JackHammersmith
06-14-2008, 10:03 PM
Welcome people,
I´m the leader for the total conversion Tiberian Genesis team, a modification for Crysis.
I want to use this thread to start a full scale membersearch and to discuss our project.
Since here in the cgsociety are a lot of professionals, talents and beginners we hope to find some new creative teammembers and get a lot of constructive critism.
First you should know that we have green light from the EA and Crysis community managers to use their original concepts in a non commercial project. So our mod benefits by support from EA and Crysis staff members.
So lets start with a small description and some pictures about our Tiberian Genesis total conversion. More content will follow soon.
Description:
Tiberian Genesis intends to bring the action of the Command and Conquer trilogy to Crysis. Players will be provided an opportunity to play a Command and Conquer game the way it was meant to be played. You will be able to control all combat mechs and defense buildings according to your own taste, as well as command several powerful mechs, like the GDI Mammoth Mk. II.
http://www.tg-mod.net/forum/attachment.php?attachmentid=138&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=138) http://www.tg-mod.net/forum/attachment.php?attachmentid=87&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=87)
Features:
Here are some of the features we are planning to build in our mod. Keep in mind that this is a tentative list, and is subject to change.
* Gametypes like: Infiltrate enemy bases, or build your own base (C&C RTS mode)
* Balance of power between the two opposing forces - the Brotherhood of NOD and the Global Defense Initiative
* You will be able to play on either side.
* Battle on islands, inside caves full of Tiberium, which will become one of your primary resources, and much more
* High priority is also placed upon the civilization and mutated vegetationsystem, for an impressive look and a good feeling of the dangerous tiberium infestation process
* Lots of new weapons
* Customized audio
http://www.tg-mod.net/forum/attachment.php?attachmentid=73&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=73) http://www.tg-mod.net/forum/attachment.php?attachmentid=136&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=136)
http://www.tg-mod.net/forum/attachment.php?attachmentid=137&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=137) http://www.tg-mod.net/forum/attachment.php?attachmentid=74&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=74)
Plans for process of release:
The addons will be released step by step: in the early development process we will release the first tech level of Command & Conquer™: Tiberian Sun™, then the second and so on up to tech level 10 including the Firestorm™ units. After we have achieved that you can expect a full release of the modification. Containing all tech levels, miscellaneous objects, mutants and islands.
We´ve got a large amount of content in our hands which we really want to share with the community, but we need more modders such as modellers, animators and many texturers etc. to finish our stuff.
Open positions:
It would help, if you are a fan of C&C and know a bit about the basics of Tiberian Sun yet but it's not really necessary.
3D Modellers (mechanical modelling)
Your tasks would be:
- optimizing and repairing of our finished motor pool and architecture models
- detail modelling of the finished motor pool and architecture buildings
- remodelling of models which became damaged during the export processes
- modelling of the rest of the motor pool and base buildings based on the renders of Cybergooch or our own concept arts
- modelling and planning of interiors for buildings and vehicles
- modelling of the futuristic civilian architecture based on your own imagination or existing concepts
- modelling of different props with which the player can act
- modelling of low detailed models for the different view, damage and geometry lods
Preferable knowledge within the basics of modding in:
- modelling of high detailed models "with clean meshes" for all kinds of texture maps
- UV/Bump/Normal/Specular mapping
3D Modellers (organic modelling)
Your tasks would be:
- modelling of mutated vegetation objects for our custom islands
- character modelling of organic lifeforms (infantry units, mutants, civilians and tiberium creatures)
- detail modelling of the motor pool objects for all kinds of texture maps
Preferable knowledge within the basics of modding in:
- sculpting techniques
- the "box modelling" method
- UV/Bump/Normal/Specular mapping
Texturers:
Your tasks would be:
- UV mapping of finished mechanical and organic assets
- texturing of UV maps for mechanical and organic assets
- design of highly detailed texture maps
preferable knowledge within the basics of modding in:
- creation of well arranged UV maps for vehicles, characters and buildings
- texture creation of Bump/Normal/Specular maps
The Crysis Engine is really easy to handle if you know the basics about it. The possibilities and freedom are endless. It's just great working with this wonderful tools this engine offers. Things are easy to export and import and there's also huge support from the community itself. You should check it out.
We hope to hear from you soon.
If you still have any questions left and want to join the team, then feel free to ask. Everyone who is able to contribute some time and is willing to help us in finishing our project is always appreciated.
Best regards
Tiberian Genesis Staff
Jack Hammersmith
I´m the leader for the total conversion Tiberian Genesis team, a modification for Crysis.
I want to use this thread to start a full scale membersearch and to discuss our project.
Since here in the cgsociety are a lot of professionals, talents and beginners we hope to find some new creative teammembers and get a lot of constructive critism.
First you should know that we have green light from the EA and Crysis community managers to use their original concepts in a non commercial project. So our mod benefits by support from EA and Crysis staff members.
So lets start with a small description and some pictures about our Tiberian Genesis total conversion. More content will follow soon.
Description:
Tiberian Genesis intends to bring the action of the Command and Conquer trilogy to Crysis. Players will be provided an opportunity to play a Command and Conquer game the way it was meant to be played. You will be able to control all combat mechs and defense buildings according to your own taste, as well as command several powerful mechs, like the GDI Mammoth Mk. II.
http://www.tg-mod.net/forum/attachment.php?attachmentid=138&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=138) http://www.tg-mod.net/forum/attachment.php?attachmentid=87&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=87)
Features:
Here are some of the features we are planning to build in our mod. Keep in mind that this is a tentative list, and is subject to change.
* Gametypes like: Infiltrate enemy bases, or build your own base (C&C RTS mode)
* Balance of power between the two opposing forces - the Brotherhood of NOD and the Global Defense Initiative
* You will be able to play on either side.
* Battle on islands, inside caves full of Tiberium, which will become one of your primary resources, and much more
* High priority is also placed upon the civilization and mutated vegetationsystem, for an impressive look and a good feeling of the dangerous tiberium infestation process
* Lots of new weapons
* Customized audio
http://www.tg-mod.net/forum/attachment.php?attachmentid=73&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=73) http://www.tg-mod.net/forum/attachment.php?attachmentid=136&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=136)
http://www.tg-mod.net/forum/attachment.php?attachmentid=137&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=137) http://www.tg-mod.net/forum/attachment.php?attachmentid=74&stc=1&thumb=1 (http://www.tg-mod.net/forum/attachment.php?attachmentid=74)
Plans for process of release:
The addons will be released step by step: in the early development process we will release the first tech level of Command & Conquer™: Tiberian Sun™, then the second and so on up to tech level 10 including the Firestorm™ units. After we have achieved that you can expect a full release of the modification. Containing all tech levels, miscellaneous objects, mutants and islands.
We´ve got a large amount of content in our hands which we really want to share with the community, but we need more modders such as modellers, animators and many texturers etc. to finish our stuff.
Open positions:
It would help, if you are a fan of C&C and know a bit about the basics of Tiberian Sun yet but it's not really necessary.
3D Modellers (mechanical modelling)
Your tasks would be:
- optimizing and repairing of our finished motor pool and architecture models
- detail modelling of the finished motor pool and architecture buildings
- remodelling of models which became damaged during the export processes
- modelling of the rest of the motor pool and base buildings based on the renders of Cybergooch or our own concept arts
- modelling and planning of interiors for buildings and vehicles
- modelling of the futuristic civilian architecture based on your own imagination or existing concepts
- modelling of different props with which the player can act
- modelling of low detailed models for the different view, damage and geometry lods
Preferable knowledge within the basics of modding in:
- modelling of high detailed models "with clean meshes" for all kinds of texture maps
- UV/Bump/Normal/Specular mapping
3D Modellers (organic modelling)
Your tasks would be:
- modelling of mutated vegetation objects for our custom islands
- character modelling of organic lifeforms (infantry units, mutants, civilians and tiberium creatures)
- detail modelling of the motor pool objects for all kinds of texture maps
Preferable knowledge within the basics of modding in:
- sculpting techniques
- the "box modelling" method
- UV/Bump/Normal/Specular mapping
Texturers:
Your tasks would be:
- UV mapping of finished mechanical and organic assets
- texturing of UV maps for mechanical and organic assets
- design of highly detailed texture maps
preferable knowledge within the basics of modding in:
- creation of well arranged UV maps for vehicles, characters and buildings
- texture creation of Bump/Normal/Specular maps
The Crysis Engine is really easy to handle if you know the basics about it. The possibilities and freedom are endless. It's just great working with this wonderful tools this engine offers. Things are easy to export and import and there's also huge support from the community itself. You should check it out.
We hope to hear from you soon.
If you still have any questions left and want to join the team, then feel free to ask. Everyone who is able to contribute some time and is willing to help us in finishing our project is always appreciated.
Best regards
Tiberian Genesis Staff
Jack Hammersmith
