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  1. #1

    Default Re: Modding Total War: The Future...

    Quote Originally Posted by Lusted
    At TWc, and at SCC, there is the idea of a Guild of modders, who can help each other out, and work on mods, finish them then move on.

    http://www.twcenter.net/forums/showthread.php?t=46399
    http://www.stratcommandcenter.com/fo...howtopic=15365

    If we could get a cooperating group of moodders across all the major TW boards, helping to create tools, write tutorials and finish mods i think it would be great.
    Good idea, a modders guild.

    Remeber the mod acadmey? That went down in flames after a week. Sad. I enroilled cause I wanted to mod.
    "Great spirits have always encountered violent opposition from mediocre minds." -Einstein

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  2. #2
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Modding Total War: The Future...

    Modding forums generally have not be archived or organized in such a way so as to make easily accessible modding information.
    This should get the greatest attention. Appointing a single member to take care of it should not be necessary. A person either cares for it or not and does not need an official position to get the job done.

    Enforce a small set of rules:
    - Include the question in the thread title when asking a question. Promote the use of background of information. Perhaps even close "I need help!" threads with "Campaign is not working, why?".
    - Answered questions related to a tutorial are deleted and the answer is added to the tutorial.

    And:
    - Bits of modding related info found on the entire Org or other forums should be collected and added to the tutorial forum.
    - Make a Post-mortem of a failed modding project. Or an article about EB and lay out how many files were edited, models made, the amount of people joined and left, how much time it took to complete certain stages, etc. The numbers are pretty huge and should give a good insight to people how much time goes into a big mod.
    On a smaller scale tell how much time it takes to complete a single model (different LODs, textures). Then people can multiply it to see wether 50 new units is that feasible.

  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Modding Total War: The Future...

    I suggested a guild because at the moment the community is spread around several sites such as .com, here, TWC and SCC. The problem is that at the moment at TWc i am perhaps the most skilled modder answering new modders questions, but i do not really have the time to post in the detail that they need. If we had one site, or all the information needed complied better, it would allow theses questions to be anwered quicker, and so new modders learn faster.

    We also really need to make people aware of the sheer scale needed for a huge mod such as EB, many new modders just have no clue about what is involved. Having a couple of articles about why mods failed, and how much work went into succesfull mods would help this no end, as we culd point people to them to make sure they know what they are getting into.

  4. #4
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Modding Total War: The Future...

    Yes, and I like the idea of the time estimation. A "Thinking of Starting A Mod? Then Read This First!" pinned post would be useful.

    As an example, the Fourth Age campaign map must have been about 6 months in research and then concept design before even the first TGA pixel was created; not so much a problem for maps set in the real world but it would give someone an idea if they had a fantasy mod and wanted the map accurate.

    If someone knows this then they might think twice before starting a fantasy mod, though perhaps Middle-earth is not a good example as other fantasy maps are likely less demanding due to the lack of information on them.

    Concept design for units is important too - far more time is spent on conceptual art & design for a unit than the actual modelling and texturing. If you have no base reference (i.e. your mod is not historical or is not based on a movie) you might spend a great proportion of your time researching text for clues as to how the unit should look and trying to fill in the gaps in the right spirit of the book it is based upon.

    All in all, beginners should probably start off with a roman-era mod even if it is a small one.

    But I think an article discussing this and warning would-be mod starters would be a great idea. I'd certainly chip in for the fantasy side as well as coding time considerations.
    "One of the most sophisticated Total War mods ever developed..."

  5. #5
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Modding Total War: The Future...

    I suggested a guild because at the moment the community is spread around several sites such as .com, here, TWC and SCC. The problem is that at the moment at TWc i am perhaps the most skilled modder answering new modders questions, but i do not really have the time to post in the detail that they need. If we had one site, or all the information needed complied better, it would allow theses questions to be anwered quicker, and so new modders learn faster.
    Well, the Org was around before TWC and SCC I think the last thing we need is another website to make the fragmentation even greater.

  6. #6

    Default Re: Modding Total War: The Future...

    Quote Originally Posted by Dol Guldur
    Yes, and I like the idea of the time estimation. A "Thinking of Starting A Mod? Then Read This First!" pinned post would be useful.
    We have this:
    https://forums.totalwar.org/vb/showthread.php?t=35969

    You should feel free to add to it from your own experience.

    Quote Originally Posted by Lusted
    Having a couple of articles about why mods failed, and how much work went into succesfull mods would help this no end, as we culd point people to them to make sure they know what they are getting into.
    I'd be very interested to read why some projects never reached a release. I think, though, the danger here would be making public private disagreements between team members. But presuming someone could write a dispassionate account identifying the problems hit and the lessons to be learned for the future then I think it could be very interesting.

    Quote Originally Posted by Lusted
    I suggested a guild because at the moment the community is spread around several sites such as .com, here, TWC and SCC. The problem is that at the moment at TWc i am perhaps the most skilled modder answering new modders questions, but i do not really have the time to post in the detail that they need. If we had one site, or all the information needed complied better, it would allow theses questions to be anwered quicker, and so new modders learn faster.
    The modding community is dispersed because new modders come through in different sites and mod teams that come together choose one as their primary hang-out. I don't know whether you'd ever get them to move to another single site. But for information though, I wholeheartedly support linking between the different sites of the modding community - if there's a tutorial on TWC that answers someone's question then I won't hestitate to link over it, equally I'll link over to the Org if someone asks a question over on another site.

    I remember Myrddraal posted a thread of Org tutorials on TWC a while ago and Sim has a similar thread stickied.

    Quote Originally Posted by Dol Guldur
    One way to organize the tutorials/discoveries would be to have a section divided into different areas: campaign map, units, battle map, tools, interface, audio, animations, etc. and then a link to a discussion thread. I have tried to set this up with my own tutorials to keep the tutorial thread clean and easily researchable. The discussion thread would include a link to the tutorial of course.
    Your own tutorials, Dol Guldur, and the ongoing support you provide for them are are a model for others to follow. These different sections - would you propose they be in different forums or just different sections within an index thread?

    Quote Originally Posted by Bwian
    Too Many Mods!
    NO NO NO NO NO! How can you have too many mods? I know most never get finished, but I think saying we have too many is missing the point. You have to consider WHY people start these mods. They want to make something partly for themselves, and partly because they see all the top class mods getting praise and attention, and want a slice of that! Nothing wrong with that.... we all have to start somewhere.
    Well, quite. Having lots of completed mods is great, but a mod that's never completed, that never even makes a release, doesn't help develop the community at all.

    I most certainly agree with why not make a few skins first (for example) - completing bricks and not struggling with houses. My question would be how best to encourage this kind of behaviour - given that we do not want to discourage people from stating full blown mods if they want to.

    Quote Originally Posted by Bwian
    A good point was raised about IP for mod content. Personally, I don't see why anyone should give away their hard work if they don't want to. If they have made the mesh...the skin...thetext files, it's down to them what happens if the mod folds.
    Indisputably - but wouldn't you agree it's better for the community to release what they have made? If so, then it's a matter of how do we best encourage people to do so?

    And the other point on IP was the reuse and updating of released material - but it's better for that conversation to take place in the IP thread.
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    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  7. #7
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Modding Total War: The Future...

    I agree that we do not need more fragmentation

    I always try to link to whatever tutorial is best when answering questions at TWc, most of the time i link to ones at TWc because im lazy, but when i have the time i link to ones here as well. Having information shared better between the sites can only help the community, as information is easier to find.

  8. #8
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Modding Total War: The Future...

    These different sections - would you propose they be in different forums or just different sections within an index thread?
    Thanks for the kind words.

    As the Scriptorium is now except with more divisions than 2. And with tutorial and discussion kept separate. And I think Moderators should be able to delete those "tutorials" that are not really tutorials at all. Snippets of information or improvements to tutorials (when not the author) should be posted in the discussion thread for that tutorial and then the author can update the original tutorial . If he does not then the information is still in the linked discussion thread for researchers to find.

    I'd be quite detailed with the forums. For example:

    campaign map - editing (TGA files, creating and editing the map)
    campaign map - coding (map-related text files, descr_regions, descr_strat)
    campaign map - misc. (mercs, resources, wonders, etc.)

    Or for buildings:

    tech tree - EDB (EDB, EB)
    tech tree - TGAs (cultural building folders, descr_ui)

    Each of these (and many others) would have a list of tutorials within them, though hopefully not so many (due to their specific nature) that would make research hard (by having multiple pages).

    I know some files will overlap, but not in the context of the tutorial. The DS file would apply to some tutorials in both the building forums for example
    "One of the most sophisticated Total War mods ever developed..."

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