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Author Topic: Hello, Torchmodders!  (Read 6372 times)

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Hello, Torchmodders!
« on: »
Hello to everyone here at Torchmodders!

I'm a new member, re-directed here by a handful of people. Mostly over at the Steam Workshop~

I'd like to announce a few mods that I'm working on, and maybe find some help or collaboration.

I'm doing a single-player re-work with a lv cap of 500 [With plenty of goodies to make it actually worth doing, and without being boring.]

A new weapon type, including it's own unittypes and such! [This will be a useful resource to others i the future, as I will be releasing it in it's on environment for people to use]

Many, many new models that I've spent hours importing [With the expert teaching of Anarch16Sync]

I don't want to reveal TOO much right off the bat, but what I'd like to do is:

1] Put the word out that these mods are in the process and aremaing progress every day, and
2] Ask for help getting some of it done, whether it be some knowledge on how to do the remaining wok in GUTS, or someone who would like to collaborate and help with the workload.

If anyone is interested in either hearing more about what I have going on, or wants to help, please comment or send me a PM!

To be specific: What I need most is creative criticism and input/ideas, and someon who can make Quests so that I can add an act or 2.

I hope to hear from some of you guys!

~Also don't be afraid to ask for a collaboration if you have something being worked on too.

Thanks everyone and it's great to be here!

~Haxley

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Re: Hello, Torchmodders!
« Reply #1 on: »
Hello, Haxley.  :) Welcome aboard!

Re: Hello, Torchmodders!
« Reply #2 on: »
Hi Haxley!

Glad you stopped by.  Feel free to add me on Steam, too.

Re: Hello, Torchmodders!
« Reply #3 on: »
Hey Haxley, Nice to see you could register  8)

Re: Hello, Torchmodders!
« Reply #4 on: »
Yeah, I was happy to get through.

Who wants to help with my mod? :P

Re: Hello, Torchmodders!
« Reply #5 on: »
Hi Haxley!  Part of the basis of Torchmodders is that we will help out with each other's mod projects (within the time we have to devote to modding, of course).  So yes we'll help you where we can!  Me, I'm an average modder, but above-average with textures.

Personally I believe it's best if each mod has a "champion", the guy who makes and keeps "the vision" for the mod and makes the decisions of which way the mod should go.  And before I help out on a mod, I like to get a good feel for the champ's vision, so I can be sure to support it and not derail it!

If you like, I can setup a "private" sub-forum for your mod so you can share more info just within Torchmodders (unregistered visitors wont be able to see it).  This way your fellow modders can make better judgements on where/how they can help out.  If you'd like that, just let me know your mod name for the title of the sub-forum. ;)


Re: Hello, Torchmodders!
« Reply #6 on: »
Thanks for the reply, Phanjam! You've got a good point, and a sub-forum would be fantastic. My mods [~3] are at least ~40% completed, with most or all of my concepts taking months to edit down. I did fear originally that if I simply threw my ideas out there that they may be compromised after so much effort xD For now, the mod name is Limit Break. I'd be more than happy to divulge more information once that bit of privacy is put up. Thanks again for that :D

If anyone wants to stop by the sub-forum and look it over, please do! I'd like opinions from any and everyone. (b^,^)b

Re: Hello, Torchmodders!
« Reply #7 on: »
Heyya Haxley!  Okay I setup your boards.  There's a  public board for your mod where you can share any info you're okay to make public about your mod.

Under that, there's a private sub-board where you can have more detailed discussions among a mod-team ;)


Re: Hello, Torchmodders!
« Reply #8 on: »
Thank you, Phan!!! \o/

Re: Hello, Torchmodders!
« Reply #9 on: »
I could do some modeling/texturing when I get stuck on my own mods. Oh and some music if you need.

Perhaps some weapons, or an npc? I've been looking into creating new props for level creation as well.

Are you using any source control for your mod assets?   I've been using mercurial for my blender files. 

One thing I have been thinking about is setting up a separate repository for the mod structure, and then make a build script that pulls the assets from my blender repository.

 

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