Positions needed for Mod

Sins of a Generation

http://www.moddb.com/mods/sins-of-a-generation

We're a small but growing mod and need help to get our mod out and for people to play, etc.

So far we have:
 -Modeller (Faced)
 -Concept Artist (Marcmondonedo)
 -Composer (Bastion)
 -Galaxy forger (Vlad12)

Here is an example of our progress with the mod-

We are currently looking for:
 -Coder
 -Rigger for the models
 -Particle Forger
 -Texture Artist

We would really appreciate it if you guys could join us in our mod and help us become one of the good mods for Sins:Entrenchment. Please reply to this post directly or email me at [email protected] and I will get back to you A.S.A.P.

Thank you for your time
-Faced

3,197 views 7 replies
Reply #1 Top

I suggest telling people what your mod is actually about when attempting to recruit people.

Reply #2 Top

"Rigging" (hardpointing) the models is an effortless task for any modeler. Just use helpers/nulls/whatever the package has for that before converting and everything is colon three. You absolutely do not need an entire person dedicated to that.

Though the most unusual part of that post has to be the restriction to Entrenchment despite not having a "coder" (nothing in sins except custom shaders really counts as "coding").

I also see your model has some pretty nasty ngons that are going to probably produce some really messed up lighting when they get auto-triangulated.

Reply #3 Top

Quoting Lavo_2, reply 1

I suggest telling people what your mod is actually about when attempting to recruit people.
End of Lavo_2's quote

That's why there's the link to the mod page so I don't have to explain it on here.

Quoting IskatuMesk, reply 2

"Rigging" (hardpointing) the models is an effortless task for any modeler. Just use helpers/nulls/whatever the package has for that before converting and everything is colon three. You absolutely do not need an entire person dedicated to that.

Though the most unusual part of that post has to be the restriction to Entrenchment despite not having a "coder" (nothing in sins except custom shaders really counts as "coding").

I also see your model has some pretty nasty ngons that are going to probably produce some really messed up lighting when they get auto-triangulated.
End of IskatuMesk's quote

Alright I'll see what I can do about the rigging.

Reply #4 Top

Quoting IskatuMesk, reply 2
I also see your model has some pretty nasty ngons that are going to probably produce some really messed up lighting when they get auto-triangulated.
End of IskatuMesk's quote

Been so long I cant remember but I don't think convertXSI would even spit out that model.

Non-Tris and Non-Quads 

Since convertxsi.exe cannot recognize meshes that have polygons with more than 4 sides, all polygons in your model have to be either triangles or quads.


Anyways, good luck on your project.  :thumbsup:

Reply #5 Top

You should probably consider ditching Entrenchment and just moving to Rebellion since it seems with your limited progress you really won't have to re-do that much work.

Reply #6 Top

Quoting SpardaSon21, reply 5

You should probably consider ditching Entrenchment and just moving to Rebellion since it seems with your limited progress you really won't have to re-do that much work.
End of SpardaSon21's quote

With the dead player base of Entrenchment, and as someone who ported a mod from Entrenchment to Rebellion, I've gotta second this.

Reply #7 Top

Quoting Lavo_2, reply 6

Quoting SpardaSon21, reply 5
You should probably consider ditching Entrenchment and just moving to Rebellion since it seems with your limited progress you really won't have to re-do that much work.

With the dead player base of Entrenchment, and as someone who ported a mod from Entrenchment to Rebellion, I've gotta second this.
End of Lavo_2's quote
The thing is I don't have Rebellion, and I don't particularly feel like going out and buying it.