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View Full Version : Resident Evil mod - Biohazard 2k3/2k4 project started


The Cerife
20th Jun 2003, 07:28 PM
heya everybody i've just started a mod for UT2003/4 thats from the GameCube game Resident Evil and i'm looking for people who are interested in being apart of the team . currently we 0 members besides me and my friend so we really could use experienced coders , mappers , modelers , anything so this mod can get up and going . Info on the mod is on the site below that was just finished 3 minutes ago so if ne one likes it my contact info is there too . enjoy .


http://www.geocities.com/the_cerife/Biohazard2k3_2k4.html

Sir_Brizz
21st Jun 2003, 03:53 PM
uggghhh now I am torn between two things to say here...

First of all, this is a good idea. I wish someone would make a good spooker for the new engine...as it stands I am forced to play Undying which is based on the old engine. On top of that, I absolutely hate the controls in Resident Evil. Being forced to save only at typewriters, and only when you have an ink ribbon is retarded. Taking forever to pick things up and constantly running out of ammo because your stupid character cannot aim is also a problem. These things changed in a RE clone mod would make me very happy.

Unfortunately, I think you have little chance of gathering a mod team together...mostly because you can't do anything useful to further the mod (and I do NOT mean any offens by that). In general, it is hard enough to gather a team together when you are a coder/modeller/skinner/mapper and are 100% devoted to your mod. In addition to that, you have no way to begin work on models/maps/anything to show off to possible recruits to get them to join you.

The problem stems from the fact that there are thousands of Ut2003 players, most of whom have their own cool mod idea, and some of whom can code/map/model but don't. There are lots of ideas but not enough people to create them all. It's like a bunch of people that want to see a good painting but there are only a handful of people who know how.

I don't mean this to sound offensive, I would really love to see your mod come around, and I wish you luck in your search. But it is going to be a long hard road. Look at some of the mod startups articles on the Wiki if you haven't already, they might help you out.

The Cerife
21st Jun 2003, 05:23 PM
well i know i can't do anything to help this mod . but its not my fault i don't have the skills for this . many months ago i was always talking about using maya cuz i wanted to be an animator . and i was always talking about how great it would be to use maya and everything . then i finally got this computer good enough to run it . used the version of maya that came with ut2003 , ran it , knew nothing about . couldn't do anything . and after 3 months i still haven't done anything cept make a model of a magnum and shotgun from RE , and they look like a 4 yr old took some toy blocks and put them together . i've also tried messing with UnrealEd and the same thing there . i can also remember a long time ago when i was 5 and my brother told me he would teach me how to program my own video games when i turned 10 , well i'm 15 now and i still haven't gotten anything from him like that . theres no good learning resources for any of this stuff that i can find . and it would take a really long time to get good with it . so i guess maybe i should just forget about this mod . just sit around doing homeschool lessons . listening to rare linkin park songs . and playing any good first person shooter or rpg that comes across me .

Sir_Brizz
21st Jun 2003, 09:33 PM
No actually I would suggest you NOT do that. There are plenty of resources on the Internet to help you learn either of those programs.

Check out Unreal Wiki if you want to learn to code. I'm sure someone here can give you a better link, but http://wiki.beyondunreal.com

It has everything you need to get started learning how to code, plus there is the coding forum on this same board.

For Maya, the PLE includes a bunch of tutorials as well as alot on Wavefront's web page. All you have to do is look. I think that learning to do one or both of these things would help you in your search for recruits immensely.

FaT CaM
23rd Jun 2003, 09:41 AM
I'd help in the map department, but i'd like to finish my own projects first...

Seriously tho man, you should learn to start doing stuff with the engine BEFORE you have a 'great idea'. Otherwise you have nothing to attract people to your mod. I'd still be willing to help since I recently put myself up for hire as a mod mapper. But mabye if you spent a month or so learning stuff (inlcuding 2d art, the website needs to be attractive too).

Also, you need to be careful who you choose for your team (incase you get two people who code/model/whateva, you need to be able to make the right choice) I'd recommend waiting till after the Make Something Unreal Contest, since alot of mod team members are/will be/might be making something for that.

The Cerife
25th Jun 2003, 05:46 PM
well i really really want to learn modeling . i already got a coder on the team who can alos map and skin , but can't model . and i have maya PLE on here but theres nothing to teach me about modeling . so i don't know how i'm supposed to get this going .