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Forum: All Forums : General Gaming Topics
Category: General Gaming
General chat about gaming and such.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: [GENERAL] Guidance needed
Alienchild~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: General Gaming
Posted: Saturday, Jan. 25, 2003 12:59 am
I have just quit school because of [insert curse word here] bad lectures and incompetent teachers (our Java teacher only know C++). Point is, I now have about 8 months until I can start on another (way better) school, and I want to spend that time really getting up to speed. Question is, what should I devote my time to? If I had a favorite field I'd jump straigt to it, but I love just about all mod dev stuff! I can do coding and texturing, and have recently thought about skinning. From your experience, what is the most fun of all these? As a coder, I know that problems with certain algorithms can take quite a toll sometimes, never being able to clear your head even though your not coding at the time. Thats what I love about texturing. Getting inspiration from either looking at others work or by just talking a walk outside (god forbid) is fun, and once you're done with a texture you dont have to give it that much thought anymore. It can never suddenly start to act strange, breaking a mod. Then again, coding is way more satisfying when you actually get things right... see my problem?

At the moment, I am trying to learn UScript while making textures, but this doesnt seem to be very productive. Any suggestions would be great, as I dont want to waste these 8 months by becomming someone who just knows a bit about everything, but can't do anything "to the max".
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: General Gaming
Posted: Saturday, Jan. 25, 2003 12:14 pm
well IMHO thats a decision you have to make all by your self.... :O

well i love mapping, but well thats just me  :p
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BinaryC~rb
General Member
Since: Dec 23, 2006
Posts: 20
Last: Dec 23, 2006
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Level 1
Category: General Gaming
Posted: Sunday, Jan. 26, 2003 03:31 am
In my experience, it's always hardest to find a good modeller and/or texture artist.  There are tons of people who claim to be able to do it, but in reality, their work ends up looking like crap.  If you can make good textures, any mod team would kill to have you.  How many times have you played a mod and wanted to puke because of the textures/UI/skins?  A good texture can make any map look better.

You really have to be slightly insane to be a coder.
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: General Gaming
Posted: Monday, Jan. 27, 2003 09:11 am
Well I've seen your texture work, and I've "heard" how you code. I got the feeling that you might be better in coding. Unless you spend a lot of hours a day texturing, then you'll probably might be better as a texturer :-) You can learn it without artistic background, evillair learned it like that as well, but he did spend 11 hours a day texturing :)
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Level 10
Category: General Gaming
Posted: Monday, Jan. 27, 2003 10:16 am
Coding... There is plenty of mapper and texturer..

But we always lack of good coder.
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Blacksmith1~rb
General Member
Since: Dec 23, 2006
Posts: 2026
Last: Dec 23, 2006
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Level 8
Category: General Gaming
Posted: Monday, Jan. 27, 2003 10:45 am
Only in EF, everyone else seems to have at least a few good ones.
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Timbo~rb
General Member
Since: Dec 23, 2006
Posts: 6
Last: Dec 23, 2006
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Level 0
Category: General Gaming
Posted: Monday, Jan. 27, 2003 02:15 pm
Quote (BinaryC @ Jan. 25 2003, 9:31 pm)
In my experience, it's always hardest to find a good modeller and/or texture artist.  There are tons of people who claim to be able to do it, but in reality, their work ends up looking like crap.

Yeah no sh1t. It's not like there is any shortage of talented modellers, but generally as artists they tend to have their own ideas about what they want to do. For a mod to really flourish you need a good coder and a good artist who work well together towards the same goal. But that's a rarity.

It's really a chicken and egg situation. To be taken seriously as a coder by an artist, or as an artist by a coder you need a reputation, but to get a reputation you need to work with an artist or coder.

:s4: <- this is by far the coolest smiley ever.
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Lacutis~rb
General Member
Since: Dec 23, 2006
Posts: 105
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: General Gaming
Posted: Monday, Jan. 27, 2003 04:38 pm
Quote (Timbo @ Jan. 27 2003, 8:15 am)
Quote (BinaryC @ Jan. 25 2003, 9:31 pm)
In my experience, it's always hardest to find a good modeller and/or texture artist.  There are tons of people who claim to be able to do it, but in reality, their work ends up looking like crap.

Yeah no sh1t. It's not like there is any shortage of talented modellers, but generally as artists they tend to have their own ideas about what they want to do. For a mod to really flourish you need a good coder and a good artist who work well together towards the same goal. But that's a rarity.

It's really a chicken and egg situation. To be taken seriously as a coder by an artist, or as an artist by a coder you need a reputation, but to get a reputation you need to work with an artist or coder.

:s4: <- this is by far the coolest smiley ever.

That's true for just about every mod "profession" joining a mod group.

However some groups or individuals are more open to helping a "new modder" learn the ropes.
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Alienchild~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: General Gaming
Posted: Monday, Jan. 27, 2003 04:52 pm
Quote (UniKorn @ Jan. 27 2003, 3:11 am)
Well I've seen your texture work, and I've "heard" how you code. I got the feeling that you might be better in coding. Unless you spend a lot of hours a day texturing, then you'll probably might be better as a texturer :-) You can learn it without artistic background, evillair learned it like that as well, but he did spend 11 hours a day texturing :)

Actually Unikorn, I was in a "learning process" and had only been texturing for two months when I applied. I really didn't know the scale of your project, and to be honest... I was (and still am) quite a newb :p  However, your rejection gave me this burning urge to get better. I knew I could, and I'm still working on it. Belive it or not, but it was the best thing that could happen to me :)

As for coding, the more I look at UScript the more it reminds me of Java, a language I'm quite familiar with. However learning it's API/Class content I'm limiting me to that engine. Not that I'll outgrow it in the first few years, and there probarbly will be engine updates (or rather sequels), but working with graphics give me a lot more freedom.

You said evillair spent 11 hours a day texturing. Well, I do to. Not every day, but I spend a sickening amount of time working in photoshop. I've decided that this is what I really want as I constantly see my work improving. I've also found it quite fun to paint human anatomy. Although hard as heck, it's these (for me) impossible tasks that wants me to continue. One day I might be as good as evillair, but if not I know that I at least tried my best, and didnt settle on coding because I was better at it from the start.

If anyone wants to follow my progress, give me tips and whatnot, you can find my work over at http://kick.that.as  Just opened up, but it will be constantly updated.

Thanks for all your views guys. Seems like there are different needs for different communities :)
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Lacutis~rb
General Member
Since: Dec 23, 2006
Posts: 105
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: General Gaming
Posted: Monday, Jan. 27, 2003 05:19 pm
Quote (Alienchild @ Jan. 27 2003, 10:52 am)
As for coding, the more I look at UScript the more it reminds me of Java, a language I'm quite familiar with. However learning it's API/Class content I'm limiting me to that engine. Not that I'll outgrow it in the first few years, and there probarbly will be engine updates (or rather sequels), but working with graphics give me a lot more freedom.

UScript took me about a week to get a handle on back when I was messing with UT.

I picked up UT2k3 on friday, and I am about halfway into making a small mod for it.

I expect Doom3 to be alot like UT2k3 in a lot of respects, even though it will be in C++ instead of a proprietary script language.

Expect heavy use of OOP techniques, like Classes and Inheritance.
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