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๐Ÿงต Modding communities

Anonymous No. 861733

Anyone here a part of a modding community aka making models for already existing games. Stuff like GTA San Andreas for example? I want to learn by imitating already existing art but I don't know where to start. I don't even know how to inspect 3d models from old games in blender or any other 3d software for that matter. For example this game uses .LGO files in models folder. I tried googling solutions but nothing came of it.

Anonymous No. 861767

Start by searching for model extractors for your game if choice. There's a number of software available for porting 3D models from games but you have to decide on what game you'd like to work with first.

Anonymous No. 861769

>>861733
>working for free to make content for a game that somebody else gets paid for
Just make your own game, if it doesn't take off and you don't make much money at least you learned new things and more importantly, aren't a cuckold.

Anonymous No. 861770

>>861769
>Just make your own game

As if it was that easy. Have you seen /agdg/? Almost nobody there has finished their product, even people who are skilled at modelling or programming easily just give up.

Anonymous No. 861771

>>861770
Just don't fall for the "make your own engine" meme and you can make a game in a year if you work daily on it.

Anonymous No. 861784

>>861767
>Start by searching for model extractors for your game if choice. There's a number of software available for porting 3D models from games but you have to decide on what game you'd like to work with first.

Thanks! By using the correct keywords I managed to find something. I ll update you if it works.

>>861769
>Just make your own game, if it doesn't take off and you don't make much money at least you learned new things and more importantly, aren't a cuckold.

That's the end goal but I am obsessed with performance. If I am not good at coding and make bloated garbage then I won't be satisfied.

Anonymous No. 861785

>>861767
>Start by searching for model extractors for your game if choice. There's a number of software available for porting 3D models from games but you have to decide on what game you'd like to work with first.

Update. I can see models of weapons and buildings but every character or mob is blank.

https://pkodev.net/topic/446-model-viewer-lmo-lgo-lab/

Anonymous No. 861793

>>861771

take it from a guy that worked 7 months on a game, it's not that easy.

Anonymous No. 861796

>>861793
>take it from a guy that worked 7 months on a game, it's not that easy.

What did you accomplish? can you show us your product? What took the most time?

Anonymous No. 861871

>>861793
The problem is that they overscope and that they don't start with simple projects to learn the basics. You should make pong (collisions), breakout (collions and object destruction), snake/flappy bird (collision and object spawning), and pacman/roguelike.

block everything in and polish over time

if you're doing a game with combat, make an arena/survival level to test mechanics out

if you want to test out movement, make an obstacle course that is color coded

Anonymous No. 861875

>>861769
>"I would like to make soup."
>Okay well first you must learn carpentry so that you can build a kitchen.
>"I already have a kitchen."
>You need to learn new things and also, you are a cuckold for using existing things despite not being in a relationship with anything as the word cuckold would imply.
A champion for fools.

Anonymous No. 861887

>>861875
>"I would like to make soup"
>Okay I will go to a restaurant, spend months of my time to "mod" their soup
>I will not make any money and my modded soup will only add more content and customers to the restaurant. The owner will make all the money of it.
Willingly getting taken advantage of and enjoying the process is being a cuckold, just not in a sexual way.

Anonymous No. 861888

>>861875
modding requires complex tools and it's not useful

Anonymous No. 861975

Lol at anyone for saying Modding doesn't get you anywhere. The entire boomer shooter genre as it is right now is made almost entirely by modders from existing games. Namely Quake and GZdoom being big ones.

Like, learning to work with existing engines will help prepare you for challenges that you'll face in practical game development, and sometimes those exact skills transfer over or even can be directly used to make money.
And even if not, you build skills that work towards a portfolio and show you can work within limitations or existing styles or toolsets.

Don't listen to these idiots, modding is where a huge portion of the people who got big in the industry have come from.

Anonymous No. 862144

>>861887
You're not using the world cuckold correctly.

Anonymous No. 862198

>>861733
Every time I've wanted to rip assets from a game, it was enough to just look up "[game name] asset ripping". I've never tried editing the models and putting them back in the games, but if there's nothing online to tell you how to do that it might be a better idea to try modding a different game, that actually has people who want to mods yknow.
I've ended up using asset studio a bunch, because it's useful for most unity games apparently.
I do think it's a good idea to imitate the models of existing games, and ripping is how you do that.

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Anonymous No. 862256

>>861733
>I would like to mod games
>I don't know what I would make
tldr, you don't want to mod games, you want to get better at 3D with minimal work by relying on an existing community

>like I'm doing with this thread?
Exactly. :) Just make something holy shit