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New TS and Firestorm Total Conversion - Launch
Moderators: Global Moderators, Tiberian Sun Moderators
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Mozdimester
Cyborg Engineer


Joined: 12 May 2011
Location: United Kingdom - London

PostPosted: Tue Jun 12, 2012 5:51 pm    Post subject:  New TS and Firestorm Total Conversion - Launch
Subject description: Need to assemble team of experimenced modders, im an artist designer only
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A wery uniqe world, a wery unique story,
two new sides, fighting in a paradice world dominance for eden
the sides are not yet named the story is not complete...
every day i will post more and more info on arts and desgn.
I looking for experimenced ts modders
including firestorm shp-ers vxl hva - animators and modellers even story
writers...
I have basic modelling skills for arting using google sketchup...

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 12, 2012 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

That won't work, kid. All the artists are already in a project.

Use public assets from YRArg, PPM's topics, Tiberian Graveyards, recolor them with VXLSE/SHP Builder, and use those as your mod's art. I can't see benefitting from Sketchup in this world tbh but the 3D modellers knows that better.

You can't launch a mod with that base. I took 2 years for planning my YR one and after I satrted it, I have restarted itr after a close year due to getting a better idea and it was better to start from scratch upon it.

It's another thing that I'm doing it alone on YR and it happened a year ago, and I still have a long way to go... :S

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Jun 12, 2012 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeh Graion Dilach is right i rushed into making a mod a long time ago even though i barely knew how to mod thankfully i'm different now i dicided to learn instead of ask constantly for help and actully can mod now (well code anyway)

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Tue Jun 12, 2012 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's good you have ambition and an idea for a mod but thats just the first step. I'd start by making a solo mod project to show you are ready for a mod team position, I woudn't jump into it starting out. Also its best you show some of your work so we can see you skills, it is an artistic atmosphere.

My personal mod was in the making for 2 months before I brought it to the forums, but a layout/design of the mod should be 100% completed before anything.

Check for more info: http://www.ppmsite.com/forum/viewtopic.php?t=7398

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jun 13, 2012 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well hold on, if you're capable of creating the graphics already then you're in a far better position than most people here. Just go for it, if you've got a solid idea just keep building it.

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