What is your least favorite part of modding?

What is your least favorite part of modding?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Least favorite part...

Modelling
1
4%
UV-Mapping
8
31%
Texturing
8
31%
Scripting
7
27%
Stats and Balance (FBI's and TDF's)
1
4%
Special effects
1
4%
 
Total votes: 26

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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

What is your least favorite part of modding?

Post by Snipawolf »

So, what is your least favorite part of modding?
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

marketing
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Texturing...not that I actually do any :P
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Somewhere between UVing and texturing, it repells me. Scripting animations is a PITA, scripting gameplay is easy tho. Balancing is something I like to leave up to others :P
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Animations...?

Thats the easiest part with UpSpring...

OMFG I KNOW SOMEBODY DID NOT PUT SPECIAL EFFECTS AS THEIR LEAST FAVORITE!!!

*Runs and gets ornamental morning star hanging on wall next to door*
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

UV mapping is highly annoying but making the right texture can take large chumps of time. So... texturing.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

balance is my least favorite. It is the hardest thing to quantify a unit. Esp when the unit can go from useless to a beast in the hands of the right player.

However, I will note that I put effects down as my least favorite because I am never happy with them.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Special effects as in custom explosion generators? Those are easy.

Animations aren't easy because you have to juggle dozens of pieces moving simultaneously, time them properly, etc. For the Lolimod I used four "keyframes" but it was a headache to get those commands in order (now when the left thigh reaches the front position where should the shin go?).

This is what happens:

Code: Select all

static-var moving, walking, aiming;

#define THIGH_F <-30>
#define THIGH_B <20>
#define THIGHSPEED_F <100>
#define THIGHSPEED_B <100>
#define SHIN_F <0>
#define SHIN_B <40>
#define SHINSPEED_F <160>
#define SHINSPEED_B <160>
#define PELVIS <-10>
#define PELVISSPEED <80>
#define CHEST <15>
#define CHESTSPEED <100>
#define HEAD <-5>
#define HEADSPEED <30>
#define WALKBOB [2]
#define BOBSPEED [8]
#define ARM_F <-30>
#define ARM_B <30>
#define ARMSPEED_F <120>
#define ARMSPEED_B <120>

Walk() {
	if(walking) return 0; //semaphore
	walking=1;
	
	turn lthigh to x-axis 0 now;
	turn lshin to x-axis 0 now;
	turn rthigh to x-axis <-10> now;
	turn rshin to x-axis <20> now;
	turn pelvis to z-axis PELVIS now;
	turn chest to z-axis CHEST now;
	turn lthigh to z-axis 0 - PELVIS now;
	turn rthigh to z-axis 0 - PELVIS now;
	while(moving) {
		if (moving) {
			#ifdef USE_ARMS
			if (!aiming) turn ruarm to x-axis ARM_B speed ARMSPEED_B;
			#endif
			turn rthigh to x-axis THIGH_F speed THIGHSPEED_F;
			turn rshin to x-axis SHIN_B speed SHINSPEED_B;
			move pelvis to y-axis WALKBOB speed BOBSPEED;
			wait-for-turn lthigh around x-axis;
		}
		if (moving) {
			#ifdef USE_ARMS
			if (!aiming) turn luarm to x-axis ARM_F speed ARMSPEED_F;
			#endif
			turn lthigh to x-axis THIGH_B speed THIGHSPEED_B;
			turn pelvis to z-axis 0 - PELVIS speed PELVISSPEED;
			turn chest to z-axis 0 - CHEST speed CHESTSPEED;
			turn head to z-axis 0 - HEAD speed HEADSPEED;
			turn lthigh to z-axis PELVIS speed PELVISSPEED;
			turn rthigh to z-axis PELVIS speed PELVISSPEED;
			wait-for-turn rshin around x-axis;
		}
		if (moving) {
			turn rshin to x-axis SHIN_F speed SHINSPEED_F;
			move pelvis to y-axis 0 speed BOBSPEED;
			wait-for-turn rthigh around x-axis;
		}
		if (moving) {
			#ifdef USE_ARMS
			if (!aiming) turn luarm to x-axis ARM_B speed ARMSPEED_B;
			#endif
			turn rthigh to x-axis THIGH_B speed THIGHSPEED_B;
			turn pelvis to z-axis PELVIS speed PELVISSPEED;
			turn chest to z-axis CHEST speed CHESTSPEED;
			turn head to z-axis HEAD speed HEADSPEED;
			turn lthigh to z-axis 0 - PELVIS speed PELVISSPEED;
			turn rthigh to z-axis 0 - PELVIS speed PELVISSPEED;
			wait-for-turn lthigh around x-axis;
		}
		if (moving) {
			#ifdef USE_ARMS
			if (!aiming) turn ruarm to x-axis ARM_F speed ARMSPEED_F;
			#endif
			turn lthigh to x-axis THIGH_F speed THIGHSPEED_F;
			turn lshin to x-axis SHIN_B speed SHINSPEED_B;
			move pelvis to y-axis WALKBOB speed BOBSPEED;
			wait-for-turn lshin around x-axis;
		}
		if (moving) {
			turn lshin to x-axis SHIN_F speed SHINSPEED_F;
			move pelvis to y-axis 0 speed BOBSPEED;
			wait-for-turn rthigh around x-axis;
		}
	}
	walking=0;
	turn rthigh to x-axis 0 speed THIGHSPEED_F;
	turn lthigh to x-axis 0 speed THIGHSPEED_F;
	turn rshin to x-axis 0 speed SHINSPEED_F;
	turn lshin to x-axis 0 speed SHINSPEED_F;
	turn pelvis to z-axis 0 speed PELVISSPEED;
	turn chest to z-axis 0 speed CHESTSPEED;
	turn lthigh to z-axis 0 speed PELVISSPEED;
	turn rthigh to z-axis 0 speed PELVISSPEED;
	move pelvis to y-axis 0 speed BOBSPEED;
	turn head to z-axis 0 speed HEADSPEED;
	#ifdef USE_ARMS
	if (!aiming) call-script IdleAim();
	#endif
}
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

easy to understand but they never look good enough. Consider that I have to draw all these sprites also. I hate ugly effects, even now I am thinking of doing more effects work.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Texturing. Which is why i avoid doing it. (UVmapping too)
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Uv mapping

Post by rcdraco »

I don't like UV mapping, because I can't figure it out, and animations, I never use them, maybe light rotate to point scripts, that's it. Everything else is pretty easy.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hahaha, this is funny, so.. Which one do modders hate more? UV mapping or actually texturing, quite a competition...
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

I actually like the uvmapping step :\
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Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

All of the above except stats and balance and buildtrees. That's why I haven't made a mod yet.
Magus_X
Posts: 69
Joined: 25 Oct 2006, 01:19

Post by Magus_X »

UVMAPPING, got stuck on it >.<
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

It's not that hard... O.o

But then again, I am used to wings internal uv mapper.. Maybe I should write a tutorial or something...

It's insanely easy, just time consuming...
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Texturing, because I have the artistic ability of a retarded armadillo on crack.
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

UV mapping is the thing that feels most boring of course, I bet it's what you get to do as a new guy at some game company.

I do think it's kind of interesting tough. It seems entirely mechanical, but there's a lot of thinking about tradeoffs between stretching, seams and managability. Where to put those seams... ahh.. Lots of tricks, and it ties in with the texturing and modeling process in an interesting way. You learn after a while how to model in order to make UV-mapping and texturing easier and better... a good advantage to not specialising totally on one of those.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Indeed...

The post above me speaks the truth.. Jack of all trades gets bonus skill :D
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

UV mapping is the only step where I feel like the computer is an obstacle slowing me down, instead of a tool helping me go. Modelling, texturing once you have the UV map, artistic so I like it. Scripting, balance, like writing code, so also something I like. UV mapping? An annoying step that totally breaks up my workflow.
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