(Yes--it's sad but true)
First, just saw that Freelancer mod and am so impressed!
Second--did we ever, ever hear back about those cool alien ships being made in the old INVASION! mod?
Third--this game is still sooo cool. I'd like to stop working and just go to school to mod and do this for the rest of my life. ; )
Yes. I really DO have one.
If you are interested in the upcoming Chris Roberts game "Squadron 42" a.k.a. "Star Citizen" and would like to "get in" and haven't. I may be your man. It comes down to a simple question: Can you texture and rig a model for me for SoaSE?
I have been working on a model for Star Citizen but if you know the issues I had with software modding here, you know I'm not going to start learning CryEngine from scratch!
So my model has no chance to make it into anyone's mod unless they love and adopt it and have the skills themselves...but I have fallen in love with it and want to see it "fly".
It occurred to me that I actually could fly it in the Sins engine. My problem there is I never got the hang of "fixing faces" on my models and never got the hang of applying custom textures (with any success). I have made models and even a texture and put them in my own mod and they worked--but they were never as pretty as I would have liked.
I am very rusty on modding now and have migrated over from my "Sins PC" so my modding stuff isn't installed here but I still could cobble something rough together in a pinch. Instead, I'd like to offer something to a person who would do it for me. Yes, some things never change. ; )
I have an incredibly elaborate model far too big for Sins. Here's my blurb from the RSI site:
This is a 350 ton cargo, long-haul transport with a crew of four and a unique propulsion and jump system.
Additionally, it implements a highly expanded and detailed version of my rapidly reconfigurable, folding cargo frame scheme that I presented sometime back.
I have culled down a four man cockpit from two-million polygons to a two seater with still detailed instrumentation and features but a more manageable number of faces.
A single cargo frame connector runs at about fifty-thousand faces and the carrier features thirty of these.
What I want to do (and am just starting to do now) is modify this to a model Sins can handle.
It doesn't have to "play in a game"--just run in the engine.
I (or someone nice) can mod some custom abilities that do nothing but call up or shut off effects meshes--basically letting you "explode" the model in the game so people can see different parts of it and different configurations.
In a perfect world, I'd love to show the cockpit interior and all but I'll be happy just to fire the engines up and detach and apply cargo modules if that's what it takes. That will depend on how far down I can squeeze it size-wise.
So the extreme detail work is done on the model--I am working now to cull it down but keep it pretty.
If you are interested, the bribe is I'll "gift you" through the RSI site the following:
The Digital Scout LTI package: ship brochure
Starting Money: 1,000 UEC
Squadron 42 Digital Download
Star Citizen Digital Download
Digital Star Citizen Manual
If you're already in the game and are interested you can melt it (or I can) and can get you any package in the $35.00 range.
I know it isn't a "paycheck" but I thought it might be worth it to someone.
Get back to me BEFORE NOVEMBER 26th if you're interested and I'll get m ore setail for you on the model involved, etc.
It's a pretty simple model actually--just has a lot of detail in the "big version" (which I am dumbing down now). The cargo frames can be easily duped from a single mesh--just multiple effects for it.
I have the model--mainly need the texturing and mesh fixing help. I, of course, will collaborate and help as much as you need. I'm pretty sure nothing but stock particle effects from the game will be needed.
P.S. Once I have the model running in-game, I'll fraps it and post video to my modding page at RSI.