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How to properly learn modding?


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7 réponses à ce sujet

#1
GhostMatter

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This game has had such an effect on me that I'm nearly regretting changing my field of studies away from IT. It mostly just makes me wanna find reasons to play it more and I've always had ideas brewing in my head and the toolset seems a fine way to express them. Thing is, I don't know where to start. Of course, I need to get it working first thing but after that, where do I go?

This is more of a general modding tips thread. I'm thinking not to start working on my favorite idea right away as to not ruin it with my beginner skills. Am I wrong?

Any general tips for starting appreciated(how to keep motivation, etc.)? I hope I was clear enough.:?

#2
Phaenan

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Well, not much of a proper advice, but me I pretty much started by looking at weriKK's tutorial module, and played around a bit while using his sources, explanations and examples as stepping-stones.

After that, well, I'd say that having the curiosity of reading the functions descriptions (in the toolset help window) and the available core scripts can help figuring what's possible, and what would require a miracle. (or some brains) (or, sometimes, both)

#3
Elvhen Veluthil

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The wiki is a good place to start:

http://social.biowar.../wiki/datoolset

#4
GhostMatter

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Thanks for the tips. I'm talking more about modding in general, not a technical side, although I won,t say no to that.

#5
ITSSEXYTIME

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Be Organized. I like to make a folder on my desktop a ton of subfolders inside for various things such as extracted textures/icons and my own work.

 Start small. Come up with a small idea such as 'creating a new armour set" but then expand upon it as you progress. Eg, Adding an interesting way for the player to find the armour, create new icons for your armour pieces, apply custom textures to your new armour.  This helps drive you to learn but gives you small, definable goals.

Plan ahead. Outlining your goals ahead of time makes it a bit easier to stay focused and helps you plot out a workflow.

Be a master troubleshooter. Sometimes something just won't work right and you'll spend a few hours pulling your hair out trying to fix it. The more methodical you are about narrowing the down the problem the less hair-pulling you'll have to do. If a particular problem is really stressful take a break and come back to it with a clear head.

Modifié par ITSSEXYTIME, 06 décembre 2009 - 04:04 .


#6
A1x2e3l

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Modding DA:O or any other game?

IMHO DA:O is NOT modder-friendly, especially if you are not
a professional in one of the areas related to game design. I am not sure that
it is possible for one person to create a mod comparable with official DLCs.
Modding team is a very rare case.

What skills, software you have?

Programmer, scripter, C++ knowledge.

Can you draw? Are you familiar with PhotoShop or so?

3D modeler? 3ds Max, XSI, Blender….

Do you like to write dialogues, interested in making quests?

People are modding for fun, nobody knows better than you
what is your fun. Play the game, find what you do not like and what would be
interesting for you to change. Search, read a lot.

 I have a very mixed feeling about modding DA:O: the game is
very good IMO and there is not much left to mod (unless you are very talented
in certain aspects, I am not, I can do a bit of everything: animate, 3D model,
textures, sounds, scripts, etc.). On the other hand DA:O modding tools are
complex or not yet elaborated, available information about the game design is
not sufficient. There is no fun to spend two week in order to bring in the game
a crappie custom 3D model.

Different people have different opinions. And you have
yours, it cannot be borrowed on a web forum.
:)

Modifié par A1x2e3l, 06 décembre 2009 - 05:22 .


#7
GhostMatter

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Thanks for the tips. I'll keep those in mind:wizard:

Like I said, I used to be in IT. I don't know any programming languages but I know the logic well. I'm not much of an artist, I see myself using the included assets more.

#8
Annihle

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GhostMatter, I feel the same way as you. I too am finding that the IT path is a great way to make a living. But I too feel that I could expand my knowledge by learning how make my gaming experience more than just beating a game and waiting for the expansion to come out. So I have set out on a goal. To make one if my favorite, book characters come to life in a game. Terry Goodkinds, first wizard "Zeddicus Zu'l Zorander" or Zedd. I have found a photo that I want to have a model rendered, and placed in the game. Plus I would like to see the circle tower full of Mord-Siths http://blogs.pioneer...the-seeker4.jpg



The questions that i have is, what modeling software was used in making the game. Was it just the toolset that has been provided to us. Or was there something else.