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petracephas

Getting paid to work on a free mod

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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

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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?

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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).

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What are those missing skills exactly? Configs?

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;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...

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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 by pomigit

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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

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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.

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