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Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Sat Nov 14, 2009 8:40 pm
by Black_Dream
IskatuMesk wrote:
That is part of the problem with modding such an old game. Unfortunately, if you get no responses, you probably won't be able to find one. I don't know anyone personally who can make those kinds of effects that isn't retired as well. Modding has been dead for a very long time - the few modders you have in Korea look like they're considerably more active than the foreign communities. I only know of one major mod still in production on our side of the fence.
Not the answer you wanted probably, but it's all I have. I had to learn how to do most everything myself.
Then, can you introduce me the tools that you used to making effects?
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Sat Nov 14, 2009 8:49 pm
by IskatuMesk
I used 3ds max and paint shop pro largely for making those effects. With 3ds max, I used a plugin called Afterburn which deals with volumetric clouds and particles. It's kind of a complicated subject, and explaining it to someone who has probably never used the application before could take a very long time.
They're also not cheap to get.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Sat Nov 14, 2009 9:17 pm
by Black_Dream
[imgwh 640x480]
http://img156.imageshack.us/img156/6686 ... 141233.jpg[/imgwh]
[imgwh 640x480]
http://img198.imageshack.us/img198/9950 ... 141241.jpg[/imgwh]
It can take a while, but I will update at here when I have time to upload.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Sun Nov 15, 2009 10:48 am
by IskatuMesk
As long as you keep my stuff out of your mod, I'll keep an eye out for effects for you to use.
Here's two effect packs a guy named Polaris made.
http://files.filefront.com/stuffzip/;13925310;/fileinfo.html
http://www.mediafire.com/download.php?wwgdnmzjqcy
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Mon Nov 16, 2009 7:58 am
by bajadulce
WOW! I love the new GUI. Is that 12 buttons I see there? The unit's weapon/armor display is also really slick.
The thing that really catches my eye tho is the "Single Player" screen. Few mods support single player, but obviously the "Science Plethora" option represents a campaign. If your mod supports a campaign, does it also support single player skirmishes as well? i.e. has a custom ai script? I or others at my forum would love to see you develop one, and can offer much assistance in this area. If the mod is as innovative as it looks, I will gladly add it to our database of Single Player mods as well where it will get mega downloads!
Excellent Presentation, very professional! The fine details are obviously very important to you. Something rare in a mod.
Excited to check this out when I get some free time.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Mon Nov 16, 2009 4:44 pm
by Lavarinth
Yeah, except if they don't follow suit to Isk's request to remove his own personal work from their mod, I may be forced to blacklist this mod until they agree to his terms.
In the meantime, Black_Dream, I suggest you go back to the normal effects from StarCraft instead of using Iskatumesk's.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Mon Nov 16, 2009 9:57 pm
by bajadulce
What effects exactly? I'm not seeing these and how much of Mesk's "personal" effects have been used? Effects that are genuinely Mesk's, not something ripped directly from another game. The mod doesn't remind me anything of AO so I'm confused. Whatever the case may be, any personal graphics have to be removed tho. If they are effects ripped from another game such as D2 or any other property belonging to another game or other source, then you had better be prepared for the software company that owns these to have a say as well.
I don't see anything released yet, so there's still time to amend for this mistake.
If you need help with acquiring unique effects, I can certainly lend a hand as well as help in this area or at least supply some programs/links to places where they can be found.
Ppl make mistakes, and I'd hate to see something this innovative have such a stigma. Everything can be fixed and should/will be.
Fantastic looking mod tho! Let's get the intellectual property issues cleaned up and move forward.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Tue Nov 17, 2009 3:37 am
by Black_Dream
It isn't holiday, so it's difficult to check and reply, because I'm student. I'm really sorry.
And, Selshas, graphic maker of our team is joined in army. Actually, I do this project along because other people are so busy.(Actually, everyone else aren't active.)
I can use DatEdit, , simple graphic composition, and FireGraft, Bin Edit, that's all.
I didn't used 3D max or Afterburn at all.
This project is in progress over 1 year, and it shouldn't delay more.
Without someone's help, this project could be stopped forever.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Tue Nov 17, 2009 8:29 am
by IskatuMesk
bajadulce wrote:
What effects exactly? I'm not seeing these and how much of Mesk's "personal" effects have been used? Effects that are genuinely Mesk's, not something ripped directly from another game.
He ripped both stuff I processed out of d2 (which is more than just a direct rip, I actually edited the graphics by hand) AND the stuff made totally from scratch. Would you like it if someone just blatantly stole your D2 Diablo that you remastered and renumbered by hand without so much as acknowledging your efforts? No? Didn't think so.
The blue building explosion is just a bexpl version of the fireball from the Gatekeeper of Chaos, one SgtHK made for me in 3ds max/afterburn.
The blue nuke-like double fireball in the spiderlord's attack is also from AO and was custom kitbashed; the Madness Titans, Lord of Terror, and other big units use this.
The blue double-vortex swirly thing in the artillery-like attack is a d2 graphic I painstakingly reprocessed for better color depth, it's used by the Great Destroyer. Unlike non-paletted d2 rips, I had to create custom psp scripts to keep these effects from getting mutilated by transparent palettes, and that took many hours.
The brief vortex-like attack from the small tanks is a graphic WarGiant made from scratch in Infantry Gunner.
Such effects must be removed immediately.
In some screenshots I've also seen some graphics from Gundam Century which the creator also specifically noted in his readme cannot be used by other projects under any circumstances.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Tue Nov 17, 2009 9:49 am
by bajadulce
Sorry Mesk, I didn't phrase that very well. When I referred to "personal" graphics vs. ripped graphics, "personal" graphics meant to include any ripped graphics that were modified as well. Obviously any graphic made exclusively by you is grounds for immediate removal as well as the gundam Centrury graphics.
I can see what is happening here. There is a language barrier that prevented the modding group from contacting the respective owners of said effects, but that still is no excuse. It is also apparent that the modding group is capable of building their own effects as demonstrated by their custom GUI, youtube video as well as professional looking custom units. So the kind of action Lav has warned of taking is warranted and I fully understand your concern as well.
As for my own mod. Upon release ALL graphics, effects, including the mod itself will be totally open source and usable by anyone without any need to credit me, tho it would be proper etiquette. Some of the graphics I built are in fact 100% mine made from scratch, but the majority are kitbashed from ripped games that have their own copyrights which no doubt I have violated. While I did spend hundreds and hundreds of hours building these units as well as the mod itself. I simply don't care if they appear elsewhere and would be in fact quite floored.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Tue Nov 17, 2009 10:16 am
by IskatuMesk
I don't really care about the double-nuke kitbash, he can use that if he really wants to, but the stuff I spent hours into perfecting and WG/SgtHK spent their time and effort to make specifically for my work are strictly off bounds.
He is Korean, but his English is better than most American's. I'm just not sure if he read the readmes or whatever because of the language barrier, because both my mod and GC state that the graphics can't be used in other mods.
Anyways, as long as he removes them there's no harm done. If not, then we're going to have a problem.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Tue Nov 17, 2009 11:17 am
by Lavarinth
Black_Dream, what language do you speak? I'm guessing Korean but I rather know for sure.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Tue Nov 17, 2009 12:26 pm
by Pr0nogo
He's Korean.
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Wed Nov 18, 2009 5:43 am
by Black_Dream
Uh... I'm pretty busy, so Sierra_Id will my proxy when I'm not here.
Actually, till now, I did reply well because Sierra helped me to translating
Re: [ROS3, Project T.E.R.] Insurgent Spiderlord & New Field Devastator
Posted: Wed Nov 18, 2009 6:22 am
by Sierra_Id
Uh.. Well, IskatuMesk mentioned about graphics in 'Gundam Century', but Black Dream didn't know about that graphic's origin.
Actually, It was presented by other team member, who now contact is interrupted.
In our team, there is NO ONE that can use Special Palette to making effects, also, NO AI Edit user.
--
Well, Hello. I'm member of Black Dream's own community.
Actually, I'm not a team member of making Mod, but I invitated to helping translating korean to english to this Forum.