Home » Renegade Discussions » Mod Forum » Tiberian Dawn: The First Strike
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Re: Tiberian Dawn: The First Strike [message #489870 is a reply to message #489868] |
Tue, 18 November 2014 13:30 |
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Bfranx
Messages: 152 Registered: July 2010 Location: Oklahoma, United States
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N1warhead wrote on Tue, 18 November 2014 12:28 | Well at least you went to another engine, that helps.
But again however, I agree with everyone else.
I strongly believe if you want to lead a group of people
you have to know how to at least get stuff done at every organized level encase something wrong happens.
Why don't you just take the time to learn how to do everything your self?
It's a lot more rewarding to do it your self.
Not to mention you don't have to rely on otherwise lazy people to get stuff done because they are "Busy".
If they gonna be lazy, fire their a** and do it your self and wipe them out the credits. lol.
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Well organization isn't really the hard part. I know how the team should be divided as far hierarchy goes, but members frequently leaving the team complicates the process.
I could have learned how to do all of these things before I left for college, but now that I'm here I simply don't have as much time anymore. I'm focusing my life toward my medical career and there's not much else I can do.
I believe that in time I will find enough dedicated people and actually be able divide the team into various branches and it should be relatively smooth sailing from there.
As it stands, however, I'm dedicating enough of my free-time to keep it alive, but I lack the resources to do much else.
Check out our IndieDB page here: http://www.indiedb.com/games/tiberian-dawn-the-first-strike
Also check out our Facebook page: https://www.facebook.com/FirestormProductions2010
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Re: Tiberian Dawn: The First Strike [message #489880 is a reply to message #433126] |
Wed, 19 November 2014 19:05 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
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Here, try this:
This is a project I finished last month by myself and am currently developing into an animation to show at my company's booth at I/ITSEC in December. It wasn't even designed with Unreal in mind. In about a day worth of work, I imported my F-16 (that I modeled, unwrapped, painted, and rigged) into UDK and set up a basic environment for it to fly around in.
If your team produced this kind of work, you wouldn't be getting shitty comments.
[Updated on: Sat, 01 October 2016 08:27] Report message to a moderator
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Re: Tiberian Dawn: The First Strike [message #489883 is a reply to message #489880] |
Wed, 19 November 2014 22:32 |
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Bfranx
Messages: 152 Registered: July 2010 Location: Oklahoma, United States
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Aircraftkiller wrote on Wed, 19 November 2014 19:05 | Here, try this:
This is a project I finished last month by myself and am currently developing into an animation to show at my company's booth at I/ITSEC in December. It wasn't even designed with Unreal in mind. In about a day worth of work, I imported my F-16 (that I modeled, unwrapped, painted, and rigged) into UDK and set up a basic environment for it to fly around in.
If your team produced this kind of work, you wouldn't be getting shitty comments.
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Nicely done. Your work impresses as is the norm.
However, it seems to me as though none of you fully understand the severity of my short-handedness with regard to 3D Artists and Texture Artists. Allow me to explain our current situation.
I have a 3D Artist who was working on the barracks but is currently away from his computer and is unable to work.
I have a second 3D Artist who was working on the Weapons Factory but is currently working for another team and is unable to work for us.
I have a third 3D Artist who was working on the Minigunner, but has been working very slowly and communicates infrequently.
I have a fourth 3D Artist who was working on the Nod Buggy but has been out of communication for some time.
I have a fifth 3D Artist who was working on the Service Depot but has been experiencing technical difficulties and is unable to work.
I have a Concept Artist that just finished the Guard Tower and has since moved on to the Advanced Communications Center.
I have a second Concept Artist that is currently working on the Stealth Tank.
I have a third Concept Artist that is currently working on the Medium Tank.
I have a fourth Concept Artist that is currently working on the Civilian.
I have a fifth Concept Artist that is currently working on the Flamethrower.
I have a sixth Concept Artist that is currently working on the Light Tank.
I have a Texture Artist that just finished the AT-4, but they were busy with life when I last contacted them and I haven't been able to contact them since.
I have a second Texture Artist that was going to work on the SAM Site, but is currently working for another team and is unable to work for us.
I have a Website Designer that is currently working on designs for our site's layout.
So our current manpower situation is as follows:
1 Somewhat-active 3D Artist.
1 Texture Artist.
6 Concept Artists.
1 Website Designer.
I have several Concept Artists, and I'm certainly glad to have them, but their work is understandably slow and regretfully pointless without any 3D Artists to make use of them.
And if some of our team members decide to leave (as they often do) then I will have to begin recruiting again and the cycle will more than likely repeat itself.
I'm not asking for your sympathy, I just want you to understand what I'm forced to work with.
Check out our IndieDB page here: http://www.indiedb.com/games/tiberian-dawn-the-first-strike
Also check out our Facebook page: https://www.facebook.com/FirestormProductions2010
[Updated on: Wed, 19 November 2014 22:33] Report message to a moderator
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Re: Tiberian Dawn: The First Strike [message #489885 is a reply to message #433126] |
Thu, 20 November 2014 02:17 |
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N1warhead
Messages: 319 Registered: May 2006 Location: On the Pc
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Bfranx -
Dude, quit counting on other people to do the dirty work.
This mod or whatever you want to call it will never be more than a couple images that have no use to anything. That barracks, needs A LOT of work, why is it such low quality when you're using "Unreal" Engine, didn't you know you can make Xbox One and PS4 Graphics with it?
Your models look almost PS1 quality, or whoever made them. Tell them to get better or they are *fired* because you need to either suck it up and do it your self or find A) someone who's really dedicated to it or B) Hire Someone, make a new name for game and sell it.
I don't understand these people that remake games on an engine that allows you to SELL your games, freaking get a crew together, make a game that plays like renegade and slap a new name on it and make bank.
Is it really that hard to understand?
Mods are almost useless now'a days when you got stuff like Unreal Engine, Unity3D, Cryengine that allow making games and selling them, mods were good back in the day as it could help land you a job.
But now that we have the said engines above, now you have to prove your self to the real world that you can do it from scratch, at least to a point.
I mean it's not really that hard man.
www.cncmodders.com All your C&C Modding Tutorials/Downloads/Forums, etc! Conquering the C&C universe with a rush of MEDS and MRLS!
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Re: Tiberian Dawn: The First Strike [message #489889 is a reply to message #489886] |
Thu, 20 November 2014 14:21 |
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N1warhead
Messages: 319 Registered: May 2006 Location: On the Pc
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Bfranx wrote on Thu, 20 November 2014 09:13 | Reading doesn't seem to be a strongpoint for any of you, does it? I've addressed all of these things in previous posts and yet you continue to bring them up.
Allow me to address them again. PLEASE, take the time to actually read them.
1) The Barracks looks the way that it does because I mistakenly thought that 1024x1024 was the appropriate texture size when it was in fact combinations of 2048 and 4096. As I've said before, it will be corrected.
2) This is not a mod. It hasn't been a mod since September 22 of 2010. Please stop calling it a mod.
3) I do not plan on making this into a game that I can sell. This is meant to be a free game for C&C fans and it is going to stay that way.
4) I assure you that our models are not the issue. The texture (or lack thereof in some instances) is to blame for the lackluster quality.
5) Stop telling me to learn how to model and texture. I am dedicating the majority of my time to my college studies. My future medical career is far more important to me than this project.
I believe that covers most of everything. Hopefully we can move on.
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The texture size has almost nothing to do with it, it might show a bit more *Textured* detail, but I don't see any Shaders on it other than Diffuse, I don't see any normal maps, displacement maps, or vector displacement maps (if Unreal supports) them.
All you have is like a 50 poly barracks.
(figure of speech).
With Unreal you can substitute more polys than you could 10 years ago. Therefore add a lot more detail to your stuff.
www.cncmodders.com All your C&C Modding Tutorials/Downloads/Forums, etc! Conquering the C&C universe with a rush of MEDS and MRLS!
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Re: Tiberian Dawn: The First Strike [message #489892 is a reply to message #489889] |
Fri, 21 November 2014 11:39 |
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Bfranx
Messages: 152 Registered: July 2010 Location: Oklahoma, United States
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Xpert wrote on Thu, 20 November 2014 13:16 |
Bfranx wrote on Thu, 20 November 2014 11:13 |
5) Stop telling me to learn how to model and texture. I am dedicating the majority of my time to my college studies. My future medical career is far more important to me than this project.
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Then stop working on it and dump it you fucking delusional retard. For someone who studies for something in the medical area, you lack fucking common sense.
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Ah, another one of these posts, lovely.
It seems to me as though you believe that I'm wasting my life on this project, when in reality I'm dedicating a surprisingly small amount of time to it.
It takes less than an hour to contact everyone and make sure that everything is going smoothly. If something isn't going smoothly, it make take up to a half an hour to get everything sorted out.
If this project is something that I want to see to completion, and I can contribute to it without wasting a large majority of my time, then why not contribute to it?
I fail to see how I am a "delusional retard" in this situation. Your inane comments only serve to demonstrate your lack of vocabulary and fail to add any sense of legitimacy to your argument.
N1warhead wrote on Thu, 20 November 2014 14:21 |
Bfranx wrote on Thu, 20 November 2014 09:13 | Reading doesn't seem to be a strongpoint for any of you, does it? I've addressed all of these things in previous posts and yet you continue to bring them up.
Allow me to address them again. PLEASE, take the time to actually read them.
1) The Barracks looks the way that it does because I mistakenly thought that 1024x1024 was the appropriate texture size when it was in fact combinations of 2048 and 4096. As I've said before, it will be corrected.
2) This is not a mod. It hasn't been a mod since September 22 of 2010. Please stop calling it a mod.
3) I do not plan on making this into a game that I can sell. This is meant to be a free game for C&C fans and it is going to stay that way.
4) I assure you that our models are not the issue. The texture (or lack thereof in some instances) is to blame for the lackluster quality.
5) Stop telling me to learn how to model and texture. I am dedicating the majority of my time to my college studies. My future medical career is far more important to me than this project.
I believe that covers most of everything. Hopefully we can move on.
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The texture size has almost nothing to do with it, it might show a bit more *Textured* detail, but I don't see any Shaders on it other than Diffuse, I don't see any normal maps, displacement maps, or vector displacement maps (if Unreal supports) them.
All you have is like a 50 poly barracks.
(figure of speech).
With Unreal you can substitute more polys than you could 10 years ago. Therefore add a lot more detail to your stuff.
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Well the render I posted was a WIP. The Texture Artist who was working on it left the team, and I wanted to get a fresh perspective from an outside source before picking it up again.
The polycount is one issue on the list of changes that I have planned for this model, and I plan to address all of those changes when the 3D Artist working on it finally gets back.
Check out our IndieDB page here: http://www.indiedb.com/games/tiberian-dawn-the-first-strike
Also check out our Facebook page: https://www.facebook.com/FirestormProductions2010
[Updated on: Fri, 21 November 2014 11:40] Report message to a moderator
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Re: Tiberian Dawn: The First Strike [message #489953 is a reply to message #489944] |
Sat, 29 November 2014 05:57 |
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N1warhead
Messages: 319 Registered: May 2006 Location: On the Pc
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OuTSMoKE wrote on Thu, 27 November 2014 05:59 | I've had a change of heart, the models look awesome, I can't wait to play this. Let me know if you need help man I can contribute a bunch to get this project moving!
Just kidding, you should still scrap this garbage.
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Hahahaha wow, I was like where's the pics at first figured my net didn't load them, then I saw what you posted on the bottom LMAO hahaahahah. That's funny.
www.cncmodders.com All your C&C Modding Tutorials/Downloads/Forums, etc! Conquering the C&C universe with a rush of MEDS and MRLS!
[Updated on: Sat, 29 November 2014 05:58] Report message to a moderator
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Re: Tiberian Dawn: The First Strike [message #490018 is a reply to message #433126] |
Sat, 13 December 2014 21:23 |
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Bfranx
Messages: 152 Registered: July 2010 Location: Oklahoma, United States
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Now that finals are over I can get back to my normal routine, which includes checking on threads that I've posted for this project.
Because there are so many posts that are basically saying the same thing, I won't bother quoting them.
I feel as though we've reached an impasse, and although I have tried to overcome it I don't believe it's possible. I'm not entirely sure why none of you can see things from my perspective, and I imagine that you're not entirely sure why I'm still contributing time to this project.
Furthermore, it seems to me as though everyone on these forums with any skill related to video game development has already voiced their opinion on this project, and since it is resoundingly negative I have decided to stop posting on these forums altogether.
We may disagree on whether or not I'm wasting my time by contributing it to this project, but I think we can all agree that I'm wasting my time by trying to recruit any talent for said project on these forums.
I would appreciate it if someone would either lock or delete this thread, and I ask that my account be removed as well.
I hope that at least some of you will continue to check in on any progress that we make, and possibly contribute to this project in the future.
Check out our IndieDB page here: http://www.indiedb.com/games/tiberian-dawn-the-first-strike
Also check out our Facebook page: https://www.facebook.com/FirestormProductions2010
[Updated on: Sat, 13 December 2014 21:25] Report message to a moderator
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Re: Tiberian Dawn: The First Strike [message #490037 is a reply to message #490018] |
Mon, 15 December 2014 16:29 |
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OuTSMoKE
Messages: 52 Registered: April 2009 Location: Chicago, IL
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Bfranx wrote on Sat, 13 December 2014 21:23 | Now that finals are over I can get back to my normal routine, which includes checking on threads that I've posted for this project.
Because there are so many posts that are basically saying the same thing, I won't bother quoting them.
I feel as though we've reached an impasse, and although I have tried to overcome it I don't believe it's possible. I'm not entirely sure why none of you can see things from my perspective, and I imagine that you're not entirely sure why I'm still contributing time to this project.
Furthermore, it seems to me as though everyone on these forums with any skill related to video game development has already voiced their opinion on this project, and since it is resoundingly negative I have decided to stop posting on these forums altogether.
We may disagree on whether or not I'm wasting my time by contributing it to this project, but I think we can all agree that I'm wasting my time by trying to recruit any talent for said project on these forums.
I would appreciate it if someone would either lock or delete this thread, and I ask that my account be removed as well.
I hope that at least some of you will continue to check in on any progress that we make, and possibly contribute to this project in the future.
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RAAAAAAAAAAAAGE!
Kambot NewMaps 4.1 Marathon Server Owner
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Re: Tiberian Dawn: The First Strike [message #490065 is a reply to message #490018] |
Thu, 18 December 2014 15:55 |
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N1warhead
Messages: 319 Registered: May 2006 Location: On the Pc
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Bfranx wrote on Sat, 13 December 2014 21:23 | Now that finals are over I can get back to my normal routine, which includes checking on threads that I've posted for this project.
Because there are so many posts that are basically saying the same thing, I won't bother quoting them.
I feel as though we've reached an impasse, and although I have tried to overcome it I don't believe it's possible. I'm not entirely sure why none of you can see things from my perspective, and I imagine that you're not entirely sure why I'm still contributing time to this project.
Furthermore, it seems to me as though everyone on these forums with any skill related to video game development has already voiced their opinion on this project, and since it is resoundingly negative I have decided to stop posting on these forums altogether.
We may disagree on whether or not I'm wasting my time by contributing it to this project, but I think we can all agree that I'm wasting my time by trying to recruit any talent for said project on these forums.
I would appreciate it if someone would either lock or delete this thread, and I ask that my account be removed as well.
I hope that at least some of you will continue to check in on any progress that we make, and possibly contribute to this project in the future.
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Awwww poor thing, did we hurt your feelwins? lol.
www.cncmodders.com All your C&C Modding Tutorials/Downloads/Forums, etc! Conquering the C&C universe with a rush of MEDS and MRLS!
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Re: Tiberian Dawn: The First Strike [message #490482 is a reply to message #433126] |
Wed, 11 February 2015 19:46 |
Agent
Messages: 46 Registered: November 2010 Location: United States
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I was so looking forward to playing this; I was going to buy an Oculus just for it!
Also: Your link in the original post to "firestormproductions.org" no longer works.
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