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View Full Version : [Tutorial] Starting a Total Conversion


Heretic
19th Jun 09, 4:32 PM
One of the most daunting aspects of modding, is a total conversion. People who want to make a mod based on their favourite non-GW IP, but find the whole idea of redoing everything a pain, even if it is a nessecity.

However, I am here to state otherwise. Yes, there's a lot of work needed, but if you put enough planning, it can be easily done.

This brings me on to the first section:

OUTLINE:
The very first thing you should do, is work out what you want to do. If you want to make a mod based on Dune, the very first thing you should work out is research. Read the books, find artwork, concepts, watch the films - as much as you can - even contact the develops/writer if you can. Compile this, and then use your research to come up with an idea of what you want to do. What races will you include? Will it be a large mod, infantry based, or LOLARMYRUSH? Come up with a brief summary of each races strengths, their playstyles. And then, move on to the next stage:

PLANNING:
After you've completed your research, you will then want to begin planning. The units you will include in the mod, their stats, weapons and strengths - every value you can think of, they all will help in the coding. This shouldn't take that long if you've done your research. Tech trees are the obvious thing to do. Now, when this is done - make a list of 3d assets needed, a checklist perhaps - following these headings:



Units
Structures
Vehicles
Enviroment
Now, leave this to one side, and begin the next phase.

CODING

And so it begins. Before you start the process, (I expect you have knowledge of coding) look through your planning and make changes. Simply come up with an alpha, and begin testing. Now, there is the issue of rebuilding the engine, but that will be covered at a later date - as you are not releasing it.

However:
DO NOT RELEASE IT.
And again
DO NOT RELEASE THE MOD. I cannot stress this enough - you may want to privately test it, but for Khorne's sake, don't publically release it, as it may throw up unnessecary issues. Review the version, and then make changes. Keep at it until you feel you have a solid beta.

3d Assets
You have a checklist of what to do, and all it will take now is to do so. A team helps right now, as there's a lot of 3d to do. Again, I assume you've done 3d work before, or have people at hand who do. When they are animated and textured, and you have no GW trademarked assets, feel free to release a beta.

Well, I suppose this is all for now. Later on, I will add templates for documents needed for planning, and create tutorials for starting races, and adding new values.

More to come!

Richter
19th Jun 09, 5:07 PM
Great start Heretic!

Mephistoned
1st Jul 09, 7:22 PM
A really good guide to the whole process from start to finish would be invaluable Heretic - I found getting to know the process very fragmentary when I started Wolf Lords as there's a lot of information spread over different places. For instance I am STILL not sure whether it is better to 3D model, and then rig and animate before texturing, or to texture before rigging and animating (my current preference).

I also fear that I have forged ahead with modelling, but have probably missed many things along the way that would save me time later. For instance, I've reused many similar objects (eg. wolf tail talismans) on different models. Would it have been better to texture these once one was done then copy it textured? It's these kind of questions that new modders need help with - pointers to help them avoid the pitfalls.

Anyway - many thanks. :D

Heretic
28th Feb 10, 1:30 PM
3d workflow

Now here comes one of the most difficult parts. A good thing to do is have several people on the go, assign your modellers a certain aspect, say modeller #1 does enviromental - and modeller #2 does organic, modeller #3 doing vehicles. This way each modeller will not be overburdened - trust me modelling for a single race is time consuming enough.

Before modelling begins, get loads of concept pieces, references and such. It makes it easier than just 'modelling as you go'

A good idea is to start on one race, get the models animated, rigged and textured and such, then do another race. This way each race has a coherant art style and also has full concerntration.

Try to make your races as varied 3d wise as possible.