Pomi Git 256 Posted April 28, 2015 Recent studied have shown that money is not a motivator to better performance in workers. Passion and interest in what you are doing is what truly motivates people. No one can afford to work for free but that's just a byproduct of society. So I agree with fluttershy. If I'm going to give up my spare time to work on a mod, money or not I have to be passionate about it Share this post Link to post Share on other sites
petracephas 29 Posted April 29, 2015 All very good and valid responses. Perhaps my idea of paying people to work on my mod is not that great. ;) Some advice then? I have been able to learn 90% of the skills needed to make a complete mod. (Modelling,texturing, O2ing, scripting, etc) So now my mod has 20 (arbitrary number) peaces of equipment that is 90% done and not really usable yet. I am unable to finish them off because I lack the necessary skills to complete them. Trying to get skilled and passionate people has failed and numerous attempts to train unskilled passionate people (only to leave the project when...) has also failed. Pay someone to teach me those missing skills? Pay someone to do a specific tutorial that I need? Do I then make that publicly available after I have payed for it? Other options? Share this post Link to post Share on other sites
Pomi Git 256 Posted April 29, 2015 My advise, learn the skills you lack. Its easy to say I cant do this or that, but there are a plethora of guides and tutorials you can use. Especially if you're 90% of the way there, you might as well put in the effort to get it across the line on your own. If you're struggling with something specific then raise a query in the appropriate section (of course check first for similar queries raised before). Share this post Link to post Share on other sites
.kju 3245 Posted April 29, 2015 What are those missing skills exactly? Configs? Share this post Link to post Share on other sites
petracephas 29 Posted May 1, 2015 ;2929156']What are those missing skills exactly? Configs? This is the stuff I'm stuck with at the moment Damage * Glass (Not sure where to start.) * actual damage (My light helicopter can take two 120mm tank rounds and it keeps flying, but one shot from a rifle brings it down? :| ) * rotor damage (Rotor takes damage from bullets but not from colliding with buildings, trees, etc...) Turrets * secondary turrets, can't seem to get this to work (commanders turret) * extra turrets (My Ratel has a main turret, commanders turret and then another manned turret on the back of the vehicle. Can't get this to work.) 3D Modelling of interiors. Not sure why but I have been able to get my 3D modelling skills to the point where exterior are almost easy, but i just can't get the interiors right. Texturing. Again, I seem to do OK with the exteriors, but interiors suck. Organic modelling. I still struggle with modelling organic shapes. people, animals, vest, equipment bags, etc... I have tried to do the weight painting for the soldier models, several times and just can't get it right in O2. I know what to do, but the knees just end up strange, etc... So the hope is to get team members that I can learn from, maybe they can learn a couple of things from me... Share this post Link to post Share on other sites
Pomi Git 256 Posted May 1, 2015 (edited) Raise questions regarding those issues and im sure you'll get a response. Interiors are definitely a pain and will no doubt take a bit of practice to master. I still struggle with modelling organic shapes. people, animals, vest, equipment bags, etc... I have tried to do the weight painting for the soldier models, several times and just can't get it right in O2. I know what to do, but the knees just end up strange, etc... Regarding weighting of characters. Rather than trying to do it manually in o2, do it in 3ds max by using skin wrap of the sample character model BI provided. It basically copies the weights from the sample character onto yours. This is the approach I take and you basically have to do nothing. This approach is also detailed in the character modding tutorial http://community.bistudio.com/wiki/Arma_3_Modding_Characters Edited May 1, 2015 by pomigit Share this post Link to post Share on other sites
.kju 3245 Posted May 1, 2015 Not want to discourage your attempt here - so just see this as additional input. You may be aware of most of these already and one has to piece the info together mostly.. Glass https://community.bistudio.com/wiki/Material_-_Basic_glass_reflectance https://community.bistudio.com/wiki/Static_Environmental_Reflections https://community.bistudio.com/wiki/ArmA:_Selection_Translations#S https://community.bistudio.com/wiki/ArmA:_RVMAT#Render_flags Damage https://community.bistudio.com/wiki/Damage https://resources.bisimulations.com/wiki/Damage_Modeling:_Objects https://community.bistudio.com/wiki/Arma_3_Damage_Description https://community.bistudio.com/wiki/Vehicle_Damage https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#dammage... https://community.bistudio.com/wiki/How_to_create_destroyable_wheels https://community.bistudio.com/wiki/LOD#Fire_Geometry Rotor https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#armor... https://community.bistudio.com/wiki/Config_Properties_Megalist#HitVRotor https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#rotor... https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#selection... https://community.bistudio.com/wiki/ArmA:_Howto_Model_Config https://community.bistudio.com/wiki/LOD#Geometry_Phys https://community.bistudio.com/wiki/Model_Config#Animation_sources https://community.bistudio.com/wiki/ArmA:_Selection_Translations#M https://community.bistudio.com/wiki/ArmA:_Selection_Translations#V turret https://community.bistudio.com/wiki/Turret_Config_Reference https://community.bistudio.com/wiki/CfgVehicles_Config_Reference https://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model https://community.bistudio.com/wiki/Model_Config#Animation_sources https://community.bistudio.com/wiki/ArmA:_Selection_Translations#O https://community.bistudio.com/wiki/ArmA:_Selection_Translations#V > My light helicopter can take two 120mm tank rounds and it keeps flying, but one shot from a rifle brings it down? Use handleDamage EH to analyze the effect/what is actually happening. Note - tank rounds are generally absorbed by air units way too much when flying. Test on the ground. One shot rifle sounds way more serious of a problem. > Rotor takes damage from bullets but not from colliding with buildings, trees, etc Probably problem in model.cfg or lack of physx lod (A3) or faulty setup thereof > 3D Modelling of interiors IMO scale down your expectations here - way too challenging. For ground units either skip altogether or use interior from 3rd party similar enough. For air units use interior from 3rd party similar enough (for the start). > Texturing Not much talent available in the community. Might be most easy to contract that work - look outside this forum/community to find assistance. > Organic modelling 1) As pomigit suggests, use models from BI or 3rd party (as a start/base) 2) Contact Alwarren Share this post Link to post Share on other sites
war_lord 934 Posted May 1, 2015 Best thing to do is finish everything you can do solo. Detail exactly what you have done and what you still need done, and then ask for help. Usually at that point people see the effort you put in and are happy to help. Obviously you didn't have bad intentions, but people are (rightfully) skeptical when people show up offering to pay for other people's stuff. Usually when someone brings up paid positions it's some guy with a lot of big ideas and no actual interest in doing the work himself. You're clearly not like that but mentioning money is always going to come off badly. Share this post Link to post Share on other sites