I need a 3D modeler guy and a sound guy, and your hat

Post » Thu Jul 24, 2014 7:08 pm

Reposted from The Nexus Forums

http://forums.nexusmods.com/index.php?/topic/1932539-are-there-any-3d-artists-in-the-community/

I have some ideas and I may need help very soon or in the distant future. I'd prefer someone with sufficient skill (nothing too fancy is required) in 3D modeling and texturing and uses Max 2006-2008 (any version that is compatible with the Civ IV exporter) to produce static and/or nonlinear animating NIF files when requested. That said, you should also be able to create and apply your own textures in the DDS format to the models you make so experience with a graphics editing program such as Photoshop is a must. Alternatively if skilled with Blender and are able to produce nonlinear, textured NIFs with the program, this is also acceptable but I have no experience with Blender and cannot offer guidance. All of my planning is done with 3Ds Max in mind.

Secondly I will also be looking for a sound guy that can anolyze the finalized 3D models and use Audacity to create cool one channel mono sounds that are in sync with the number of frames and motions of the object. Sound is essential because it warns the player of danger when they are preoccupied with something else. There's nothing like being hit in the head with a hammer while trying to time your jump across a chasm and being completely unaware and thus vulnerable to the incoming blunt.

For whatever reason I want to redo a platformer about a climb up a super-massive tower that I tried to make when I was messing around with the construction set and something happened and the editor crashed every time I loaded the cell. Now I'm doing all sorts of designs on paper for cool platforming mechanisms and I'm running tests and gathering data so that maybe I can build a library of ready-to-use objects in the CS for when I start redoing the mod.

I don't really study platformers but I do know that in Oblivion you can't ride on top of animating objects as they move under your feet (Phitt's Marioblivion), making some obstacles incredibly difficult or just not possible within the game engine. I do enjoy finding alternatives, however. For instance, you can ride atop objects that move up or down and I can also be satisfied with bonus objectives - perhaps jumping down from the top of the tower and into a chimney to a secret area. Should be fun but only if I am supported and aided by the community. And hey, maybe you can pitch in ideas for platforming mechanisms that you'd like to see

I've already beta-tested a few of my ideas in-game and they work exactly as planned. One obstacle is a group of seven rectangular prisms 360 decimal feet apart widthwise and 120ft heightwise. Each one comes out of a wall for 6sec (180 frames) and goes back in the wall for 180 additional frames, resting inside the wall for an additional second before restarting the animation. The player has twelve seconds to complete the obstacle and that's good because it should take no more than ten seconds to complete. QQuix from Nexus coded me a stopwatch that starts and stops with the press of 'Y' and prints the results to console. With this, I am able to measure time distances.

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