Another "beginner wants to mod" thread

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carmikaze
Posts: 1038
Joined: 2013-01-25 15:36

Another "beginner wants to mod" thread

Post by carmikaze »

Hey,

since i love pr and played it for a long long time, i think it's time to contribute something :P

To clear it up, i'm a total beginner, have no knowlege in programming and i got a few questions regarding that.

I'd like to start with a weapon, the MK18 Block 2 (12,5"), and the associated reticule textures of the Elcan SpecterDR.

1. Do i need special programming knowledge for my first attempts or can i do it just by watching tutorials (wiki + youtube)?
2. What should i begin with? Weapons or reticule?
3. Should i even begin to mod for BF2, or am i better off with Arma 3?
4. Can you recommend tutorials that show me how to do it?

Since my study begins by the end of this year, i have plenty of time to concetrante on this.

I'm really eagerly and enthusiastic, and would really appreciate some advice here :)

greets
Last edited by carmikaze on 2013-05-18 16:38, edited 4 times in total.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Another "beginner wants to mod" thread

Post by Adriaan »

Since you mentioned you want to make a weapon, I assume you want to learn how to model.

Making it for BF2 or ArmA3 is up to you. There are no big differences with regards to the pure asset creation process for both (although ArmA3 should benefit a lot more from a high-poly baked normal map). The big differences are in the exporting/coding and animation, basically everything involving getting the weapon ingame.

If you know you're going to model for BF2, it's just highly recommended to use 3ds Max 9 (version 9, not 2009), since the export tools (tools to get your model ingame) work only with Max 9 and earlier versions.
I can't say anything like that for ArmA3, although I'd guess it isn't as restrictive on what modelling suite you use. Don't worry too much about all the different modelling programs. 3ds Max, Maya, Blender are all good, and if you're thinking of modelling for BF2, 3ds Max 9 obviously lacks some features that newer versions have but nothing you need to worry about when starting off.

Apart from that I can recommend these tutorials
Creating a Weapon for Source tutorial - Mod DB
Beretta 9000 Video Tutorial - Mod DB

Maybe this one too, although it's considerably more advanced (high to low poly workflow and texturing)
Millenia's Weapon creation tutorial

Good luck, and don't be afraid to ask questions. :)
Last edited by Adriaan on 2013-05-18 18:28, edited 1 time in total.
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Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Another "beginner wants to mod" thread

Post by Ratface »

Also, check out my thread for the Flak 18 if you have any questions, or many other game model threads, you may be able to answer some of your questions by looking at those threads, I've asked plenty :D
carmikaze
Posts: 1038
Joined: 2013-01-25 15:36

Re: Another "beginner wants to mod" thread

Post by carmikaze »

Thank you very much! :D

I probably start with modeling a knife or so. I'll let you know if i need help.
Last edited by carmikaze on 2013-05-18 22:17, edited 2 times in total.
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: Another "beginner wants to mod" thread

Post by H.sta »

If you want to there is a few things that could be useful for us to get modelled :)

Benelli Supernova
HK AG416
HK416 Bayonette
carmikaze
Posts: 1038
Joined: 2013-01-25 15:36

Re: Another "beginner wants to mod" thread

Post by carmikaze »

[R-COM]H.sta wrote:If you want to there is a few things that could be useful for us to get modelled :)

Benelli Supernova
HK AG416
HK416 Bayonette
Bayonette it is. :D
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