Curious to Help
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05-07-2006, 08:41 PM,
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Curious to Help
Hello,
I have been watching this mod for quite some time now, and am obviously still interested in aiding it in it's development someway. I rather love the idea of adding on the lower sector of the Morrowind Province and of having my old Morrowind affairs return once more. So, I finally have the guts to ask... will you accept minor staff members or have any public available jobs to do? I have much experience in a vast number of fields. Yet, I have several obligations within my native Battlefield community, I might not be able to work at a constant speed or span of time. Still, I would love to help. To show you just an example of one of my skills, I have attempted to create a siding of a typical wall (excuse the mess, I didn't bother going by image references, this was meant to be a quick thing lol): My modification skills include: - Texturing (100% from scratch in PhotoShop at breakneck speeds) --- Primarily I do woods, metals, concretes, dirts, etc --- Can unwrap fairly decently at good speeds - Modeling (Not the best of modelers) --- Primarily I worked on statics such as structures and props - CS Work --- I have had several experiences with the CS, you can find some of my mods at PlanetElderScrolls --- Primarily I like making small, misc. quests including scripting - Site Development and 2D Work --- Heavy knowledge of PHP, SQL, HTML, PERL, etc --- I can easily create exquisite 2D work - Literary Work --- Of course, hehe. Can't you tell I worked on this? And just about anything besides Voice Acting I can do. I have experimented with Voice Acting, but just never really felt it was a skill achievable. Thanks, tibby |
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05-07-2006, 09:12 PM,
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Well, that beats the heck out of my stucco texture.
.:.::..::: Zarf - [url="http://www.youtube.com/watch?v=gbU_YqGZF5Y"]WARNING: Do not fall down mountains[/url] :::..::.:.
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05-07-2006, 09:21 PM,
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RE: Curious to Help
Welcome to Silgrad Tower. For someone with your skills there is always something to do.
Look around the boards and post a reply. Quote:Originally posted by tibmaker If you like, I have some ideas in which you can contribute. Meaning creating quests and the necessary scripting. This would be for the Reich Parkeep area.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-07-2006, 09:25 PM,
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Everything is done on a volunteer basis here (I just showed up one day ), so I don't think there will be any problems finding stuff for you to do. Especially with texture work like that! Bravo!
Allow me to be the first to give you the ceremonial Silgrad greeting.... :wave: |
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05-07-2006, 09:39 PM,
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All right, just show me a job and I will get it done. I really don't see anything definite in the Visual Development to do, but I do see a couple quests I can work on in the Quest Development. However, I think I rather wait for permission on what to do for the Reich city (Kinder confusing; do I make the NPC's or do you have them already to go?).
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05-07-2006, 09:51 PM,
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For Reich Parkeep there are several possibilities.
For example RPC02 the "Dragon Legion Barracks". There will be at least 10 legionnaires around (besides the key characters). Look at the thread at the Reich parkeep claims board. They come from over all of Tamriel. If you like to make the NPC's no prob (or not). If you can think of a quest or story line related to the legionnaires. Many things are possible. Make a kind of concept and post it. Razorwing or myself will look into your ideas. In principle you are free to make any concept you like.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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05-07-2006, 11:43 PM,
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Hi there tibmaker, welcome aboard! It's always nice to see a lurker outing himself, and especially so when that former lurker shows an interest in working with us and sharing their skills. I know of other team members who spent a looong time lurking the boards and then one day made themselves public and came in already knowing a great deal of the project and how it was run (back then). Some folks come and go as time wears on, but now and then a person comes along and turn out to become a pillar of our community.
Everyone is welcome to join our project, and joining is as easy as signing up on the forum. So, a spin doctor could say we have 1200+ members in our team, but in reality that is of course not true. We have a core team, currently consisting of five members, who are the ruling body of the team so to speak. The core votes on important issues concerning the team from time to time and discuss internal matters. There's nothing that can overrule a decision made through a core vote other than voting on it again. As members prove they are dedicated to the project by working for it and sticking around for a substantial amount of time they might eventually be inaugurated in the core. It took me a year to get in. There's a lot of freedom to be had in our team, and in many cases that places the ball in the modders' own corner. If someone wants to mod a quest for example the usual way of doing it would be to first post a quest draft on the Quest Dev board to get feedback and suggestions, and if everything pans out then one can go ahead and mod the quest. At other times there's finished quest ideas one can claim, but personally I find it more entertaining to mod my own quest ideas so I rather like the approach of modders pitching their own ideas on what they themselves would like to mod. Modding interiors in a city is usually a bit more strict, just to get a good balance of homes / shops / guilds / other locations, but if a modder wants to mod a cave or dungeon or mine or something like that, one can go right ahead (at the moment). Later on when the landmass is completed I imagine it'll be easy to hook up any potentially finished locations and then start up open claims of those types. If we were just starting out as a team, I imagine this sort of freedom would lead to nothing but chaos and confusion But some of us have been around for years, and can draw on experiences from the old mod. A lot of things are different with the new game of course, but our team ran pretty smoothly back then and I imagine a lot of what we learned in the old days still holds true. But if you're looking for ideas on what could be done at the moment, I have one, which you can take me up on or not as you desire. You mention you have skills in literature and texture work; do you know how to create icons for TES4 mods, and if so, would you be willing to write a tutorial on the subject? :brew: Again, welcome to the project and I hope you'll have a fun time here!
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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05-08-2006, 12:24 AM,
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Lol, yes, I write tutorials too. Mostly about skinning. I shall write one like that. And sandor, I wrote a real quick quest for your claim (I put it in wrong forum lol). I hope that one will work well.
RPC02 Miscellaneous Quest As for the tutorial, do you mean quest icons or actual .exe icons? Oh yes, and here are a couple wood tutorials I have from the Battlefield 2 community: http://www.totalbf2.com/forums/showthread.php?t=53658 http://www.totalbf2.com/forums/showthread.php?t=57678 |
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05-08-2006, 12:38 AM,
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Quote:Originally posted by tibmaker Cool, thanks. I meant the kind of icons found in folders like C:\Program Files\Bethesda Softworks\Oblivion\Data\textures\menus\icons\quest.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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05-08-2006, 12:39 AM,
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Easy. Writing it now, it shouldn't take more than 5 minutes.
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