Who wants to help me get an "A"?

Post » Mon Mar 14, 2011 4:17 pm

snip

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
I have never really worked in a team. When I want to mod, I mod what I want ta that moment, so it could be anything.
2. What kind of information do you need when doing a mod?
Since I always do mods myself, I mostly require no additional info. Sometimes, when I want to be correct about some facts, I may go through USPWiki.
3. What kind of knowledge do you need when doing a mod?
Mostly I just build my mods with vanilla stuff, except for dialogues and quests, of course, so I need to know how CS works and that's it.
4. Where do you find this information?
I discover it myself, or read some tutorials.
5. How did you learn how to mod?
Once I wondered, how easy is it to make something in MW, so I just opened CS and started doing stuff, that's how I basically learn, apart from tuts.
6. How do you share information and ideas with other mod team members?
Currently Skype.
7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
PMs, Skype and tuts.
8. Do you find it helpful to know more than one aspect of modding, such as modeling?
I find it perfect, to be able to make everything you want, just as you want it to be. Currently learning to model.
9. How do you approach the work involved in making a mod, either alone or as a member of a team?
I work alone, so I do the mods at my own pace, depending on how much stuff i have to do outside CS and my mood. :)
10. Do certain parts of the mod have to be done before others?
Not really.
11. Can you describe the normal processes you go through to create a mod?
1: Allways the idea.
2: starting to create concepts for landscape, interiors. Taking notes.
3: Thinking of how the mod would look inside MW
4: Searching for moding resources
5: Landscape, playtest
6: Interiors, playtest
7: Deep detail, playtest
8: Dialogues+Quests, playtest
9:Fixing
10:Showing it to others
11: Releasing
Hope it's good!
Cheers! :foodndrink:
User avatar
JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Mon Mar 14, 2011 6:51 pm

Still going strong. Thanks for all of the responses and sorry that I haven't been able to devote as much time to this as I intended over the last day or so. I lost the coding on a Java program I'm doing for another class (the file is still there, the coding just went poof) and had to start it over from the beginning. Its even got my teacher scratching his head, so I'm in full panic/stress mode at the moment. I've decided I am a rather poor programmer. But I will get back to this as soon as I can, especially since my next phase of the project is due in a week. Keep the replies coming, and thanks once again.
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Mon Mar 14, 2011 11:20 pm

1. What kind of software knowledge do you need to create a mod?
Depends on what you're trying to do. For something simple you only need to know the CS basics.

2. What are some of the things you should know before you begin a mod?
What you're trying to do, exactly. If you stray too much, it's easy to make the mod much larger than it was originally going to be.

3. What are some things you need to consider when working with a team in a group project?
You have to know what it is the team project needs. And stay away from what it doesn't need.

4. What kind of conflicts or problems are common when creating a mod, either as an individual or in a team?
Individual? The problems are endless. Technical issues within the CS, that decide to pop up on their own, and apparently for no reason. Problems with the mod itself, like having a ghost object in your game, but it's not there in the CS cell. All kinds of problems, and since you're alone, they can be big problems. Problems as a team? There usually isn't much to complain about. As a team you can overcome all technical issues together, and gather up some great ideas. Unless the team gets too large, then you have to deal with too many egos. Then the idea gathering turns into idea rejection. It's very counterproductive.

5. What kind of resources do you need to create a mod?
If it's simple CS objects, nothing at all. Depends on what you're trying to do. Lots of people have made resources to use, so you can literally look over those for days on end. If you're working with some competent modders, they can just make objects as they're needed.
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Mon Mar 14, 2011 6:48 pm

Hi guys and gals,
I'm finally getting around to collecting all of these results to put into my term project, and I thought of another question.

When creating mods, what programs do you most commonly use? I may have asked a variation of this regarding software knowledge, but now I am looking for specific programs that you use. These can include modeling, animation, texturing, programming, chat, audio (for those that add sounds), and any miscellaneous game specific programs created by the community such as Wyre Mash, etc. While I know there are a huge number of different programs used by the community, I'm trying to establish a "most commonly used" program (or two) for specific disciplines used in creating a mod.

Once again, thanks for all the responses that you have taken the time to write. I really appreciate it.
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Mon Mar 14, 2011 7:18 pm

I have a fairly limited few that I use. Irfanview, NifTexture, DDS converter, nif_tx_Stripper (new to me but I like it very much), photoshop 7.0 (old and clunky but predictable), The Gimp, nifskope, BSA Browser, Reorder Mods, and Audacity for sound.

I prefer to have more than one app available for similar purposes, like mlox and reorder mods for instance.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Mon Mar 14, 2011 1:55 pm

nifskope, blender, CS, skype (for asking people questions :P ) and mozzilla firefox (to find stuff easy) and usually i have the datafiles on the CD open to look through. and before i forget photoshop!
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Mon Mar 14, 2011 4:43 pm

Irfanview, TESCS, Nifskope, TESAME, BSA Browser, GOOGLE, Enchanted Editor, Wrye Mash, TESPCD, MLOX. Those last four are generally used for finding and fixing issues with other people's mods and my own.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Mon Mar 14, 2011 4:44 pm

irfanview? whats that? :unsure:
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Tue Mar 15, 2011 4:03 am

The Morrowind CS, Photoshop CS4, Gimp, TESAME, TESDTK, Trillian, BSA Browser, 7-Zip
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Mon Mar 14, 2011 11:04 pm

irfanview? whats that? :unsure:


Oh come on, you got to know Irfan View? But ok i will bite... :D

http://www.irfanview.com/
User avatar
Sophie Miller
 
Posts: 3300
Joined: Sun Jun 18, 2006 12:35 am

Post » Mon Mar 14, 2011 3:50 pm

TESCS, 3DSMax, Wrye Mash, Nifskope, TESAME, WinRAR, MGE, Fraps, Yacoby's Mesh Generator.
Cheers! :foodndrink:
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Tue Mar 15, 2011 4:44 am

7-Zip, DDS Converter 2, FRAPS, Photoshop, RADTools, UltraEdit, Windows Grep, WTV (for quick viewing of DDS files), NifSkope, Morrowind AnimKit, BSA Browser, Wrye Mash, Morrowind Enchanted Editor, TESPCD, tes3cmd, TESTool, TESCS, MWEdit, MGE (for creating scripts that use MGE extensions, writing texture hooks, creating animated statics like grass & trees, writing shaders).

Not sure if you also want listed the support programs that allow some of these apps to work - like Python, wxPython, Strawberry Perl, VC 2005 & 2008 Redistros, DirectX Redistro, etc.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Tue Mar 15, 2011 1:52 am

Thanks for the responses everyone. There were some programs listed in these last few posts that I didn't even think about because I take their presence on my computer for granted. 7-zip for example. Kind of hard to use a mod without some sort of compression software. Looks like I may need to add a few categories to my list and maybe a table to keep things neat. I was glad to see some people list audio and programming software, since that is something I've never done on mods before and had no idea which software to use or even what programming language Morrowind was created with.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Tue Mar 15, 2011 5:36 am

TES Construction Set
MW Edit - MWSE scripting
Enchanted Editor - error correction and clean up
TESFILES - packages everything up in to a folder so nothing gets left out
7z - to package the file
blender
the Gimp
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Mon Mar 14, 2011 8:40 pm

TES Construction Set
MWEdit
Enchanted Editor
some home-rolled tools to do little things

3DS Max 5.1 and 2010 x64
Cinema 4D (r10.1, occasionally)
Deep Paint 3D
ZBrush/Sculptris

Photoshop CS4 (extended)
Corel Painter 10
Wacom tablet

Soundbooth

Visual Studio 2008 Pro (all the time, and sometimes 2010 Ultimate)
OllyDBG and IDA Pro (5.5) (for working directly with the engine code/memory and occasionally with my apps)
Fiddler 2 (I think?) for HTTP debugging (used with CnE only, so far).

Pidgin and Skype for chat (Pidgin for IRC and MSN, mostly)
WinRAR
Notepad/PSPad/Programmer's Notepad 2
HxD occasionally for hex-editing the data files
WinMerge for diffing data and resource files
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Mon Mar 14, 2011 9:28 pm

I forgot about scripting editors... I've used notepad but I prefer Crimson Editor. I also neglected to add Enchanted Editor. I'm not sure it's really a modding tool, but it is handy for finding and getting the kinks out of a new mod.
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Tue Mar 15, 2011 5:24 am

When creating mods, what programs do you most commonly use? I may have asked a variation of this regarding software knowledge, but now I am looking for specific programs that you use. These can include modeling, animation, texturing, programming, chat, audio (for those that add sounds), and any miscellaneous game specific programs created by the community such as Wyre Mash, etc. *snip*


Graphics:

The Gimp
Irfan Viewer
Paint.net (for icons)
DDS Converter (rarely)
Wacom Tablet Software

Nifskope - for modelling the texture

Sound:

cdex - for ripping to Wav
Audacity - mixer

Movies:

Fraps
The Gimp (processing stills)
Windows Movie Maker - both XP and Win 7 versions
Bink - Rad Tools free version

Modding:

GMST vaccine (not really a program but hey I always use it)
Notepad - for drafting scripts
Excel - for managing dialogue and quests (also for spell checking)
TESAME
TESDTK (don't ask)
TesTool (when desperate)
TESPCD
Wrye Mash
MCP
MGE (for movie making)
Windows Media Player ( I mod to music )
Internet - for research, questions, image search, uploading
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Mon Mar 14, 2011 4:52 pm

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
2. What kind of information do you need when doing a mod?
3. What kind of knowledge do you need when doing a mod?
4. Where do you find this information?
5. How did you learn how to mod?
6. How do you share information and ideas with other mod team members?
7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
8. Do you find it helpful to know more than one aspect of modding, such as modeling?
9. How do you approach the work involved in making a mod, either alone or as a member of a team?
10. Do certain parts of the mod have to be done before others?
11. Can you describe the normal processes you go through to create a mod?




1- I don't technically make mods, I usually make textures and or models. I decide by inspiration mostly, if i find some artwork inspiring or if I think of something interesting I usually go for it.

2- The most important information, for me, when modeling and texturing, is knowing and understanding what the materials of any given asset are or are made of. Knowing the materials and how to best recreate them can really improve the final product.

3- Modeling and texturing knowledge is nice. Other then that knowledge of the programs used to create the fore mentioned is also very helpful.

4- I started out with some help from friends, tutorials, and simple trial and error. Most recently I learn a lot watching video tutorials and again, by trial and error (tinkering around).

5- Read answer 4.

6- The forums here, email, or MSN messenger usually.

7- MSN messenger

8- Not really. I stick to what I know and like and do that. I am rather stubborn sometimes. :)

9- 99% of what I do is usually by myself. I usually just come to the conclusion that I will do whatever I feel like doing.

10- Modeling> mapping> sometimes secondary apps for baking normal, ambient occlusion, and sometimes other maps> texturing, and then it is a matter of implementing it into the game properly.

11- Read answer 10.



Programs and tools I use:

Wacom Tablet
3ds max
Gmax
Photoshop
nDo
Sculptris
Xnormal
Meshlabs
Nifskope
Sceneimmerse
TES Construction set
MGE
MCP

I think that is about it.....
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Mon Mar 14, 2011 2:34 pm

G'day mate! Nice to see you doing something useful.... well...

...you know what I mean. :hehe:

If this is going all too smoothly and you need something obstructive and insulting to help mix it up a bit, be sure to give me a holler; I haven't annoyed anyone on here for many a moon. :foodndrink:

:wave:
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Tue Mar 15, 2011 4:16 am

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?

I have to like the idea. If I don't like it or won't use it I don't make it.

2. What kind of information do you need when doing a mod?

Depends. If I'm making something for myself all I need is a basic idea to run with. If I'm doing something for someone else, the more specific they are the better.

3. What kind of knowledge do you need when doing a mod?

Basic idea of how to use the CS and the limitations of what can be done in Morrowind. Anything more specific depends on the mod itself. If I'm doing something that requires scripting, then I need to know how to script. If I'm making textures I need to know how to use an image editing program.

4. Where do you find this information?

I either poke at it until it works or I look up a tutorial online.

5. How did you learn how to mod?

Some combination of trial and error and tutorials.

6. How do you share information and ideas with other mod team members?

I've never worked on a mod with other people, but if I were to do so, I'd prefer using the PM system of the forums here. I'm hardly ever on an instant messenger and next to never check my e-mail.

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?

Same as above.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?

Oh yes. There's only so much one can do with the CS alone.

9. How do you approach the work involved in making a mod, either alone or as a member of a team?

With a lot of time and caffeine.

10. Do certain parts of the mod have to be done before others?

Depends on the mod? I tend to leave whatever would be the most annoying for last.

11. Can you describe the normal processes you go through to create a mod?

I get an idea, ponder whether or not it's possible to actually make, ponder if it's withing my skill set, write a basic concept down and get to creating. I really don't put a whole lot of planning into anything.

When creating mods, what programs do you most commonly use?

Photoshop 7 (Haaaate the newer versions. Hate them.)
Blender
NifSkope
Notepad
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Mon Mar 14, 2011 10:00 pm

G'day mate! Nice to see you doing something useful.... well...

...you know what I mean. :hehe:

If this is going all too smoothly and you need something obstructive and insulting to help mix it up a bit, be sure to give me a holler; I haven't annoyed anyone on here for many a moon. :foodndrink:

:wave:

Wow. There's a name I haven't seen around in awhile. How's it going VA? Hope all is going well. So are you just trolling about looking to cause trouble or thinking about actually doing something useful? :hehe: You know, like finishing that shop mod you started forever ago.
As for going smoothly, nothing ever goes smoothly. I keep getting sidetracked by my Java class. Maybe blindsided is a better term. Probably not a good idea to take 20 credits when programming is one of the classes. Especially since I haven't done any programming in 6+ years. But if you feel the need to be an obstacle, you can go ahead and throw out some misinformation about modding so I can include it. I probably won't know any better. But that's okay, neither will my teacher.
So, no interest in returning to mod here? Some of us miss you brooding artist-types.
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Mon Mar 14, 2011 6:11 pm

If you're still taking responses, I thought I might chime in.


Questions:
1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
- I work by myself most of the time so I make my decisions based on what I would like to make, or have the ability to make. I do requests from time to time, so sometimes I let other people decide for me.

2. What kind of information do you need when doing a mod?
- Depends on the mod. For models and textures I prefer a good visual reference, but a lot of times I just use my imagination.

3. What kind of knowledge do you need when doing a mod?
- Not sure exactly what you mean, so I'll say knowledge of my tools and the end result.

4. Where do you find this information?
-

5. How did you learn how to mod?
- Reading lots of tutorials and lots of trial and error. :banghead:

6. How do you share information and ideas with other mod team members?
- PM's and email

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
- Mostly self-taught, but I have learned a lot from forum posts communicating with others.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?
- Yes, while I could focus on one aspect of modding, I like being able to multi-task.

9. How do you approach the work involved in making a mod, either alone or as a member of a team?
- In my usual scatter-brained method, I start in the middle, work towards the beginning, and hope to finish at the end. Honestly, my 'mod work' habits are completely abstract and counter-intuitive.

10. Do certain parts of the mod have to be done before others?
- The concept is always first.

11. Can you describe the normal processes you go through to create a mod?
- Create the concept, start working, re-work, procrastinate, re-work again and hopefully release. :shrug:


Round two-

1. What kind of software knowledge do you need to create a mod?
- At minimum CS knowledge

2. What are some of the things you should know before you begin a mod?
- What you are trying to make, and how it will fit into MW (as in avoiding conflicts)

3. What are some things you need to consider when working with a team in a group project?
- Can you all work together, and who's organising the project.

4. What kind of conflicts or problems are common when creating a mod, either as an individual or in a team?
- Using the same locations/ file names as other modders.

5. What kind of resources do you need to create a mod?
- Game lore, reference material, tools, imagination, and time and patience.


Round three-

When creating mods, what programs do you most commonly use?
Blender
GImp
NIFSkope
CS


G'day mate! Nice to see you doing something useful.... well...

...you know what I mean. :hehe:

If this is going all too smoothly and you need something obstructive and insulting to help mix it up a bit, be sure to give me a holler; I haven't annoyed anyone on here for many a moon. :foodndrink:

:wave:


Wow, haven't seen you around for quite a while, Chris. :foodndrink: How's it going?


:dead:
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Mon Mar 14, 2011 2:12 pm

OK, I have spent hours (which is more time than I have) looking for "the" picture that I can use to describe modding for the cover of my report. I've looked for "games coming out of monitor" and every variation I can think of. Etc. Etc. So, maybe one of you fine modders out there has a picture in mind that you could point me to. Maybe I'm just being too picky, but nothing I've seen seems to fit. This isn't a rush since I don't really need it for this phase that is due Sunday, but I would appreciate any suggestions anyone can think of. Thanks.
User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Mon Mar 14, 2011 3:48 pm

The splash screen for the CS? :D
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Mon Mar 14, 2011 8:20 pm

The splash screen for the CS? :D

I thought about doing something Morrowind specific, and then thought that, since my community of interest is the modding community as a whole, I should do something more representative of that, no matter how much we may think the universe revolves around us. :hehe:

I did think of another question for people that have worked in teams. Are there any new technologies or software that you have seen that will make collaborative efforts easier?

Again, thanks for all the help.
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

PreviousNext

Return to III - Morrowind