Debriefing > Off-Topic Lounge
Getting Started
novax druid:
Thanks for the answers. The only other problem is, I have no skills to help an existing team. I can critique and give my opinion on things, but other than that, I don't have any skills. This is kind of why I'll end up doing the one project solo and then getting a team for the other one. I guess maybe I should have asked this, and that should I state what my goals/mod ideas are in this thread?
coolDisguise:
--- Quote from: novax druid on September 09, 2010, 01:01:21 am ---The thing is, I've been plagued by this idea for a long time. I'm learning to finish the model. All I want is to be able to finish the simple mod and then possibly take it a step further. I just feel like there are answers people withhold from me. All in all, it's rather a simple goal, but no one is just going to jump off and join my project. People are too busy with their own work to help others. That's why I find it pointless to go into someone else's when it won't really benefit mine. I understand it'll teach me teamwork and how a mod team works, but ultimately, it won't teach me things I really want to know. In the long run, I know my goal will be solo work or with just a couple of people. I just want to get it done with.
--- End quote ---
The benefit is not only the teamwork but
- experience how a certain aspect is done correctly (invaluable)
- connections to these people who might or might not help you with your own project afterwards
Other than that if you really want to go ahead and try alone I recommend you to try very small things seperately from each other first until you can do each of them without much thinking about it:
- loading a model someone else created (ingame)
- creating a model yourself and texturing it/applying shaders, getting it to work as you want ingame
- creating a map and loading it (ingame)
- writing some basic code and getting it to work properly
Also it's not that bad having no skills yet - if you're willing to learn something. Furthermore a project can always use someone to look for deadlines, to check how everyone is doing with their particular work and maybe giving a hand. Someone who has it all planned out from the beginning. (but again in order to plan it out, you're better off having been part of a project at least once)
killermonkey:
--- Quote from: novax druid on September 09, 2010, 01:01:21 am ---...but no one is just going to jump off and join my project. People are too busy with their own work to help others. That's why I find it pointless...
--- End quote ---
The best piece of advice I got in life was: "You have to learn to FOLLOW before you can LEAD"
If you don't know what its like to work on a mod, take tasking from the leader, or contribute as a part of a team then NOTHING you want to accomplish will actually happen. Joining a mod team not only builds skills, but it also lets you flesh out your own ideas because you learn what is and is not possible with the limitations of the engine, the skill of your people, and other factors. WORK IS NEVER A WASTE. You can always learn, your attitude towards this whole thing leads me to wonder why you even want to try in the first place, this is no trivial feat.
Another piece of advice: Never talk back to people when you are the most naive person in the room. It makes you look like the ass in a hurry.
ANSWERS TO YOUR Q's
1. What does one need to do to be able to start beginning their mod?
Depends on the engine you want to use. If you want to use Source then start here: http://developer.valvesoftware.com/wiki/Create_a_Mod
2. How does one obtain a server for their mod? (if it's needed)
You don't need a hardcore server until right before you release your mod (if it's multiplayer). You can always test and host stuff internally from a dedicated server hosted on your own computer until things start to get really serious.
3. Where is a good site to start up a forum? (any free sites?)
www.dreamhost.com (Not free, but the best IMO)
Any free site is going to be filled with ads or not provide you any customization abilities. You are better off investing some money for this.
4. How does one gather team members on sites other than Mod DB? (any tactics or the such?)
Facebook? Your local school, college, etc. Friends are a great place to start! Advertising on ModDb is only useful if you have a solid idea AND foundation.
5. What tools should one work with to jump start their mod?
Depends on the engine. Source uses Source SDK (see link above)
6. Any tutorials that will also jump start one's mod? (beside this site, no offense)
Depends on the engine, if you use Source look in these places:
http://developer.valvesoftware.com/wiki/Category:Level_Design
http://developer.valvesoftware.com/wiki/Category:Material_System
http://developer.valvesoftware.com/wiki/Category:VGUI
http://developer.valvesoftware.com/wiki/Category:Programming
If you don't have a dedicated and knowledgeable programmer you might as well not even bother. You CANNOT make a decent mod without a programmer that KNOWS what they are doing. There are a lot of people out there that can program, but are not programmers. Copy/Paste from a random tutorial is not programming.
7. How do I go by distrubting the mod to those who don't have a Source/Valve game?
Work on an engine that doesn't require Source (like Unreal) or else you have to convince people to buy a source based game.
Don't expect people to answer your questions like this in the future. You are lucky we are such a diverse and knowledgeable community with a higher than normal tolerance for "n00bs". The time I spent answer you was time NOT spent on this mod, by the way.
Kinky:
I wrote something inspired. Then KM came. Read his post and take it seriously, 'nuff said.
Sp1nn3y:
--- Quote from: novax druid on September 09, 2010, 01:01:21 am ---I want is to be able to finish the simple mod and then possibly take it a step further.
--- End quote ---
Good luck with the "simple" aspect of it all.
would've said more but KM pretty much summed it up.
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