although i havent got photoshop and havent got everything done yet... ive made a sword + scubbard and is soon done with the model for it.Colonel_Ryan wrote:Post pic
+9
ares007
Jacos
Denxson of Poland
Tonnyl
Tsunai
Muz
Daehak-Kun
Colonel_Ryan
GrandTheftGearsofHalo4
13 posters
Job positions.
Tonnyl- Posts : 8
Join date : 2009-12-18
Location : Sw3d3n
- Post n°26
Re: Job positions.
Colonel_Ryan- Admin
- Posts : 254
Join date : 2009-11-10
Age : 31
Location : Sweden
- Post n°27
Re: Job positions.
teach more, teach more
Ryan
Ryan
Jacos- Posts : 37
Join date : 2009-12-11
Location : -
- Post n°28
Re: Job positions.
If you're ever looking for a lifeless tester who lives in his Own basement, I'm the person for you!
Tonnyl- Posts : 8
Join date : 2009-12-18
Location : Sw3d3n
- Post n°29
Re: Job positions.
https://i.servimg.com/u/f17/14/67/06/33/tribal11.jpg
sigh.... still i havent found out how to make those spoilers...
Last edited by Tonnyl on Tue Dec 22, 2009 8:35 pm; edited 1 time in total (Reason for editing : bah...)
Jacos- Posts : 37
Join date : 2009-12-11
Location : -
- Post n°30
Re: Job positions.
Tonnyl wrote:
https://i.servimg.com/u/f17/14/67/06/33/tribal11.jpg
sigh.... still i havent found out how to make those spoilers...
to make a spoiler
it's a [spoiler] and then the next one is the same, but with a / in front of the s
ares007- Posts : 2
Join date : 2010-01-07
- Post n°31
Re: Job positions.
I could help with quest making, character making, and scene editing. (I can post some pictures of some scene editing I've done for other MnB stuff as a sample if desired)
As an aside: Have you guys looked at the "Age of Machinery" Mod? They implemented siege engines on the battlefield there. Perhaps the same could be done but replace the siege engines with artillery?
also, the siege engines required combat engineers. Maybe they could also be used to put down some sand-bag bunkers near the starting positions?
As an aside: Have you guys looked at the "Age of Machinery" Mod? They implemented siege engines on the battlefield there. Perhaps the same could be done but replace the siege engines with artillery?
also, the siege engines required combat engineers. Maybe they could also be used to put down some sand-bag bunkers near the starting positions?
Colonel_Ryan- Admin
- Posts : 254
Join date : 2009-11-10
Age : 31
Location : Sweden
- Post n°32
Re: Job positions.
Sory, we take only coders.
And yeah, I've taken a look at the catapult mod and I think its simply awesome.
But i dont know how it works.
0/5 catapults selected?!
Where in the god damn hell is this catapults, they aren't there
And yeah, I've taken a look at the catapult mod and I think its simply awesome.
But i dont know how it works.
0/5 catapults selected?!
Where in the god damn hell is this catapults, they aren't there
ares007- Posts : 2
Join date : 2010-01-07
- Post n°33
Re: Job positions.
Hmmm
I never had any problem working the catapults. Well, at first I didn't know how to work them, but then I realized you had to press "backspace" to get the tactical view and then assign "fire missions" to the catapults (in other words assign each catapult an ammo-type and etc). You also needed the engineers to be able to use catapults.
On another subject, what are you doing as far as quests? Remember that the more quests in the mod the better.
Another question: even if I'm not part of the mod team, can I post some ideas in the "brainstorming" thread? This mod looks awesome and I'd love to assist if I could.
I never had any problem working the catapults. Well, at first I didn't know how to work them, but then I realized you had to press "backspace" to get the tactical view and then assign "fire missions" to the catapults (in other words assign each catapult an ammo-type and etc). You also needed the engineers to be able to use catapults.
On another subject, what are you doing as far as quests? Remember that the more quests in the mod the better.
Another question: even if I'm not part of the mod team, can I post some ideas in the "brainstorming" thread? This mod looks awesome and I'd love to assist if I could.
Colonel_Ryan- Admin
- Posts : 254
Join date : 2009-11-10
Age : 31
Location : Sweden
- Post n°34
Re: Job positions.
I figured out how to use those damn machines.
And no, no artillery in this mod.
Just Automatic gunz, and CoD characters
And no, no artillery in this mod.
Just Automatic gunz, and CoD characters
calradias pimp- Posts : 16
Join date : 2010-01-08
- Post n°35
Re: Job positions.
ay ryan link the the catapult mod 0.o??
Colonel_Ryan- Admin
- Posts : 254
Join date : 2009-11-10
Age : 31
Location : Sweden
- Post n°36
Re: Job positions.
Jacos- Posts : 37
Join date : 2009-12-11
Location : -
- Post n°37
Re: Job positions.
I could write some charaters background stories and stuff, maybe?
Colonel_Ryan- Admin
- Posts : 254
Join date : 2009-11-10
Age : 31
Location : Sweden
- Post n°38
Re: Job positions.
We need people!
Ryan B- Posts : 15
Join date : 2010-06-03
Age : 26
Location : Pennsylvania, USA
- Post n°39
Re: Job positions.
I can do some LIGHT Modeling, no use at Texturing however. I can also mess with the Stats of all the characters and troops. I could assign different Troop Trees, etc. I have also found out how to change some Dialog in the Chat Box things.
~Ryan says, "Have Fun!"
P.S.
I could learn to Texture, just need some motivation
- Spoiler:
- All I had to do was go to the right folder, find the box, and mess with some words... Surprisingly simple.
~Ryan says, "Have Fun!"
P.S.
I could learn to Texture, just need some motivation
Chipster- Posts : 2
Join date : 2010-12-17
Age : 40
Location : Texas
- Post n°40
Re: Job positions.
Coder aye?
Chipster- Posts : 2
Join date : 2010-12-17
Age : 40
Location : Texas
- Post n°41
Re: Job positions.
I have coded some game's and I am great with Lore if your planing to have a rich story or the basic Warband starting story.
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