STEAM GROUP
The Eridanus Insurrection Total Modification TEI_Mod
STEAM GROUP
The Eridanus Insurrection Total Modification TEI_Mod
1
IN-GAME
3
ONLINE
Founded
13 July, 2014
Showing 1-10 of 15 entries
1
Registered the TEI_ tag for our mod on Ofpec
3
i need the groups thoughts on something
0
roadway to alpha
hey guys just to recap on what the plan is for now. so our first milestone is of course alpha which entails the following:

ODST's
Marines
Army
Warthog
Pelican
Weapons (as many as we can crak out)
Drop Pods
Innies

once we complete these steps we can go into testing and tweaking and ultimately go into alpha release. we are planning on around thanksgiving for an alpha release but obviously it all depends on our motivation and drive.

now what needs to be done?

odsts are currently with dictator for texturing. after that the models need a clean up and the config needs to be looked at a final time for any errors. then they are good. sadly when they come back from texturing they will probably have to be re-rigged which is no issue just time consuming.

marines, we decided to re-use the army armor on the marines but add in the different armor pieces i.e. different knee pads, full face helmet, throat/neck protector and will see what else is different on them. i myself will handle the modelling and scorch will work on configs as he did the odst. once the models are done they need to be sent to texturing and go through the same process as the odst.

army guy dudes are currently being textured by stirls, which he is doing an amazing job. the model is basically done with a few exceptions such as pouches etc that may be added in later for variants. scorch again on the config and myself for re-rigging once they come back from texturing.

warthog. so... the warthog is in game with a good vehicle physx model, the wheels turn as they are suppose to meaning the back turn countering the front for super sharp turns, the turret works with a few errors and the model itself needs some added detail. sw4l will go into the config once i add in the detail. real quick on the detail, if anybody is interested in helping out on that let me know, for the most part its basic shapes. after the model is done it needs texturing, config work, and re-rigging before its done.

pelican, the pelican is on hold until we confirm with the author that we can use it as it turns out the model was stolen. once we have green light the bird will need heavy config work, texturing and the model itself needs some detail. the cockpit is done but needs rigging, which comes after texturing. same thing as above, once its textured, then comes rigging, then comes config work and pack it up for alpha.

weapons, we need to get a hand full of weapons including variants meaning some beatup, painted, and dirty variants of the clean brand new unsc weapons. the dirty variants are for the innies as they get hand me down gear from dead unsc troops. maybe wrap some bandanas around here and there or something? nunez should be working on that.

drop pods, the code is done for the most part, thanks scorch, and the drop sequence looks fantastic. what nees to be done is the same, texturing, re-rigging, and final config work. also, the code needs to have something added in and that is the map click function. i.e. player walks up to an object, computer or so, and receives an addaction to request a drop. upon accepting he must click on the map at where he wants to drop into. he is then teleported into a drop pod, as high as possible, above the selected spot. similar to every standard arma halo/ paradrop script. the reason for this is that the frigate will not be done in time for alpha. also the door needs to animated to where it can be opened and closed peacefully with the emergency exit option. stirls will receive the pod shortly for texturing and then its back to scorch and sw4l for config work and final packaging.

now the innies. this will be evancat and burgees baby. we need to have another sit down and discuss these guys apperance and what not but basically there should be 3 different cells. the first will be a milita cell. these guys are in green uniforms with partial unsc gears and clean weaponry. they are more discipline and sort of the elite of the movement. reference for them can be found on the halo wiki for inssurectionists. (green uniform, black beret etc)

the next cell will be guys in everyday civilians with hand me down equipment thats dirty, rusted, busted and worn. these are the average joe people picking up arms against the unsc. some reference can be found around the net but its hard to come by. i imagine they would be wearing hoodies and bandanas to cover their faces. armor from fallen unsc troops etc. your average fighter guys

the last cell is what i like to call the boarding cell. again reference can be found on the halo wiki. these guys are wearing nothing but 1 tone overalls with pistols and very few assault rifles. these are the guys that focus on boarding unsc and civilian vessels in space in order to score logistically for the innies. least well equipped cell of the innies but play a pretty important role to them.

i will provide the odst, marine, and army armor as soon as they are finished so that you guys can pick and pull what armor pieces you wanna use to put these together. in the meantime i suggest you work on the uniform layer of the model until the other stuff is done. try to find reference if you can otherwise get creative with good taste.


indoor, allthought buildings are not on the road to alpha you can continue to work on small objects and buildings as, eventually, we will have to tackle that. this will help you continue learning and will give us a headstart in case we do get terrain underway.

proto, get with space about PR related things. maybe come up with some imagery to use in public posts or something.

connor keep fleshing out the storyline. while i dont see it coming together anytime soon it will be good to have it done for production. so keep at it.

if i forgot to mention anybody here let me know and also if you want to help out in a particular field contact that person and see how you can help.

i think if we focus like this things will move a lot smoother.

thanks again guys for all your hard work and dedication


ready to drop,
dog
8
Introductions?
12
Group Roles
0
reference files for reach
12
Group Roles
0
feet first into hell! ODST current status
0
Frigate updates
hey guys, ill try and keep posting in here about any frigate updates and plans. as of right now im focusing a on the interior. i've succesfully implemented the bridge, the hangars, the view deck, and the odst troop area which includes armory, barrack room, and drop pod bay. im still adding in a lot of detail and going over things. at the same time im learning to do simple texturing in o2. previously i textured my models in 3ds max, but i want to get away from that for now. its working rather well actually so if you have questions i can help out.

at the same time im including geometry and fire geometry lods into the model to make it a solid object. the interiors geo lods are working fine. i havent tackled the vessels hull yet. tried the shadow lod and i cant seem to figure out how to properly close some of the objects, which leads to crazy looking shados that cause my itty bitty laptop to crash... :(

so if anybody can get more information on shadowlods and closing objects that would be sweet.

like said, ill be focusing on finishing up the interior, possibly inlcuding texturing. then i will move back to the exterior. there is one part on the ship that still has a poly error that needs to be addressed which isnt too bad, just havent came around to do it yet. other than that i believe the hull is pretty much done. there are 2 details that i completely forgot about which is the radar on the bridge tower and auxiliary docking bay... ill have to add those 2 things in as well. shouldnt be a biggy though.

i'll let you guys know how things further go, i hope to hear more from everybody else as well.

here are some updated pictures i was working on
http://i.imgur.com/4BA5phX.jpg bridge map working
http://i.imgur.com/MfQjap1.jpg armory
http://i.imgur.com/CRaH1ck.jpg odst troop area



oh i almost forgot, i got adventerous for a second and explored helmets a bit. i have a working odst helmet in game. i will no longer work on it because i want to fully shift back to the frigate so here is the drop box link to it. it includes config and everything so if you pbo this folder and put it in an addon folder it will work in game. everything is placeholder but maybe somebody here can expand on this :)

https://www.dropbox.com/s/44hyq9mw8dip89w/helmet.rar


and heres what it looks like in game
http://cloud-4.steampowered.com/ugc/588035533461750017/97A65D7942738F5654A23E8F7E0E6C051821E705/

i did some more work on it and made the visor see through but its way toooooo see through... so yeah, enjoy that :D

Showing 1-10 of 15 entries