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Shark
Babylon Project

Registered: Aug 2001
Location: Estonia
Posts: 263 |
Recruiting
The Babylon project is now recruiting new team members, If you are interested, mail me at pkraag@uninet.ee or icq me, number is 124008931. I will give you a task to test your skill and if I'm satisfied with your work you're in. Check our homepage for more info.
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LALALALALALALALALALALA - I'm so mature :)
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01-14-2002 07:04 PM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
I take it that this recruitment is only for people who can model, texture, etc. and not script writers, level designers, etc.
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When the final reckoning comes only the damned will be there to see it.
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01-14-2002 08:02 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by Triggy
I take it that this recruitment is only for people who can model, texture, etc. and not script writers, level designers, etc.
Probably, as I understand, the team can't have too many modellers/texturers.
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01-14-2002 08:09 PM |
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040 |
actually is not for modeler at all..if it was ..let me say that they will pass thru my hands
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eng Horatiu Popovici
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01-14-2002 09:16 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
all i would like to say about this is it hasnt been sanctioned by me ..... if this is off your own back shark without consultation its wrong.....
for now im closing this topic and deleting the news post.
as far as im aware this isnt official and until its been made clear to me that it is (this is a council member thing, i shouldve been consulted, or at least some topic on the internal forum) i would say this offer is null people, i'll let you know if it is otherwse in due course, dont be offended shark, but we need to consult about things like this first and dont be going handing out access codes please.
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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
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01-14-2002 11:28 PM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
Ok we are recruiting apparently , all shark said stands
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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
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01-15-2002 07:04 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
We're mostly looking for people who can texture....but we're looking for experience with texturing.
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- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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01-15-2002 07:12 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by IceFire
We're mostly looking for people who can texture....but we're looking for experience with texturing.
What? 
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01-15-2002 07:31 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
Exactly what I said. We're looking for people who can texture....but they should already have experience.
Don't know how it could be more clear. Perhaps it was a bit wordy but aside from that 
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- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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01-15-2002 07:47 PM |
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040 |
yet another texture slave..
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eng Horatiu Popovici
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01-15-2002 09:14 PM |
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pera
Murdock
Registered: Apr 2001
Location: Finland
Posts: 576 |
quote: Originally posted by IceFire
Exactly what I said. We're looking for people who can texture....but they should already have experience.
Don't know how it could be more clear. Perhaps it was a bit wordy but aside from that
Oh you meant that _the person_ would have to have experience with texturing? Ok, now I see 
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01-15-2002 09:55 PM |
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Alphakiller
Volition Watch

Registered: Aug 2000
Location: Somewhere
Posts: 2894 |
Yeah...since I've got plenty of texture, but I'm not an experienced texturer...yeah ...
:shrug:
eh, best I could do. G'way! 
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[url="http://www.dopefish.com"]swim...swim...hungry...[/url]
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01-16-2002 01:36 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
Take me! Take me!
Oh wait... I'm already team member... 
/me wonders...
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[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]
Last edited by Mr. Fury on 01-16-2002 at 03:33 PM
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01-16-2002 03:32 PM |
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Triggy
Mr. T
Registered: Oct 2001
Location: Nottingham, England
Posts: 1470 |
Is the team still looking for level designers (i.e. checking through the submitted levels) or are they no longer required?
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When the final reckoning comes only the damned will be there to see it.
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01-16-2002 05:05 PM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
In a month I get enough mission designer requests to fill a forklift. Unfortunately there are two problems with that.
Most mission "designers" haven't put together a mission before and do not make good missions. I'm glad that so many people want to help the team, but you shouldn't sign up to be a modeler if you haven't spent some time in Truespace to see if you can do it, you shouldn't be a texturer if you have no artistic talent....and you shouldn't be a mission designer if you've never tried it before.
Thats not to say you can't learn or that we couldn't teach you, but if you don't even know, how can we?
We've for the moment got enough mission designers. In time, we may need more.
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- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
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01-17-2002 01:33 AM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
I'd trade my FRED2 capabilities for modelling/texturing/converting skills any day. 
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01-17-2002 01:34 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
I joined the mod because I'm a competant university qualified computer game 3D modeller & texturer who loves babylon 5, and I find that working on the mod has helped me a great deal; the work I produce now is of a much higher standard than that I produced before.
If you're a good modeller at working in 3DSmax and can get hold of truespace 4.x, then its also possible to model and texture for the mod... though be warned - it takes a bit of time to learn how to model in such a way to create stable Freespace 2 models, as well as time to learn how to convert a 3DS model into a non-triangulated Truespace model.
Basically I'm suggesting that anyone with modelling experience outside Truespace do some experimenting before assuming that your Max/Maya/lightwave/Softimage/POV-Ray models will work in Freespace2 and asking to join.
If you have the necessary low-poly modelling skills, experiment with getting at least a 6 (not 12) poly cube into FS2. That's a start at least.
Another good idea is to get hold of Modview32 or similar and look at how TBP models are constructed - I'd use the Starfury or Hyperion as examples of ideal models; polygon counts are important things to look at - as is the fact that most TBP models use multi-sided polygons rather than triangles.
I shall be creating a tutorial with regards creating FS2 models in 3DSmax at some point in the future.
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01-17-2002 02:36 AM |
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Coconut Joe
Face
Registered: Oct 2001
Location: Bracknell, England
Posts: 71 |
quote: Originally posted by Xaphod_x
I shall be creating a tutorial with regards creating FS2 models in 3DSmax at some point in the future.
That'll be great! I've been meaning to try modelling for some time now. My brother is an animator and he does have a LEGAL copy of 3D Studio Max.
Yeah, if you do produce a tutorial that'll get me on my way.
Thanks Xaphod! 
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01-17-2002 03:17 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
note - you still need a copy of Truespace I'm afraid..
In other words, I don't use Max because it's all I have, I use Max because I prefer it.
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Forgive my stupidity.
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The Fish Institution
http://www.fishinstitution.com
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01-17-2002 02:20 PM |
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Coconut Joe
Face
Registered: Oct 2001
Location: Bracknell, England
Posts: 71 |
I take it getting the trial is no good then? Normally you can use the program but can't save your work. Is that the case with Truespace?
I hear that the price of Truespace has gone up quite a bit recently.
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01-17-2002 10:15 PM |
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