PA Modding Forum Section

Discussion in 'Planetary Annihilation General Discussion' started by RaTcHeT302, August 25, 2012.

  1. RaTcHeT302

    RaTcHeT302 Guest

    I think it would be great if we could have a separate forums for mod discussions, we could also get started on some projects or on tips and tricks or tutorials and such already.

    The game is surely going to get funded seeing as right now it's at 750k so it wouldn't hurt preparing a bit.
  2. KNight

    KNight Post Master General

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    Yes but it needs to be done right, and Frankly, IO think the way they got it setup on the GPG forums makes perfect sense;

    Moho Mod Talk/Siege Mod Talk(PA would only have 1, moho and siege are different engines thus different forums)
    The place to request mods and for modders to post a thread for thier mods, emphasis on the Mod threads.

    Mod Developer Support
    This is where you ask questions about making mods, not much else to say about it really.

    Map Creation/Support
    Basically a Mod Dev Support but specifically for Maps.

    AI Mods
    Basically a Mod Dev Support but specifically for AI.

    Modeling, Texturing, & Animation
    Basically the forum to do with anything 'art' related.


    And you can't really wait to make all the separate subforums either, it's best to get them all running at the same time so you can properly get all the right threads in all the right places, on the GPG forums we didn't get the Modeling forums until I nagged Squdibot and O about it, but by then a whole bunch of modeling threads had been lost to the depths of Mod Dev Support.

    Then on top of there there needs to be some ground rules, like in Moho Mod Talk I mandated that each mod should only ever had 1 Thread and to use tags(like: [FA-REL] represented a Released mod for Forged Alliance and [WIP-SC] represented a Work In Progress mod for the Original Supreme Commander) to help makes things easier for the non-modders to find what they're looking for.

    Would also help to get a Moderator or two specifically for the modding forums to help keep on top of them.

    Mike
  3. thygrrr

    thygrrr Member

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    The game is surely getting funded so they might as well let us play already! :roll:

    It positively (as in, I think it's cool) that people are considering modding this game even though they haven't even seen anything OF the game yet, except for concept art in the form of an awesome video. :)

    Golden Days of UGC (user generated content).
  4. RaTcHeT302

    RaTcHeT302 Guest

    Hah, I'm starting how to draw my own units on paper, even tough I'm not that great. I really want to start modelling with Maya too later, I hope that I can learn fast.
  5. ghargoil

    ghargoil New Member

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    Sometime after development starts for PA and when more information about units and modding is released... I'd like to do a total conversion for the Starsiege universe.

    So hopefully, the UI etc, can be modded enough so that mechs can be constructed (and outfitted with a dropdown of weapons, etc.)
  6. neutrino

    neutrino low mass particle Uber Employee

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    The cool thing is that the more the mod community builds up before release the more work we can put into the modding framework because we know it will get used.

    That being said I don't want to split the forum quite yet. Probably around the end of the kickstarter we'll put together a broken out set of forums. For now I think it's best to keep it focused here as we are still in "pr" mode trying to finish this kickstarter.
  7. tpapp157

    tpapp157 New Member

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    The sooner you can release accurate information the sooner we can start. Things like model, texture, and animation formats are all important. Some early example units would be great. If we got this sort of information a few months before release you could see some serious mods ready to go on day one.
  8. ghargoil

    ghargoil New Member

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    I recall something about Filmbox being a format, but yeah, I'm not an artist... I'd be doing modding from the programming side of things :p

    Personally, I'll be waiting to hear the specs / read the docs as they come out, and then testing/editing in alpha/beta.
  9. KNight

    KNight Post Master General

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    Indeed, the Art Aspects are especially important for that, not trying to talk trash about code, but art is just a more time consuming process. Any help we can get towards that end would be fantastic and huge help to the modding community!

    Mike
  10. RaTcHeT302

    RaTcHeT302 Guest

    Pretty much. But I think modding tools are just in planning stage.
  11. BulletMagnet

    BulletMagnet Post Master General

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    Give me the codes!

    I agree. Focus on getting the PA name out, getting the money in, and getting that rock missile to smash into the Stretch Goal planets.
  12. lthawkeye

    lthawkeye New Member

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    The earlier we can get information on the file formats and what not the better, i for one would like to get modding support right from the release. I'd also like to know more about the code aspect of the game(the sooner i know about the language being used the sooner i can learn/brush up on it :D)

    Hell i've already got a bunch of ideas floating around in my head.

    also: Tpapp i remember you!

    edit: damnit BM and ur ninja
  13. KNight

    KNight Post Master General

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    That is pretty much the best time to get feedback so you can build better mod tools.

    EDIT: And before I forget again;

    Fair Enough, just don't wait too long after the KS! xD

    Mike
  14. acey195

    acey195 Member

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    It's not really important at this time, maybe when in alpha, it's not like its very hard to re-export/scale a texture/model. I would suggest keeping with your modeling software's format till you can export and just keep your psd/gimp files.

    If I would need to guess about the formats:

    Models: .fbx
    Textures: .dds/.tga/.png

    Also example models, we will probably only get from the alpha + trailers(though those are probably not final)
  15. tpapp157

    tpapp157 New Member

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    You too. It's like a big reunion.

    Yeah that's definitely possible but it's certainly not ideal. Things like a model's polygon budget and how to set up the bone structure for animations and effects are very important and should be known before you begin. Rescaling textures isn't ideal. How about normal, specular, or team color maps? Supcom, for example, had a very atypical normal map format. It also helps a lot if you can steal bits and pieces from existing units to help match the style better and reduce your own workload. Frankly, I'm not really interested in starting a project like this unless I have a more solid base of information to work from.
  16. acey195

    acey195 Member

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    Ahh yes, I would advice against starting on rigging at this time. the Poly budget depends on the target group of your mod. If you want to stay close to the original units, I guess somewhere 1000 and 2000 triangles per unit. I can also suggest using an elaborate hierarchy in the psd/gimp files, so you can later on edit your work more simply.

    other than that, I can only suggest to be patient, as it will probably be a while before we get access to the things you suggest.
  17. thygrrr

    thygrrr Member

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    This "neutrino" strikes me as a really cool guy. ;)
  18. DeadMG

    DeadMG Member

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    Strange, I was just thinking that myself :p

    But let's face it: When SupCom came out, I didn't see a bunch of modders from TA desperately chomping on the bit to find out WTF was going on. Whereas here, you can see a bunch of us who have a lot more experience in a more recent game looking to go.
  19. thygrrr

    thygrrr Member

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    Gaming and indie culture has changed a lot.

    SupCom wasn't indie. And now we got the TA and the SupCom fans both onboard. Snowballing communities ftw!!!
  20. acey195

    acey195 Member

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    Add disappointed Spore fans (like me) ;)

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