mod idea

yeah, i think a tactical brige and island battle mode is a good begin
 
hey, iv never worked on a mod before, but id love to help out! I have amateur experience modeling in 3dsmax, and im a Graphic Design Artist by trade. I definately like some of the ideas floating out.. sounds like a fun mod to work on!
 
I haven't worked on a mod either but if anyone wants to start working on this, you are welcome to. All that can be done at this point is to come up with ideas for different maps and maybe make prototypes to bring into hammer when it comes out. Also people can make some new higher quality textures. Has anyone made a high quality texture pack for HL2 yet? For modelers, someone could design the different types of "junk" that will be used to build the bridges and armored positions with. You don't have to stick to the origonal plan for the junk, make it interesting. eg. an old door instead of a plank of wood. pieces of an old car to make the armored positions with. I don't personally have much modeling experience, but I'll try and make some prototypes. About the weapons models, I'm fine with sticking with the HL2 ones, but if anyone here wants to make new weapons models, go for it. If anyone can think of anything else that can be done now, please tell us so that we can have as much done of this before the game comes out.
 
A cool thing would be able to launch sort of like a scout with the manipulator... get a bunch of guys with manips to launch the scout onto the main island or something. And because you need so many guys to have a successful launch, you could only launch one over and then there wouldn't be enough force to clear the water.
 
I don't think we'll be needing a whole lot of new models, HL2 looks to have quite a lot of junk already. I can model and plan to learn some coding (have no experience with C++ yet, although I do know several of the 'easier' languages). I've been in a couple of mods before, but all of them sort of died (usually before the game in question was released:| )
We need a mod leader though, if we're going to pull this off, and I don't think I have time for that.
 
Originally posted by theGreenBunny
IWe need a mod leader though, if we're going to pull this off, and I don't think I have time for that.

I elect kalayq, started the thread, and the mod was his idea..

also maybe we should find a better place to discuss this,.. dont want the mods to get pissed off at us for keeping this in the main forum... should we all meet on irc maybe?
 
I'm interested in actively helping with this mod, in the role of modeler and designer.

My pc with photoshop and 3dsmax is gone for a few days, but as soon as I get things running again I'll make some junk :cheese:

And an idea for player models, does anyone here know that Discovery program with that junkyard and the teams have to build stuff out of that junk? Something like the host of that program would be cool as a player model, in that style with those flying goggles, brown leather jacket :)
 
kalayq

it was his idea :p

not irc we need a kind of forum :x


Originally posted by PvtRyan
Something like the host of that program would be cool as a player model, in that style with those flying goggles, brown leather jacket :)


yeah like in the beginning of the program those are nice skins

and for the name of the mod JunkJard :p
 
Originally posted by Trigg
kalayq

it was his idea :p

not irc we need a kind of forum :x


maybe we should setup a webpage, and put a forum on it?
 
IIRC there is already a mod being done around the idea of a junkyard, but that's more focused on the fighting, and the materials are gathered in an rts kind of way. So this idea is different enough, but we should get a more distinct name...
'Islands of (s)crap' or something:p

btw: A moderator should move this to the General Editing forum, we can talk all we want there about the mod without worrying about off-topicness.

EDIT:
maybe we should setup a webpage, and put a forum on it?

Putting a forum up is easy, the problem is finding a php/mysql/no banners webspace. I have time to build a website atm (vacation:p), probably a Flash+PHP site. But as I said, we need webspace first...
 
Thanx for the votes guys. I would take the role of mod leader, but as I said before I have no experience with mod making. I can create simple models, map a little and code a little in C (not C++). If you guys want a more experienced mod leader, I'm fine with being a creative consultant or something like that. Has anyone here been a mod leader or knows one that could give some pointers? I think that this should be community work and not for just a small mod team. what do you think?
There should only be one or two coders though since it is hard to have more people than that working on the same code. Also the code is going to be pretty easy to do except for the fixing up of the physgun.

Lets tentativly call it island mod or islands for now.
I don't have much IIRC or web page making experience so if you guys want to take over that part, that would be cool.

P.S. My roomate works at an isp, so maybe I can get some free web space. We get free dial-up.
 
We could just do it all in a democratic manner, if we decide stuff together we don't really need a leader. And I think there should be a core team, we can always ask help here at the editing forums.
If we manage to get some webspace somewhere (I keep saying this don't I :p) we can start setting up stuff, get all the ideas together etc. Maybe we can get hosting at one of the community sites or something. Maybe even hl2.net?
 
Originally posted by kalayq
Thanx for the votes guys. I would take the role of mod leader, but as I said before I have no experience with mod making. I can create simple models, map a little and code a little in C (not C++). If you guys want a more experienced mod leader, I'm fine with being a creative consultant or something like that. Has anyone here been a mod leader or knows one that could give some pointers? I think that this should be community work and not for just a small mod team. what do you think?
There should only be one or two coders though since it is hard to have more people than that working on the same code. Also the code is going to be pretty easy to do except for the fixing up of the physgun.

Lets tentativly call it island mod or islands for now.
I don't have much IIRC or web page making experience so if you guys want to take over that part, that would be cool.

P.S. My roomate works at an isp, so maybe I can get some free web space. We get free dial-up.

hey almost none of us seem to have any experience,.. i dont think that would matter,.. but i need to go off to lunch.. and my boss is lurking around... ill be back later..
 
Originally posted by theGreenBunny
We could just do it all in a democratic manner, if we decide stuff together we don't really need a leader. And I think there should be a core team, we can always ask help here at the editing forums.
If we manage to get some webspace somewhere (I keep saying this don't I :p) we can start setting up stuff, get all the ideas together etc. Maybe we can get hosting at one of the community sites or something. Maybe even hl2.net?


excellent idea..
 
:( no exp here to but maybe ill learn stuff and help but for now ill be mental support and Number 1 fan of the idea (mod), :D
 
We're all beginners I guess, but motivated beginners nontheless :cheers:

I think first thing we need to do is get stuff on paper and discuss it on IRC or here.
 
Originally posted by antistructure
hey almost none of us seem to have any experience,.. i dont think that would matter,.. but i need to go off to lunch.. and my boss is lurking around... ill be back later..

As I said, I have a tiny bit. But hey, it's not that hard. You make some stuff, talk to each other, make some more stuff. Rinse and repeat. We won't be a big team, so that'll make things even easier.

Editing phun: I'll start looking for some webspace tomorrow. A host I still had lurking in my bookmarks is Planet-D , even though they appear to be, like, half french :p... Well, I know some french (or should know anyway)
 
If your looking for someone to spearhead this game, why not talk to Chode and his friend, his mate came up with the idea, Chode carried it through on another thread and him and a bunch of us came up with all sorts of idea's from there, junk wars, pirates, bridge building, dodgeball.. Refining how they could work.

So its only fair you ask him and his mate, right? :)
 
i would have posted my mod here if i knew it wasnt against the rules...
 
I have experience mapping in Radiant and I'm learning Worldcraft for HL1. So I think I could design a few maps for this mod.
 
Originally posted by Tek
i would have posted my mod here if i knew it wasnt against the rules...

Yeah, this should be moved to General Editing, but for some reason they've left it here as yet.

And Fenric, interesting, seems I missed that thread. I haven't read it all yet, but maybe Chode wants to join/help too, some more people wouldn't hurt.
 
I agree, is there a mod in the house?

Note: I just want to bring this up. I don't care if you have the leaked beta, but please don't try and use it in the dev of the mod. The only thing that can be done using the leaked beta is to work on the code. I would rather wait untill the sdk comes out before we start testing code. Valve might totally change the code that we want to use, so please don't start the playing with it just yet.

Well I'll try and expand on the origonal idea tonigh, and iron out some of the ditails.

That would be grand if you can get some webspace theGreenBunny

EDIT:
Look on the first post of the thread, and there is a link to the pirate thread with choad on it. That is how I found out about the physgun's ability to glue things.
 
Originally posted by kalayq
I agree, is there a mod in the house?

Note: I just want to bring this up. I don't care if you have the leaked beta, but please don't try and use it in the dev of the mod. The only thing that can be done using the leaked beta is to work on the code. I would rather wait untill the sdk comes out before we start testing code. Valve might totally change the code that we want to use, so please don't start the playing with it just yet.

According to things Valve have said, the coding and stuff should be pretty similar to HL1 and anyone experienced in that should be able to pick up the new one when its out. I'd probably recommend downloading the SDK to HL1 and going through that. I can't see there being huge differences between the two (if they said they made it simple to use HL1 mods in the source engine then it must be very similar for coding) For the most part, if you want to start early. Do it as if your doing a mod for HL1, then change over when HL2 is finally released, it should be pretty painless crossover

At the very least I would assume you could build the basic maps in worldcraft, no texturing as I read in a FAQ here that the new method uses a different method of map textures so could result in repeating work. But the basic mapping would be possible, along with basic lighting setup.. Textures could still be created but probably not used fully at this time. But that'll be good practice creating spec, diffuse and normap maps. Props and things could still be modeled and textured, but not used until HL2 is out as there's nothing to convert the formats to what HL2 will be needing. Coders could make a start on the HL1 SDK, finding out how to do weapons and such, thats unlikely to be much different apart from added extra's in HL2 which they can include at a later date.. So you'll be able to test basic stuff and maybe get most of that out of the way before HL2 ships

Just a thought anyway :)
 
just got back from lunch, catching up.. awesome if we can get some webspace.. i was thinking of some ideas though

1) since this will be in an island setting, maybe it should be tropical, like palm trees and sand, and light blue water..

2) maybe we could make a charecter that is like those old school divers, with the iron boots, and maybe they could stalk peopel under water, and that could just be another class..

3) maybe a boat could be included if it was made impossible for it to get to the main island.. hmm maybe something like coral?

ok just some ideas..

Paradise Island Mod (joke!)
 
is ANYBODY HERE AN ARTIST? I Have already begun a mod with a large team and and looking for ARTISTS!
 
NONO! "JUNK ISLAND"

edit: wait did somebody already say that?
 
Well, if this is going to a fullscale mod we can have more environments than just islands. There can be maps where you have to bridge chasms up in the mountains, or barricade streets in City 17. We could even do a Xen map (but with Earth gravity), those floating platform things are great for this mod.
 
After reading Fenric's post I came up with map making tips for people who want to start making maps.

Tips for map makers:

- The large center island is the most important of the islands. Use worldcraft to make a large circular HL1 map so that you can port it over to hammer when it comes out. DO NOT TEXTURE THE MAP! Also don't worry about r-speeds just yet, we don't know what HL2 can take just yet.

- Remember to make obstacles for both teams. These are meant to stop rushing. Make some of these obstacles lethal. eg. holes in ground. Also make some of them puzzle obstacles. eg. putting a plank over a small chasm or clog a river to get across.

- Try to make one large fighting area in the center of the island

- Create rock outcroppings that can be fortified with junk to create defensive positions.

- Make any type of environment you want. eg. jungle, ice, tunnels, sparse forest. The more varied the better.
-----------------------------------------------

I think that maybe we can get hosted with PHL. Yes they have ads, but who really cares. I'll leave this up to theGreenBunny since he said that he is going to make the page.

EDIT:
I guess that would work well also. Although one would have to stay with the idea of 5 seporated landmasses, that need bridges to get from one to the other. So the mines of moria idea is cool. Someone also had an idea of doing it on rooftops.
 
Originally posted by ElFuhrer
Well, if this is going to a fullscale mod we can have more environments than just islands. There can be maps where you have to bridge chasms up in the mountains, or barricade streets in City 17. We could even do a Xen map (but with Earth gravity), those floating platform things are great for this mod.

very true.. i like the chasm idea, kinda like the mines of moira in lord of the rings... hmmmm....
 
Originally posted by kalayq
Someone also had an idea of doing it on rooftops.

yeah me

ill take the SDK from HL1 and try to map a roof map.

the general map i would like to see stuff like city 17, Island like farcry (cliffs), a GAINT scrapheap and maybe later stuff like moria. ill make some consept art about my idea's.


a little idea:

what would be cool is that everyone stands on pools and that you got alot of ammo (in barrles) and you can shoot other people off the pool or the pool under them or reflect barrles by shooting barrles.
 
Variation on the island theme with capture the flag. development of the earlier idea...
 
For the maps, we really shouldn't go any further than terrain and buildings. From what I understand, HL2 has models for trees, handrails etc. so we really should wait for that. Also, make your maps with normal mapping in mind.
 
I have not read all the thread yet (im about too) I just wanna say WELLDONE, I know you lot have not started the mod yet, but damn, great idea and you all look like your getting it started.

As for this mod, I used to be in sea cadets (laugh all you want) and we did this some times, trying to build a bridge + rafts etc out of junk, I love this idea, but I think 2 things you need too think about

- I dont think weapons should be allowed, well not BIG ones, like no RPG, and only afew nades for each person, that way it would really fall on the builders too try to destory the other bridge by throwing un-needed junk at it.
- You need to think about how things will be put toghter, personally I cant see how you can.. for example, get some barels and tie/wield them too some metal/wooden planks too make a raft, you would need a good way of turning the objects and stuff to make them fit
- Some kind of voteing too change the weilder, cus if he is doing something dumb like useing all the junk uselessly, you can vote him off.

Thats my 2 cents ^_^ Im really looking forward to how this mod will turn out.
 
Originally posted by ElFuhrer
For the maps, we really shouldn't go any further than terrain and buildings. From what I understand, HL2 has models for trees, handrails etc. so we really should wait for that. Also, make your maps with normal mapping in mind.

might be an idea to model with deformable surfaces in mind.. Until HL2 ships you wont be able to do them. So model the area's but remembering that the island ground itself will eventually be replaced with better looking versions.. So maybe plan out early on the exact shape and topology of the island, using markers for height so buildings and things can be built up in the right places and require minimal effort getting them to fit the final island shape

Ok another idea occured to me, and you'll probably be best emailing Valve about this to be sure. But in theory you may be able to model and texture the entire island within a 3D program, for eventual inclusion as the island.. Now I have absolutely no idea if this could work or if there would be major problems with such a large prop and how it would act with other things in the map.. There are benefits to this method though, if it works.. You'd have complete control over the shape and the texture would be UV mapped so fit perfectly.. Unfortunately there are also downsides to this method. You'd probably have to cut each island up into smaller pieces otherwise you'd have to use one huuuuuge texture for it just to stop it looking so blocky or blurry, and also to make use of LOD for the more distant sections.. It's just theoretical and wouldn't be perfect (depending on what Valve say)
But you can use the above method half way. Create your island in a 3D application. Then in HL2 you could possibly take it into the map, make sure its the correct size and then use it as a template to build a matching island in hammer using the displacement modeling thingy. For smaller details, worn paths, grass, rock, cliff face and so on I think can't you add some form of decal to the brushes? This would probably be the best bet, if the model can be used as a template. It'll mean you can pretty much do most of it now before HL2 comes along, atleast the planning and getting things setup ready. By then your texture artists should have created most of the textures you'll need along with their normal, spec and diffuse maps.
 
I heard someone else talking about it on the forums. Wouldn't something made in 3dmax or maya be just way too poly heavy? I know that xsi has a tool that reduces the amount of poly's and keeps the general shape, so maybe it would work if your using xsi. For everyone who wants to get into modeling here are some good FREE programs.
Milkshape(a good starter program)
gmax(3d max lite basically)
Maya(The other day maya became free for non comercial use.)

Note: XSI will have a free version out sometime around the release
 
Originally posted by kalayq
I heard someone else talking about it on the forums. Wouldn't something made in 3dmax or maya be just way too poly heavy? I know that xsi has a tool that reduces the amount of poly's and keeps the general shape, so maybe it would work if your using xsi.


Well the complexity will depend on the modeler building the stuff. You'll need to work out what you can comfortably get away with, if you model the island shape to use as a template, it doesn't matter how many poly's you use in it, it'll never be used past hammer as you'll be matching a brush map to it and then deleting the template

As for props you need to decide on the poly counts you want to use. Set a max for each type of model so people stay below it.. This may be easier when you can test in HL2. But until then search on these forums will get you some roundabout figures.. since the mod is going to have a lot going on and a lot of junk in it for building with. Make use of Level of detail features. Do that well and you'll get little slowdown with lots of junk in the maps. All decent 3D programs have poly reduction methods, some better than others. Some take the UV maps into account and wont break them, some will break them and require them to be done for each LOD. Nobody knows yet if the Source engine is capable of LOD internally, if it is then its not a problem. If it isn't then you'll need to do atleast 5 versions with gradually fewer polygons for each level, the last few levels a sharp drop in polys is acceptable as they can be displayed at greater distances from that players view, and remap each one if the reduction methods break the UV's

For everyone who wants to get into modeling here are some good FREE programs.
Milkshape(a good starter program)
gmax(3d max lite basically)
Maya(The other day maya became free for non comercial use.)

Note: XSI will have a free version out sometime around the release

only the PLE version (personal learning edition) of Maya is free, not the full program
http://www.alias.com/eng/products-services/maya/pricing.shtml
 
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