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#1 (permalink) |
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Mod Leader
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[UNPAID] Quake2World: Mature FLOSS FPS needs model and texture artists
Hi guys,
My name's Jay, I'm a professional software developer by day. My nights and weekends over the past 2 years have been spent working on Quake2World. It's a Free and Open Source FPS in the vein of Nexuiz and Warsow, but it's intended to have more in common with the DOOM and Quake series with respect to gameplay experience. From a technical perspective, the game has evolved significantly from its Quake2 roots. The entire renderer, and large portions of other key subsystems, have been completely rewritten for the sake of performance and improved functionality. As a testament to the quality of the code I've produced, other Quake2-derived projects such as UFO:AI have merged my renderer into their game. Unfortunately, for everything the game brings to the table in technology, it seems its lacking something on the artistic front. For the past 18 months, I've failed to attract a dedicated texture artist, and have only had limited success finding an experienced modeler. I'm not complaining about the help that the project has received, but we need a lot more of it to eventually have a public release. Specifically, we have approximately twenty static meshes at various stages of completion; some need meshes and textures, some just textures. All of these are (or should be) .md3 models (Quake3 format) with 256x256 or 512x512 diffuse textures. There are lots of other opportunities to get involved, too. HUD graphics, level design, weapon and player sound effects, and certainly creative ideas would all be valuable and welcome contributions. If you're interested, you can read my Help Wanted thread over at GameDev. But by all means, please reply here and/or catch up with me on IRC. Our channel is #quetoo on irc.freenode.net. Thanks! |
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#2 (permalink) |
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Mod Leader
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Just a bump. Over the past several months, the renderer has been overhauled to include bump and offset mapping with configurable materials. We've also recruited several new team members, but would still greatly benefit from at least one texture artist and modeler.
![]() ![]() ![]() ![]() Thanks! Last edited by Jay Dolan; 08-11-2008 at 07:02 PM. |
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#4 (permalink) |
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Mod Leader
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Hi Cammie,
Thanks for offering to help. Would it be possible for you to join us on IRC? The channel name is #quetoo, and we're on the Freenode network (irc.freenode.net). If you're new to IRC, I recommend the X-Chat client: For Windows: X-Chat 2 for Windows For Linux, try your package manager. Hope to talk to you soon, Jay |
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#5 (permalink) | |
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Frequenter
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Quote:
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| The Following User Says Thank You to CammieDee666 For This Useful Post: |
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#6 (permalink) |
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Mod Leader
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Hi again Cammie,
I'm hoping to get in touch with you here, since I haven't seen you on IRC in a week or so. I wanted you to know that I was not ignoring you on IRC; however our timezone differences makes it difficult to carry on synchronous conversations. If at all possible, can you leave your IRC client running for significant chunks of the day? Most of us in the channel leave it on 24/7, and conversations can span hours and even days due to timezone differences. At any rate, I'm certainly hoping to see you online again soon, and thank you for volunteering some of your time ![]() |
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#7 (permalink) |
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Mod Leader
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Hello again,
Just another bump. The project has steadily been progressing on the technical and level design fronts, but we're still really lagging with respect to static meshes, player models, and textures. Please, if you're a skilled artist looking to work with a competent, organized, and motivated team -- get in touch with us! This is not some vapor-ware pipe dream modification. This is a solid, mature project that will, with your help, see a release this year. |
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