    (couldn't post it in my first post cos of the spam protection)








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