[MOD] For Hire - Annual Update

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[MOD] For Hire - Annual Update

Postby Saxon on Wed Mar 16, 2011 10:58 am

Copy+Paste for fun:

[size=20pt]FOR HIRE - ANNUAL UPDATE[/size]

It's been a while since anyone on the team posted a news update, so as requested here's an update for all those interested in the project!

Perhaps the first most important thing to mention is that code is now progressing, Minuit from the Cry of Fear team has started coding things for us. It's still early days for code, but we have some nice features coded in which we'll hopefully expand upon.
We're also in talks with another coder... but I'm not sure if I can say anything about that yet!

Another new addition to the team is the extremely talented MikeeFunks who has taken time out from a high profile project to record some fine lines for us. Have a listen to some of them here:
http://www.moddb.com/mods/for-hire/videos/player-voice-commands-preview

Toadie as ever has been busy modelling and animating (all in between University & Jobs). We now have all of our weapon models finished, most of them animated and textured.
Toadie has also been plying his skills to character animation, creating a beautifully animated set of animations which rival those seen in Bad Company 2. Sadly I can't show them here though - hopefully at some point we can get a video reel of Toadie's great work up.

Lastly I have been busying myself with various different things - chiefly mapping, but also texture art and modelling.
During the last year I have made 4 maps, 3 of which are extremely large. It's worth pointing out that each map will have several objectives - central objective(s), and periphery objectives; so there will be plenty of things for players to do on each map - the more you do the more you're rewarded.

Some screens of my maps can be seen below:

Ranch house mission
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Mission to suburbia
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Hub map where players choose missions & buy equipment
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Training map where players are familiarized with game mechanics
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More screenshots can be seen on our main Moddb profile here: http://www.moddb.com/mods/for-hire

So there we go, the annual news update. Look out for the next one, which hopefully won't be too far away!

HELP WANTED
We're still looking for people to fill certain vacancies. If you've got some interest in any of the below postions, we'd like to hear from you.

Character/NPC Riggers
We're looking for people with plenty of experience working with Valve's Skeletal animation system and facial system. Needs to be able to rig NPC and player models to the default Valve skeletons, assign vertex weights, arrange facial animation, and sort out physboxes. Prior examples of work for GMod/Other Source mods would be advantageous for application.

Environment Artist
We're looking to shunt out all the CSS and HL2 content as much as humanly possible. So we're looking for a dedicated artist who's got a good flair for creativity and the ability to create realistic Props.

Character Artist
We're looking for both someone who can create good realistic-proportioned human characters. Ability to draw own concept art would be advantageous.

Voice Actors
Need to be 18+ and have a good mic. We're looking for Americans, Mexicans, French and Russians - I should add that all need to be native speakers, also the latter 3 need to be able to translate our lines into their respective language. Previous Voice Acting Experience is a bonus.
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Re: [MOD] For Hire - Annual Update

Postby Smurftyours on Wed Mar 16, 2011 4:37 pm

Saxon wrote:Toadie has also been plying his skills to character animation, creating a beautifully animated set of animations which rival those seen in Bad Company 2. Sadly I can't show them here though - hopefully at some point we can get a video reel of Toadie's great work up.

This is the kinda stuff I would rather see then WIP maps and models. Kinda stupid not to show something like this if it really is as good as you say.
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Re: [MOD] For Hire - Annual Update

Postby marks on Wed Mar 16, 2011 5:34 pm

Saxon wrote:Toadie has also been plying his skills to character animation, creating a beautifully animated set of animations which rival those seen in Bad Company 2.


Sweet so you used a mocap studio for those then? ¬_¬
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Re: [MOD] For Hire - Annual Update

Postby Saxon on Wed Mar 16, 2011 5:55 pm

@Smurftyours:
The animations currently only have CS1.6 player models rigged to them (I know I know).
An earlier version of the animation set can be seen here http://www.youtube.com/watch?v=l0Vui6cCMqc but those animations aren't as smooth as the last set I saw.

@Marks:
We did actually look into mocap as a viable option but gave up on it in the end. All of our animations are done in 3DSMax ~ anyhoo, point is the character animations are smooth and weapon details move about (eg bolts / mags / etc).

I don't have any video software, but I would like to record some of our view model animations in game for a demonstration. Any recommendations for software aside from Fraps?
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Re: [MOD] For Hire - Annual Update

Postby Mr. Happy on Sat Mar 19, 2011 5:54 am

Just because something is mocap doesn't mean it's better, just easier to make it better. What matters is the final product.

I'm not sure the example you posted reflects that bar of quality.
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Re: [MOD] For Hire - Annual Update

Postby Saxon on Sat Mar 19, 2011 11:43 am

Mr. Happy wrote:Just because something is mocap doesn't mean it's better, just easier to make it better. What matters is the final product.

I'm not sure the example you posted reflects that bar of quality.


Like I said, those are older animations not the latest ones. Also I wasn't comparing them to mocap >_>
Wait until we get some in game footage of character animations (though that won't be for a while yet)

Personally speaking I dislike mocap since you get a lot of clipping - yes you could clean it up, but many AAA retail games don't even bother to.
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