Uber Packages for Modders?

Discussion in 'Backers Lounge (Read-only)' started by brandonpotter, February 15, 2013.

  1. brandonpotter

    brandonpotter Well-Known Member

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    This came to me last night as I was working on my commander, and I was wondering...When the Alpha is released, Do you think they will also release 'Do It Yourself Commander Packages" that have the skeletal structures, animations, and instructions on how to use them and how to get them ingame?
  2. theseeker2

    theseeker2 Well-Known Member

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    Probably not, but modders will probably add new commanders.
  3. KNight

    KNight Post Master General

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    Uber has said they will be working with modders, they don't need to give us any kind of 'package', it's all already in the game files.

    Mike
  4. brandonpotter

    brandonpotter Well-Known Member

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    But they arent gonna work with us individually for all that. Its much simpler to have a tutorial out.
  5. KNight

    KNight Post Master General

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    It's a forum, helping 1 person helps everyone with the same problem forever.

    Mike
  6. Pawz

    Pawz Active Member

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    A basic tutorial package is a good idea, but I think it'll more likely be the modders making that than uber. We also have the benefit of talking with Uber in case we DO need out-of-game assets to make a mod.

    A mod to make more animations, for example, might benefit from a 3dsmax file with one of the animations used in the game.

    I'm not really certain what the opinion of Uber is on releasing that sort of thing though - companies tend to, (in my limited experience) want to hold onto the source materials very tightly.
  7. neutrino

    neutrino low mass particle Uber Employee

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    We will likely be suppling some stuff yes.
  8. paulzeke

    paulzeke Member

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    :shock:
    modding tools straight from alpha?
    you're killin me Mavor, I gotta get my mitts on this game! Cannot WAIT to make some commander animations
  9. brandonpotter

    brandonpotter Well-Known Member

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    Awesome. Hopefully some Skeletons so we can get Commanders in there. Cause in the live stream, using the same skeleton saves time and effort instead of making whole new Animations for each new skeleton.
  10. Gabberkooij

    Gabberkooij New Member

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    Just don't forget that if they release mod information / tools with the alpha that it might break a lot of times until much later with each update. So be prepared to redo your work when things changes / updates a applied.
  11. theseeker2

    theseeker2 Well-Known Member

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    Neutrino, did you get the news? Wargaming bought Gas Powered Games! Both companies have made RTS games... I'm very interested to see what comes out of this.
  12. Pawz

    Pawz Active Member

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    You don't need access to the skeletal animation in order to make a custom commander, UNLESS you want to make your *own* animations.

    The idea behind skeletal animation (yay btw!) is that you can create any model and as long as it fits in the parameters of the skeleton (Eg, 2 arms, 2 legs, head), your model can use those same animations.

    This is different from Supcom in that the animations in supcom were 'baked' in - so if you wanted to make your unit walk convincingly, you had to animate that yourself in a 3d packaged and export both the animation and the model for use in the game. (If I recall correctly).

    In this case it's likely you can combine 'baked' animations with the skeletal model - for example with the delta commander, the overall 'power up' animation would be handled by the skeletal system, and then the shoulder pods opening up would be handled by a baked in / coded animation.

    And seeker.. you posted it like 15 times. We all knew this already, look at the wildman thread. lol.
  13. theseeker2

    theseeker2 Well-Known Member

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    Shows up as 15 because I edited it so many times... I'm a bit excited right now, you know? I didn't know this until a few minutes ago, when I logged on to WoT.

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