("The itsy bitsy spoider clicked down the spoider spout.")
Spoiler:
("Down came the spoider and washed the spoider out.")
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My specs:
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Anyone interested in making a Warhammer 40k Mod? I have some great Ideas! Really want to get a team together!
It's all good to say you've got great ideas to use some external source of inspiration to make a mod, but you're fighting an up hill battle. Here's what you're up against:
The reality of it is that you're basically saying, "I've got really good ideas about how to spend the free time of talented people for the next x years". Let's face it, the inspiration you have for making a Warhammer 40k mod for ArmA could be picked up by anyone. It's not like Warhammer designs are hard to come by. So, if an artist or other person really had the urge to create addons based on the Warhammer universe, they could have done so already.
If you have a project you want to do, you need to just start doing it and hope that other people are inspired by your effort and agree to join with you. You can start by creating well thought out design document, or some media based on your expertise. To do a document, I would recommend figuring out what the limitations of the engine are, and what exactly you need it to do. You can't really expect to assemble a team of scripters, mission designers, modellers, config people, and maybe some expert in development tools and say to them 'now make it do this' where this is something ridiculous like animating Titan class vehicles. Anyone can make ridiculous demands, and no one wants to listen to it.
Small, one man projects will get completed much more quickly and much more efficiently than extremely complex, multi-person projects. Once you start adding people, you start adding new demands like coordination, communication, and all that... and you even add certain complications that are unavoidable in group situations like politics and personality conflicts. It's probably best to keep your idea as small as possible.
And finally, 'super cool' project ideas are the flatus of the internet. They are by and large unavoidable, everyone has them, and they dissipate into the atmosphere almost instantaneously. Even really well thought out, years old projects with massive amounts of data and assets go up in smoke out here. You have a LOT of convincing to do if you want a bunch of people to take time away from their families / other projects / etc to make a total conversion mod.
So my advice to you is to figure out what you're good at and start doing that, and then show it off and hopefully people will be taken by what you have and wish to join you. Keep your goals realistic and simple, and recognize that you will likely be doing most of the work.
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That was an Oscar-worthy post right there, Max Power.![]()
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Is there a ghetto car for CO availible? specificly a 70' cutlass on 24 inch rims with big subwoofers and speakers in the back? i tried making one myself,but i had to give up due to a computer crash and lack of modelling skill. also, would it be possible to make the subs animated, like kick?
My intent was to discuss large project ideas in general and not to beat the crap out of MadMuzza. Suggestions like MadMuzza's are very common and almost never result in even coming close to starting a mod. I believe this is because most people who are not involved in mod development have somewhat of a rosie idea of what it's like, and how valuable an initial idea is. An initial idea makes up about maybe 0.001% of the effort required to make a project successful, and maybe 0.1% of a design proposal.
You can't just walk into the bridge of an aircraft carrier with your designer sunglasses and plaid deck shoes on and say, "I feel super pumped about today. Follow me. I'm the captain!" They wouldn't let you in, even if you were an admiral and you actually were assigned to be the bridge commander. You need to be credible, especially for this community, where the people in it are very skilled and have already been involved in quite a few 'super cool' projects already. People suggest mod ideas because they are very inspired by something they think is amazing... but I think the primary requisite to start up a large project is not personal inspiration, but the ability to inspire.
Last edited by Max Power; Jan 20 2012 at 03:59.
Anyone here have any experience in creating Russian replacement packs? I am entirely new with this and so far I have basically butchered each attempt. I was able to get it working about 80% the first time but kept running into issues. Operator and Assaultman have not worked during the entire ordeal.
Made a pastebin of the config that I used, it's awful and truthfully I have no idea how to properly do them.
Last edited by Sif; Jan 20 2012 at 07:09.