One of the most daunting aspects of modding, is a Total Conversion (TC). 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 necessity.
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.
List of Contents:
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 developers or writers 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:
Now, leave this to one side, and begin the next phase.
- Units
- Structures
- Vehicles
- Environment
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!
Now taken over by Gorb. Progress may occur if not shot and bodily violated by Heretic.





