Author Topic: Mod Team  (Read 1032 times)

About:

This a team of mod makers and scripters to make good add-ons and make them faster. Any mod maker who joins can help people with mods and get help from others. Any mods you create, the mod team must follow your plan for mod. They can suggest stuff, but can't make changes without permission. Group mods will also be created, where a certain people get certain parts of the mod.

Requirements:

  • Must be proven to make mods
  • Can't be a noob
  • Must have time for mods

You can't make mods friend

"My personal army of add-on makers"

Uh, thanks for the invitation, but I don't think you can make mods.

Killer2 you cant be in your clan it says "No Noobs"

Or "Must be proven to make mods"

Right now I'm getting software so I on make some add-ons

Right now I'm getting software so I on make some add-ons

Software? Like a modeling program? Also, modeling is usually about 20 - 40% of the work required in making a weapon or vehicle (Which is what you'll probably make) unless you're are editing a few values in the default gun's script and slapping on a model.
« Last Edit: December 04, 2009, 09:15:49 PM by Block Builder »

Software? Like a modeling program? Also, modeling is usually about 20 - 40% of the work required in making an add-on unless you're are editing a few values in the default gun's script.
http://blockland.kalphiter.com/add-ons/
15/16 are 0% modelling.

http://blockland.kalphiter.com/add-ons/
15/16 are 0% modelling.
Oh stuff, I meant to say weapons. (Which is probably what he'll make)

I'll probably find a place to learn about scripting, but modeling will be easy.


Actually, I'm working on my roman javelin, and I haven't come across a problem, except I'm trying to figure to load my .skb or .skp.

I used Google Sketch to make the initial model, but I'm transferring it to Blender. Which file should I load?

Did you even export it?