• To all the ideas guys out there, aka How I learned to mod, aka Orkel you fucking buttmunch
    136 replies, posted
[QUOTE=jeimizu;30809295]You might try your local library, Our university library has a few books on 3ds Max, Maya, and Blender that cover everything you really need to know to get started.[/QUOTE] Can you recommend any I may see if I can find them online? I'm barely near the library as it's not nearby. Thanks
[url]http://www.amazon.com/3ds-Max-Modeling-Games-Environment/dp/0240810619[/url] I think this was the one that I used. It was good, but I didn't really have much free time then, and ended up having to return it before I really got too far. It also comes with a DVD that would have been helpful, if someone who checked it out before me hadn't managed to scratch it up beyond repair. :v:
I made mods for TES 3:Morrowind, huge mods, the editor of that game is just amazing. I learned how to write and script dialogue, write actual scripts in the game's own syntax, or rather gamebryo's. Sadly that won't help me anywhere else, but I now understand the basic basics of mapping and scripting. [editline]1st July 2011[/editline] And I also own physical books to learn C++, I came pretty far in one but then there was a huge spider in it and now I'm afraid to open it again. No but seriously I should read that again.
I think I'm following the same path OP is. Starting out with the most basic of things. My first real mod was a miniaturized pickup truck from gta3 as the San Andreas. Then, I got into mapping and gesturing and lo st all my knowledge on modeling (which wasn't much). I've recently gained that knowledge back with XSI and created a couple props, recently finishing with an animated toy robot for Garry's Mod (in toy box now). Every time I try a new project, it usually fails but teaches me a lot of new stuff that I use to make things even better for public release.
I totally forgot that back when I was in 6th grade, I made a small map in Marathon 2: Durandal with an application I got off of a MACACTION CD called "phorte" (or something). You started off in a room where there was a weapons cage guarded by some phor. The level closely resembled "Waterloo Waterpark" but was far smaller. The only other details I remember was a caged room with BOBs that spawned in there with those yeti-like monsters. Basically a constant slaughter. Unfortunately the mapping program was really crashy and eventually corrupted a bunch of system files. Lets just say I was banned from my parents computer for a long time. Several months later I had learned that Bungie had come out with Forge & Anvil editors, but after that point I had moved to console PS1 gaming. I don't have any of those files anymore but somewhere, I have many scribbles of map designs in my grade 6 english assignment papers.
Any other people interested in level design, check out WoLD's new challenge (its for the UDK): [url]http://worldofleveldesign.com/categories/level_design_challenges/game-env-challenge-pirates-udk-01.php[/url] I'm probably going to take part in it, I'm pretty good with Hammer at this point so I'm trying to get better at the UDK.
Whenever I try to learn something mod related (modelling, texturing etc) I always give up because there's alway some sort of problem I run into. I can't push myself, and I hate it.
I remember wanting to make my ideas into games for so many years, finally discovering the magic of modding around 14 years old. I couldn't program for the life of me, so I tried modelling since i loved drawing so much. First model was 3 spheres that was a "snowman" and a knife that was about 12k quads. Got onto a really ambitious (keyword:disaster of a) project with some guys i met while playing zombie master, learnt a ton of things about game development and how not to do it, and now I'm helping with 2 different projects (one indie and one hl2 mod) when I can. [QUOTE=Carne;30857379]Whenever I try to learn something mod related (modelling, texturing etc) I always give up because there's alway some sort of problem I run into. I can't push myself, and I hate it.[/QUOTE] If you want to get into things like modding and game development, you're gonna have to learn how to push past that block and just experiment with stuff. Shit's time consuming.
[QUOTE=HyperTails;30799815]Isn't that Max from Sam and Max? I don't remember him in that game.[/QUOTE] He was an easter egg. You opened a door and he came out and killed you.
I don't know much about modding, but I recently learned how to make maps in Team Fortress 2. I'm really proud of what I've made, it might not be the best map around, but I'm happy with it.
I often have great ideas for games and mods. But if you really want to do something you need to remember it takes time and you need to choose frome several ideas. Maybe I can give you a little starting tip for modding and working with your ideas: Start thinking outside the box! If you want to do a soccer game, but also would like to try codding a fps, why not make a First-Person-Soccer-Game? And also: Get help from friends and maybe also FacePunch. It's really important and helps you thinking about your ideas from other perspectives ;)
[QUOTE=The Vman;30806569]I was always into effects. I liked to draw explosions and fire and shit, and it wasn't until I found a texture replacement for the default HL2 muzzleflashes on FPSBanana that I started to do effects for games. At first they were just texture replacements like the one I had found. I did a little effects pack some of you may remember (which in retrospect is pretty bad looking. Source muzzleflashes pretty much never look good) I got a bit better at it, and eventually signed on with Tales from the Galactopticon to make some custom sprites for them. I played about a little in Gcon when I decided to give the particle editor a look. I saw what they'd done with their effects and began to learn the basics of how things worked in the editor. I started to tinker with what they'd made, and within a week or two, had really gotten the hang of the particle editor. [I]Mega shitty explosion particle from when I was still learning the editor[/I] Now I'm the lead effects designer for Galactopticon and Firearms: Source, contributed some effects to Ivan's Secrets, and have already signed on with two other mods. And nowadays I'm making things that look like this:[/QUOTE] Hi Michael Bay. On topic, that was probably one of the best read I've had in quite a long time. Makes me wanna boot up Source SDK again.
It's annoying for me becuase i'm full of ideas and have had shots at modelling & coding ( always been at mapping ) , but i'm one of the worst procrastinators you'll ever meet and I always finish the job half done.. for example , all my models are so low poly that they are almost good enough for Q2 , and my coding is absolutely horrible because every tutorial goes into depth into things they haven't even told us about ( eg, for k, v loops make no sense to me , or why return has any point ) for anyone wanting to learn to map though , how I learnt was the very very basics , and then just experimented. I made (literally) hundreds of GoldSrc maps just seeing what entities did , how to use multimanagers and such , with the aid of hundreds of prefabs off of the internet..... My mapping skills were pretty good , and it was quite literally years after almost perfecting hammer that I realized you could zoom in to the grid.
Good idea.
This thread inspired me. I've decided i wanted to start a indie game studio a few months ago with my brother, but all we are at this point is a couple of "ideas guys". We got a good 10 games down on paper and we've decided what game development skill(s) we're going to learn once we get into college (i'm going to college this fall!). If all goes well, then in a few years you should see a studio called "High-Bred" with some crazy-ass games.
Wow, I never really thought that many "ideas guys" really went to work on their projects. Most I see or hear of just ask what they want done and expect someone to take on their idea. This thread's quite an eye-opener, I must say. [QUOTE=jeimizu;30683318]I get an awesome idea, start working on it, then get a better one, and scrap my old idea so I never finish any of them. [IMG]http://screenshot.xfire.com/s/82321056-3.jpg[/IMG][/QUOTE] Wow, this map-chunk reminds me of Hatsheput from Serious Sam: TFE. Based off it, or were both based off a similar source?
This thread makes me wanna learn how to make maps.
[QUOTE=Pocket Medic;31090428] Wow, this map-chunk reminds me of Hatsheput from Serious Sam: TFE. Based off it, or were both based off a similar source?[/QUOTE] It's the entrance to the Palace of Soviets. A building that was planned to be built in Moscow in the 40s, but only the foundation was built before World War II started, and the project was put on hold. (The foundation was later converted into the world's largest swimming pool) Also if you scroll up, there's a drawing of the complete building. I haven't played Serious Sam: TFE, so I don't know, but it's possible they based it off the same thing.
This thread reminded me of how I started modding. Hacked around in worldcraft as a kid at some point making shit blocky things with lasers everywhere for CS. Got really into C&C Generals map making, despite not actually making anything functionally decent. Made texture mods for GTA:SA then began learning some basic modelling with ZModeller, though never finishing my Fiat 500 model. Started making maps for Source, picking up from my past WC experience. Made textures to go in my maps, although they weren't too great at first, it really helped out because that gave me an idea of the source material system. Moved onto models and got good grasp of the compile pipeline to get them into the Source engine. The move to models helped me greatly because it meant I could create custom assets for my maps (None of this fucking proper bullshit, that's sloppy work and you guys need to really just learn a modelling program already). Once I had a grasp on modelling good enough to suit my needs, I worked a little more on texture making from scratch, although I'm still not terribly good. I've also been studying computer science at uni, because I want to move on from content creation to coding. I've been trying to fool around lately and practice with a sourcemod of mine, though it's mostly just for trial and error to get me more accompanied to c++. Just keep at it with things, because you'll find it extremely rewarding when you finally fix a problem with something that has been bothering you for ages.
you know what, competitions. lots of you idea guys would benefit from entering a few mapping or modelling competitions on fp. don't do the whole enter and then not finish thing, see it through and actually stick to something for the whole time and you'll find that you get more confident with the tools and begin to create some nice work. Always try to make your textures slightly believable too btw guys
I entered a few mapping competitions, but I always got stuck with half-finished maps.
[QUOTE=HiddenMyst;31227144]you know what, competitions. lots of you idea guys would benefit from entering a few mapping or modelling competitions on fp. don't do the whole enter and then not finish thing, see it through and actually stick to something for the whole time and you'll find that you get more confident with the tools and begin to create some nice work. Always try to make your textures slightly believable too btw guys[/QUOTE] I remember Models/Skins' modelling competitions back in the days when people actually modeled shit themselves instead of just porting from recent titles. I did a Gameboy Color for the Old School-theme and landed on a second place iirc
[QUOTE=HiddenMyst;31227144]you know what, competitions. lots of you idea guys would benefit from entering a few mapping or modelling competitions on fp. don't do the whole enter and then not finish thing, see it through and actually stick to something for the whole time and you'll find that you get more confident with the tools and begin to create some nice work. Always try to make your textures slightly believable too btw guys[/QUOTE] I used to love those old modeling competitions on FP. I remember winning the Improvised Weapons one, with a stick grenade made out of a Pepsi can and a wooden dowel. It's a shame so few people actually model in that forum these days.
Should do a modelling comp by the sounds of it. get all the old vets to enter and try to kickstart some oldschool modelling talent
I'd join, for sure.
[QUOTE=A B.A. Survivor;30670615]Hey, I try hard to put my ideas in to action. The problem is that most of the time no one will help me when I really, really, really need help, and whatever I was doing gets abandoned because without help I can't continue.[/QUOTE] Perseverance? You gonna let other people dictate your future cause you can't dedicate yourself to something enough to see it through?
[QUOTE=Géza!;31227345]I entered a few mapping competitions, but I always got stuck with half-finished maps.[/QUOTE] I entered a Raven Software-sponsored mapping contest a long time ago and got third place. They gave me a shirt.
[QUOTE=TH89;31292369]I entered a Raven Software-sponsored mapping contest a long time ago and got third place. They gave me a shirt.[/QUOTE] You're my idol. No sarcasm.
The shirt was too big though.
I'm downloading the Source SDK right now to see if I can make a map. I'll probably get frustrated very quickly and then give up.
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