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What does it take to be a modder? What are the skills required to make the planes, missiles, etc. How many years of programming does it take?

 

Just wondering...

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Well, to be a 'modder' in this series is actually a pretty wide ranging question. 'Modding' is doing anything to modify your ThirdWire install, everything from simply providing new loading screens to building aircraft and cockpits.

 

Most 'modding' can be done with freeware (textures, ini entries, screens, terrains). The big exception of course is 3d modeling.

 

Skills? Well, it depends.

 

At a minimum, just to build the model, you need to be able to envision it in 3 dimensional space. The best way to imagine this is being able to take a piece of wood and carve it (or a piece of clay and mold it) to the shape you want. If you have the skills to do this, you probably have the skills to build and manipulate a 3d model.

 

There are several ways to get proficient using a 3d program...take a class, read a book, follow a tutorial, or just play with it. You need to know the standardized terms 3d programs use, things like mesh, texture, mapping, vertex, polygon, etc.

 

The best way to build those skills is start simple...build small, simple things, then work your way up. If you try to build a cockpit with your first attempt, you WILL fail, and fail badly.

 

Others can dive into the details of things like texturing, ini edits, or FM edits.

 

FC

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Flight models are probably the hardest aspects of modding - which is why there are very few who actually understand the variables involved and create them. These select few probably have a background in physics/aerospace engineering (Like TK) and the advanced math involved.

 

Yes you can change the variables involved and go through a trial and error process - but this is very difficult and painfully time consuming especially when you see the amount of variables and dont understand how they link together - and the results can send you in all different directions!!.

 

 

Avionics, engines, and weapons parameters - again involves changes in ini files and creation of image files like tga/jpegs (Photoshop/GIMP). Like the flight model due to the amount of variables involved it is not always easy to get what you want even after a lot of trial and error.

 

 

Computer programming - this is only relevant if you are creating an external program like the weapons editor or the old mission editor - luckily you do not need any programming skills to alter the actual games - i.e. change .ini files or create 3D models or 2D skins.

 

 

Decals and Skinning - start by altering existing skin files in Photoshop or the free GIMP program and learn from there. :good:

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Knowledge Base and Mustangs tutorials found in the Download section are the best place to start. Also the 3D programs that enable you to create the Models Like 3d Studio Max can get a bit $$$$$

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For 3D modeling, you need to understand that one model is made up of many different parts, especially cockpits which can be vert exhausting and time consuming to build correctly. However, the end result is very rewarding... that is if you finish the project... which I'm notorious for not doing. Which brings me to another point on 3D model making... it requires a lot of free time and motivation, and the later can burn out quickly, especially if your free time is very limited. I started 3D model making by just fooling around with the free ware stuff. It's not really that difficult to do, and with greater understanding of the program that you're using, it can be quite easy to use. I know some guys who can build an entire model in 3 days! Just goes to show that it's not a very complicated hobby to get into; but if you really want to get into it, prepare to make a significant financial investment in it because the best software to use will cost you an arm and a leg, and maybe even your kidney.

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Thanks for comments and the time to give them.:good:..they certainly put alot of things into perspective. I'll start small and check out the knowledge base. :grin:

 

 

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