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    Maelstrom New Horizons


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Notice List of Development Roles

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All,

I would like to apply for 2D Artist and GUI Developer (2D Artist) work.

I just want to throw out a bone, if you need help in your game development.
I know the amount of work that goes into development of a mod like Hearts of Oak.
Your development has been the enjoyable to watch in comparison to the mods that have developed over the years for CoAS.

I have quite a bit of experience in 2D/3D modeling and animations including Maya, 3DSX Max , Adobe Photoshop, Autodesk AutoCAD, graphics editing, and coding.
Mostly from my gaming enthusiasm and my engineer background.

Additionally from my CoAS days, I understand the 2.8 storm engine very well including most of the program files scripts and executables.

It was like knocking rust of the sea anchor after all these years.

I am fortunate that I have a bit more time on my hands than normal, as I am pursuing another masters after retirement.
 
Your support would be most appreciated! :woot

Note though that Hearts of Oak will not be based on the Storm engine whatsoever, so that means familiarity with that won't be much help.
Shame, really. That's a big setback to myself at least, because I'm not really familiar with much else. :facepalm
 
I would like to apply for 2D Artist and GUI Developer (2D Artist) work.
Having seen your work for the GOF: Eras mod, I reckon your skills would be most welcome!

Just to check, from what you said about having 2D and 3D experience: did you mean to apply for 3D and GUI, or just 2D and GUI?
 
All,

I would like to apply for 2D Artist and GUI Developer (2D Artist) work.

I just want to throw out a bone, if you need help in your game development.
I know the amount of work that goes into development of a mod like Hearts of Oak.
Your development has been the enjoyable to watch in comparison to the mods that have developed over the years for CoAS.

I have quite a bit of experience in 2D/3D modeling and animations including Maya, 3DSX Max , Adobe Photoshop, Autodesk AutoCAD, graphics editing, and coding.
Mostly from my gaming enthusiasm and my engineer background.

Additionally from my CoAS days, I understand the 2.8 storm engine very well including most of the program files scripts and executables.

It was like knocking rust of the sea anchor after all these years.

I am fortunate that I have a bit more time on my hands than normal, as I am pursuing another masters after retirement.


Did you have interest to test with a couple of textures and modells inside the CryEngine? The final game will use texturesharing, so that we can interchange it but realize the variety with diffusecolors and blendlayers inside the engine. At the moment its very helpful when someone take the stuff we have and test around in the SDK, to make them looking good. The GUI theme, Captain Murphy will need help in the mid term.
 
Your support would be most appreciated! :woot

Note though that Hearts of Oak will not be based on the Storm engine whatsoever, so that means familiarity with that won't be much help.
Shame, really. That's a big setback to myself at least, because I'm not really familiar with much else. :facepalm

Pieter,

Just trying to establish a baseline of my background and history with Age of Pirates Akella games.
I realize that Hearts of Oak is using CryEngine 3 not the Storm Engine.
For good reason though, modeling with Maya for Storm Engine is archaic!

Having seen your work for the GOF: Eras mod, I reckon your skills would be most welcome!

Just to check, from what you said about having 2D and 3D experience: did you mean to apply for 3D and GUI, or just 2D and GUI?

Armada,

Just 2D and associated GUI work right now, no 3D
I tend to be a perfectionist when I do 3D modelling, and it takes too long me to finish projects.
Doing 2D work is faster, allows me good precision, and meet deadlines easier.

Did you have interest to test with a couple of textures and modells inside the CryEngine? The final game will use texturesharing, so that we can interchange it but realize the variety with diffusecolors and blendlayers inside the engine. At the moment its very helpful when someone take the stuff we have and test around in the SDK, to make them looking good. The GUI theme, Captain Murphy will need help in the mid term.

Wedori,

I have no experience with CryEngine 3, so I unsure how quickly I can beta test works in progress.
I have done work with the original CryEngine, but that was a long time ago.
I have not had that much time for modding until now.
 
Last edited by a moderator:
First off I want to just let you know you can reply to multiple comments with a single one just by writing your reply and then clicking 'Reply' on a different message before you submit your comment. It will automatically enter the 2nd or however many quotes you have and keep them separated so you don't have to do Multiple posts :p

Other than that...

Armada,

Just 2D and associated GUI work right now, no 3D
I tend to be a perfectionist when I do 3D modelling, and it takes too long me to finish projects.

I see you're new around here... :rolleyes:
 
First off I want to just let you know you can reply to multiple comments with a single one just by writing your reply and then clicking 'Reply' on a different message before you submit your comment. It will automatically enter the 2nd or however many quotes you have and keep them separated so you don't have to do Multiple posts :p

Edited: Posts merged into a single post.
 
Wedori,

I have no experience with CryEngine 3, so I unsure how quickly I can beta test works in progress.
I have done work with the original CryEngine, but that was a long time ago.
I have not had that much time for modding until now.

Are you able to take the hull texture and design it only in your favorite 2D tool to the "look" that is right? When I see what "look" we need to go for, I work this out inside the CryEngine by myself. At the weekend I have visited a lot of pictures and all my books again and again and it looks, that all painted wooden parts at the hull shows only the wood structure over a "bumpmap" ingame and the rest is the color + aging + dirt.
The new aging system need to be researched inside the CryEngine. It works and we have a few options to realize it but I need someone who do this.


EDIT: A very good wood tiled texture with nice grain, I ever looking for too
 
Armada,

Just 2D and associated GUI work right now, no 3D
I tend to be a perfectionist when I do 3D modelling, and it takes too long me to finish projects.
Doing 2D work is faster, allows me good precision, and meet deadlines easier.
OK then, I'll add you to the 2D and GUI groups. We'll skip the provisional stage because you've already proven your skills with GOF mods.
I'm the same when it comes to modelling, so I see what you mean. ;)

I would suggest helping out with the ship textures as Wedori mentioned, to begin with.
We need monochrome textures with bump/normal maps that depict hull planking without any dirt or wear (as this along with colour can be applied in-engine).
This thread would be the relevant one for the subject. I recommend downloading Wedori's texture pack to see what we're working with right now.
 
Are you able to take the hull texture and design it only in your favorite 2D tool to the "look" that is right? When I see what "look" we need to go for, I work this out inside the CryEngine by myself. At the weekend I have visited a lot of pictures and all my books again and again and it looks, that all painted wooden parts at the hull shows only the wood structure over a "bumpmap" ingame and the rest is the color + aging + dirt.
The new aging system need to be researched inside the CryEngine. It works and we have a few options to realize it but I need someone who do this.


EDIT: A very good wood tiled texture with nice grain, I ever looking for too

OK then, I'll add you to the 2D and GUI groups. We'll skip the provisional stage because you've already proven your skills with GOF mods.
I'm the same when it comes to modelling, so I see what you mean. ;)

I would suggest helping out with the ship textures as Wedori mentioned, to begin with.
We need monochrome textures with bump/normal maps that depict hull planking without any dirt or wear (as this along with colour can be applied in-engine).
This thread would be the relevant one for the subject. I recommend downloading Wedori's texture pack to see what we're working with right now.

Wedori,

Of course I can, regarding the wood grain textures.
If you are referring the the wood grain texture pack above I can download and import.
I generally use Adobe Photoshop CS6 Extended for photo editing.
If required I may have a wood texture hull file replacement if absolutely necessary, which I am sure is not the case.
I am used to working with texture files above 10000X10000 in size at whatever dpi range is required.
 
Yes, tiled and 4096*4096 will be perfect.
 
Are you able to take the hull texture and design it only in your favorite 2D tool to the "look" that is right? When I see what "look" we need to go for, I work this out inside the CryEngine by myself. At the weekend I have visited a lot of pictures and all my books again and again and it looks, that all painted wooden parts at the hull shows only the wood structure over a "bumpmap" ingame and the rest is the color + aging + dirt.
The new aging system need to be researched inside the CryEngine. It works and we have a few options to realize it but I need someone who do this.


EDIT: A very good wood tiled texture with nice grain, I ever looking for too

Wedori and Armada,

Ok I had the time to download your texture pack.
Which textures did you guys need me to work on in priority order?
Which ones do you need immediately?
Which ones don't you have?
I don't see a right sub-thread to tag this onto, based on assigned work.
I have still finishing the HD Inventory and Items MOD for GOF Eras, so if there is something in Items that needs generated, I could do that at the same time.
I had been working on upgrades for all the skill books, which are about finished.
 
I think we'll need a new thread in the Coordination forum to deal with texture work.
In the meantime, this thread I linked to above would be fine for posting WIP images and such: http://www.piratesahoy.net/threads/standardised-textures-for-ships.20069/
(Ignore references to the UDK in that thread.)

What we need first, I reckon, is an exterior planking texture for a hull, which can act as a base for adding colours and other details in-engine.
You could either work from one of the existing ones and remove any signs of wear and tear, or start from scratch.
The important thing is to post an image of the texture so that people like Post Captain can offer advice on how to make it closer to real life, and after a few iterations we should have a pretty good quality result.
 
Hello,

I just joined your community. I've recently found out about you and your work and I do wish to contribute in testing the game.
I have work experience in QA Testing for games while working for a subsidiary of Nordic.
My skill set is comprised but not limited to functionality testing, performance and compatibility testing and configuring bug trackers: Bugzilla and Mantis.
I'm willing to work for 16-24 hours/week on your project.
 
Hey @AndreiN, it will be quite a while (several months) until we are ready for QA or compatibility testing, but in the mean time there are several other teams that could use the help and the time you are offering. If you are interested in learning coding let me know, otherwise the writers, 3d artists, 2d artists, and other brainstorming groups could use the help!
 
first of all let me congratulate you guys on this endeavor, put a smile on my face when i found out about it.
I'm a newcomer to the game moding/creation world but im a big enthusiast of games and especially searelated games. So i would like to help in any way i can.
Dont know a lot about any of the categories so ill post some of my previous experiences to give you an idea:
Finished applied arts high school
I study Urban Planning and Design
Worked for about 3 years as draftsman and architectural designer (autocad 2d+3d some 3dmax with vray)
 
Welcome to the forum, matey! What exactly would you like to contribute to?
How are your 2D/3D art skills?
 
Right now, we really need more merchant ships, if you want to give that a go. Even if you aren't familiar with ship modeling, we can teach you.

Other than that, it sounds to me like you could do some work modeling buildings.
 
hi,
i do pretty good 2d artwork, concept presentation for buildings, furniture and stuff, but suck at people, animals and organic stuff. In 3d i do presentations for finished projects, but only the model, the textures and everything else i import and render with minimal settings tweaking.
i'd love to model some ships, did some hull modeling with wood when i was a child and found it fascinating.
I think i would also be good at level design, anything from objects to buildings and even the concept for the whole settlements/ports.
Also i would love it to get interactions with all departments, or maybe some small easy assignments, im really curious to find out how games are made, whole process and everything.
 
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