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  • Rift Recruiting Center

    Over the last couple months, I really struggled in finding a direction to steer my mod/game known as Rift or RiftQuake. For those of you current on the build thread for it, you will probably recall how turbulent the formation of it was. It started as a mod of jumbled content using vanilla style material. At some point, it became focused on advanced features with a ground-up build in code and modeling. Time constraints once again shrunk the scale back to vanilla style material with intention of later re-visiting the project and updating content with advanced features. Then I hit a road block and progress pretty much halted.

    As of lately, the project fractured into two separate builds, the latter which I plan to unveil later on down the road when more has been done on it.

    Now, though, the gears are about to start turning big time for Rift with some of the offers and contributions to assist in making the game.

    This sole intention of this thread is to recruit anyone interested in helping. This isn't one of those "I need someone to do something or it ain't gonna happen" cry for help. This project will see work done on it regardless. What I hope to achieve here is to reduce the time it takes to build it, bring on talent that I myself do not possess, and get community members interested in helping involved.

    Let's face it, a lot of us around here have a talent in some form of game creation, but don't have the time or know-how to build all the elements of a game (or the will for that matter). If you have some badass material you'd like to see in a game without making the game all by yourself, it could likely find a home here.

    Anything and everything is fair game. If you'd like to be an active developer, or just a casual odd-job designer, your help is more than appreciated. Post your ideas here and we'll talk.

    We need models, textures, ideas, maps, sounds...you name it. Currently, talisa, and M_Luminoth have volunteered to assist in modeling. MadGypsy and BloodShot have offered some great models as well.

    The direction I see for this game is a long road, but I'd like to see it be it's own standalone game not related to Quake, but using a Quake engine and a QC codebase (engine options are DarkPlaces or FTE, my next research project will be determining which of the two best suits the needs of the game in scope). We may possibly sell this game at some point, compensating all involved based on their involvement, so the goal is make ALL content original material. The QC code will start from scratch.

    If you would like to help, your involvement and the projects you take on will be in your control. I won't micro-manage or ask for ridiculous things. This is merely an effort to get people involved and make this project a reality.

    Thanks to all those who have supported the project thus far!

    Below is a list of people who have offered help/material in certain categories to date. Thank you for your support!

    Modeling: BloodShot, talisa, M_Luminoth, MadGypsy
    Mapping: sj1985
    Small jobs help: Adam
    Last edited by Dutch; 08-27-2014, 11:32 PM.
    'Replacement Player Models' Project

  • #2
    @M_Luminoth:

    Thank you again for your offer to help in modeling weapons. If you'd like to start, these are the weapons I have in mind so far. A somewhat futuristic look, but not too flashy appearance, is kind of what I had in mind. Of course, you are more than welcome to chime in with your own ideas as well.

    1) Single barreled shotgun, pump action, drum clip
    2) Fully automatic assault rifle, large magazine clip
    3) Semi-automatic rifle, small to medium clip
    4) Sniper rifle
    5) Rocket Launcher, big and bulky
    6) Flame thrower

    If any of those interest you, let me know and we can throw ideas around on how they might look to coincide with their intended function.

    @BloodShot

    Your badass double-barreled shotgun is perfect and will be implemented as a manual loading shotgun. The next step is to create a nice, high-res texture for it.

    @talisa:

    if you are interested in any of these weapons as a project, or even if you'd like to try your hand at texturing them (love the way your textures turn out), that would be great!

    My idea is we tackle the weapons and weapons system first, along with items and ammo associated with the weapons. I think a good start with this game would be to create basic functioning multiplayer content as a base, with player functions.
    Last edited by Dutch; 08-23-2014, 12:47 AM.
    'Replacement Player Models' Project

    Comment


    • #3
      Now that is how you recruit a team...
      =)

      Please count me in as a backup member, I'm busy till about April 2015 but If you need something done in a pinch, I will work through the night to achieve it.

      Best wishes.
      Username : Atomic Robokid on Steam

      Please check out my Quake made things:

      https://www.indiedb.com/games/run-over
      https://adam-freeman.itch.io/hazard
      https://adam-freeman.itch.io/diver
      https://adam-freeman.itch.io/beyond

      Comment


      • #4
        Originally posted by Adam View Post
        Now that is how you recruit a team...
        =)

        Please count me in as a backup member, I'm busy till about April 2015 but If you need something done in a pinch, I will work through the night to achieve it.

        Best wishes.
        Good to hear buddy, thanks! When things get rolling faster I will hit you up for simple little projects.

        I forgot to add that anyone interested in modeling/texturing weapons need not worry about animations or code function, I will take care of that (unless of course you have something specific in mind, then I'm all ears).

        I'm going to start brushing up on some modeling skills and work on a player model. It will be MD3 in type. Pretty much the idea is to leave behind MDL type models.
        'Replacement Player Models' Project

        Comment


        • #5
          id be up to try my hand at texturing bloodshots awesome looking double-barrel SG!

          and ooh, you wanna include a flamethrower?
          id def be up to try modelling one, flamethrowers are awesome!
          any specific kind of look you had in mind, like perhaps based on any real one?


          if you make player-models you should also make a female player model <3
          and perhaps you could make one which is based on this female player model but more detailed
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

          Comment


          • #6
            I also have a sledge hammer you can have. If you look for a thread by me entitled "what do I do with this" the hammer Is there

            edit
            http://quakeone.com/forums/quake-mod...tml#post108786
            Last edited by MadGypsy; 08-23-2014, 02:34 PM.
            http://www.nextgenquake.com

            Comment


            • #7
              sledgehammer makes me think of serious sam 3

              would be awesome to have something like that in quake:
              going around smashing monster-heads in with a sledgehammer!

              sir fiend, meet my good friend sledgehammer! 'bash!'
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • #8
                @talisa

                Sweet! I'm sending you a PM with a link to BloodShot's shotgun so you can texture it up.

                For a flame thrower, if I were doing it I would probably shoot for something similar to this:



                but not quite as flashy and tucking the fuel canister somewhere so it doesn't protrude off the bottom so much. (That's the flame thrower from one of the Aliens vs Predator games).

                Keep in mind that any textures you use should be royalty free so we don't have to worry about copyright issues. If it's not too much trouble, could you possibly keep track of any websites that you obtain photos from for the textures, just in case?

                I hope to include several player models that the player can choose which one to be, with one or two of them being female, so yes we could definitely take that model and run with it. Good idea. Did you make that model?

                @gypsy

                That hammer looks sweet, thanks man. I tried to DL it though and the link isn't working anymore.
                'Replacement Player Models' Project

                Comment


                • #9
                  haha no i didnt make that player model, someone called 'boon' made it
                  and the skin in that pic was made by amon26
                  you can get the model with that skin here if you wanna look at it:
                  http://quakeone.com/forums/quake-mod...tml#post132313



                  thats a cool looking flamethrower!
                  my idea would be to switch the positions of canister and handle, and make the canister be angled at a 45degree backwards angle

                  and sure, if i make a flamethrower ill keep track where i get textures from.
                  but first of course id have to get to modelling, textures come later

                  you want to stick with quake-mdl poly-count and quake-palette textures, right?
                  so i know what kinda poly-count and look i need to aim for
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • #10
                    Just leave this here as some inspiration.


                    Source.

                    Also (off topic) I used to live next door to a Warhammer/GamesWorkshop artist. He used to do wicked leather bike jacket paintings too.

                    I can't, for the life of me, remember his name.

                    It will come back to me.
                    Last edited by Adam; 08-24-2014, 02:10 AM.
                    Username : Atomic Robokid on Steam

                    Please check out my Quake made things:

                    https://www.indiedb.com/games/run-over
                    https://adam-freeman.itch.io/hazard
                    https://adam-freeman.itch.io/diver
                    https://adam-freeman.itch.io/beyond

                    Comment


                    • #11
                      Originally posted by talisa View Post
                      thats a cool looking flamethrower!
                      my idea would be to switch the positions of canister and handle, and make the canister be angled at a 45degree backwards angle

                      you want to stick with quake-mdl poly-count and quake-palette textures, right?
                      so i know what kinda poly-count and look i need to aim for
                      Sounds good to me!

                      Nope, we are leaving the Quake MDL format behind. We will probably use MD3, but IQM may be the way we should go. I don't know much about IQM compiling, but I've dealt with MD3s before. Either way, this allows us to use RGB high-res textures and not have to worry about vertex/triangle limits, so dump in as much detail as you'd like! The MDLs just aren't stable enough (floating point issues) to support complex/intricate detail. I've tried that lol.

                      Any non-animated models you throw my way can just be OBJ format with a texture, or even just a .blend file that I can then export.

                      @Adam

                      Those weapons are fantastic, nice find! Gives me LOTS of ideas.
                      'Replacement Player Models' Project

                      Comment


                      • #12
                        ok thats great, that you decided after all to forget about mdl with its limits and problems.
                        good to know i wont have to worry about floating-vertexes and way to low limits

                        also one great thing about md3 that i like is being able to export multiple models as one md3,
                        so that you can use multiple textures&UVs instead of having to cram everything onto a single UV

                        if i make any models ill just give you blender file cuz thats most convenient.
                        if you like a model i can also export it to md3 myself, i have an md3 exporter for blender which is great

                        .

                        anyhoo... ill first look into UV-mapping &texturing that SSG and then will look into making a flamethrower
                        animating i have pretty much zero experience with myself so im afraid i cant really help with that unless all you want is basic position/rotation movement

                        .

                        oh btw if you like my shotgun i can also share that model with you so you can perhaps use it?
                        .
                        are you curious about what all there is out there in terms of HD content for quake?
                        > then make sure to check out my 'definitive' HD replacement content thread! <
                        everything that is out there for quake and both mission-packs, compiled into one massive thread

                        Comment


                        • #13
                          also one great thing about md3 that i like is being able to export multiple models as one md3,
                          so that you can use multiple textures&UVs instead of having to cram everything onto a single UV
                          I got curious, so I tested this with IQM. According to my tests, an IQM model can have several objects as well as multiple UVmaps and materials too.

                          If you use Blender anyway, the IQM development kit comes with an exporter that still works for me in 2.71.

                          Here's what Spike had to say about it:

                          <Spoike> of course it can

                          FTE has a built-in model viewer by the way, you just enter "modelviewer path/to/model.xyz" in the console. Arrow keys rotate, forward/back scale, PgUp/PgDn change frame / play animations, Home/End change skins.
                          Scout's Journey
                          Rune of Earth Magic

                          Comment


                          • #14
                            @gb
                            well there's a couple reasons why i still use MD3:

                            -i know how to work with MD3 a bit, but dont know how to work with IQM. this is just a bit laziness from my side but w/e

                            -md3 is a more widely supported model-format then iqm. any ID-tech engine, eduke32, doomsday (in the future),
                            zandronum and risen3D (not sure, might only be md2), a bunch of quake-engines, they all support md3. iqm is only supported by a few engines

                            -what is really a good reason to use iqm over MD3, beside the fact it supports skeletal animation?
                            for static objects or objects which have simple animations and wouldnt benefit from skeletal animation, isnt MD3 just as good as IQM?

                            .

                            i mostly just make static objects and objects with very simple animations which wouldnt benefit from skeletal animations.
                            so unless there is more that makes iqm better beside skeletal animation i dont really see why MD3 wouldnt be just as good
                            and why (at least for now that i dont make complex models like enemies which would benefit from skeletal animation)
                            i would bother to learn how to use new exporters and learn the ropes of a new model-format?

                            not that i wouldnt want to learn how to use new format, and i def will want to when i start making more complex models,
                            but for now while im still making simple objects like static objects and weapons with basic animations, i dun see why i would bother yet
                            .
                            are you curious about what all there is out there in terms of HD content for quake?
                            > then make sure to check out my 'definitive' HD replacement content thread! <
                            everything that is out there for quake and both mission-packs, compiled into one massive thread

                            Comment


                            • #15
                              @talisa:

                              Awesome, sounds good, thank you! And yes I think your shotgun would also be good to look at. I have some nice looking weapons I've modeled for mdl formats that would be simple to up the poly count and retexture as well.

                              I think we need to decide on a theme for the game, so designers know what to shoot for. I had in mind a futuristic setting where the game starts off with epic warfare between allied forces and the Cain Nation, a technologically advanced and heavily militarized faction of Satanists with the goal of opening a gate to the elder world. When they finally pull this off, the game shifts to a horror survival type where all the twisted evil shit starts going down. I imagined this occurring on a military outpost on a distant planet. I'm going to try modelling with this theme in mind: basic, advanced , functional weapons. The Cain Nation would of course be using the rift weapons.

                              What do you think? I'm all ears on ideas.
                              'Replacement Player Models' Project

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