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  1. #1

    Default mod nooblet.

    Ok so basically I am new at the scene completly. Like no experience with mods what so ever.

    Can someone atleast point me in the right direction cause like I look at these threads and go HUH???????????????

    I would greatly apprecaite it.

  2. #2

    Default Re: mod nooblet.

    I've already answered this here.:)

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: mod nooblet.

    Moved to modding questions.

  4. #4

    Default Re: mod nooblet.

    Wait, that did nothing for me. All it did was say that it was very hard and long process. Which btw I am grounded and I have plenty of working time. Seriously I am willing to put the commitment, just dont know where to start and go from there.

    I know I need a team if I plan on doing anything extensive, but like just kinda here to learn how to do all this stuff, and get myself started in the right path.

  5. #5

    Default Re: mod nooblet.

    Quote Originally Posted by SeeJ
    Wait, that did nothing for me. All it did was say that it was very hard and long process. Which btw I am grounded and I have plenty of working time. Seriously I am willing to put the commitment, just dont know where to start and go from there.

    I know I need a team if I plan on doing anything extensive, but like just kinda here to learn how to do all this stuff, and get myself started in the right path.
    Well you have to decide on what modding aspects you are going to put focus as to develop your potential modding skills.

    M2:TW modding could be basically divided in two parts:


    1. 3D modelling/texturing - making units, buildings etc., all eye candy. Very hard to learn, if you want to do that in decent level. Might require lots of learning hours if you don't have talent . Also this stuff requires pretty expensive software, like photoshop, 3D max etc.

    2. Scripting/coding - working with M2 file structure, code structure. You will be able to create or alter the processes, features and any other stuff in the game. Probably most important occupation in whole modding . Requires (especially for scripting) strong sense of logic, good math skills. Background of programming experience is a big bonus.

    + there are also other roles like mapping (creating campaign maps - requires photoshop and skills to use it), working with sounds (don't know much about it ) etc.

    It's up to you to decide what you want to do in modding, and when you know it, someone might guide you to the right way.

  6. #6

    Default Re: mod nooblet.

    Quote Originally Posted by SeeJ
    Wait, that did nothing for me. All it did was say that it was very hard and long process. Which btw I am grounded and I have plenty of working time. Seriously I am willing to put the commitment, just dont know where to start and go from there.

    I know I need a team if I plan on doing anything extensive, but like just kinda here to learn how to do all this stuff, and get myself started in the right path.
    The point of it was the part in how to get accustom... the part about taking time each day to go through a given tutorial.

  7. #7

    Default Re: mod nooblet.

    Hmmm I think I am gona work on both, a little stronger on the modeling texture skinning stuff like that.

    I have no problem with all this stuff really, like I said before I got a computer programing guru dad that is more than willing to help me with the programing and stuff.

    My dad also has a crap load of computer programing photoshop flash player programs just lieing around that were given to him, so I have the necessary tools to make it all work out.

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