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General Category => Featured Articles => Topic started by: [archive] Signothorn on August 19, 2006, 07:07:00 PM

Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Signothorn on August 19, 2006, 07:07:00 PM
                PlanetVampire proudly presents a sneak peek at the community project codenamed "Gaze Mod."  The project is a TC MOD (total conversion modification) and is coordinated by Vampire's Gaze, so be sure to visit their site regularly to get the latest news on the project.  The following article was written by Xaltar (team coordinator for the project) and edited by Skyra to Hollow
 
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 Goal
 
 The goal of this project is to create an original single player Chronicle for Redemption with new models and textures, bringing the game up to date with current games. Redemption is powered by the NOD engine, which supports a massive amount of model detail far beyond the 1,000 or so polygon models in the game as it was originally released. This means that we can create highly detailed models and thus improve the visual aspect of the game dramatically. That, combined with the fact that the game supports 512 x 512 resolution textures over the current 256 x 256 textures, means we will be able to create a more detailed world and more life-like characters. The scope for visual improvement in this game is incredible, as DarkLobo_s' Bloodlines Megapack has already shown to some extent.
 
 Here are a few early examples of the detail we would like to implement.
 
 
 
 
 
 Though these are not as detailed as I would like yet.
 
 It is our aim to make a world that looks and feels more like current games while maintaining the great Redemption atmosphere. Now if all we wanted to achieve was a visual improvement, then we would have just remodelled all the existing characters and made them work with the current single player game but, that is not the only goal. For this mod, we want to create a story with new characters, quests and dialogue. We are also planning to have voice acting for as much of the dialogue as we can manage. As any game developer can tell you, this is not a quick project, and it will take months to complete. I am setting a tentative deadline of a year for this project, though it may take as long as two years to complete. Numerous features that we would like to implement in the game require programming, bug testing and long hours of hard work and frustration, not to mention the amount of work involved in creating all the maps and characters for the game.
 
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 Story
 
 The TC MOD will be set in the dark ages and have a detailed plot and subplots to accommodate the White Wolf Pen and Paper (PnP) players among us. The story will stick to the old World of Darkness system and should feel like a smooth transition from the system currently in Redemption. The location and exact time frame of the story is a secret but suffice it to say that it will be worth the wait to see what we have in store for you. With a dedicated team and a great community behind us I am sure this mod will be a success.
 
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 The Team
 
 Xaltar - Project leader and mastermind. Responsible for model, map and texture creation. He has been modding in some form or other for the last ten years and has long wanted to tackle something on this scale. With a team who has all volunteered their valuable time and effort, he is certain this will be a worthwhile project.
 
 Alexus (aka "The Sheriff") - Just what the title says. She is key to story conception and character profiles. She also keeps the forums in check and makes sure the rest of the team behave themselves. As a seasoned White Wolf PnP player with a knack for storytelling, she contributes greatly to the overall quality of the project.
 
 Igniseus - Responsible for the website and file hosting as well as voice acting and beta testing. Igniseus kindly offered to host the website and forums once the MOD was born, he has been a great help in regards to creating the homepage and his efforts are greatly appreciated. He has volunteered to do voice acting and beta testing for the mod once it reaches that stage.
 
 Rainmoon - Consultant and content creator. For those of you who don't know him, Rainmoon is a veteran modder who has been responsible for many of the more popular Redemption MODs. He has kindly agreed to be part of the team in an advisory capacity as well as providing access to all his resources. There is a good chance he might take a more active role in the MOD as it progresses but we will wait and see.
 
 Scipoten - Responsible for map creation, coding and voice acting.  He is a long-standing member of the Planet Vampire forums and has been responsible for a fair amount of progress in modding Bloodlines. He is intelligent and learns fast and has already proved a valuable team member.
 
 Ori (aka "Kain Dark") - Responsible for model creation.  He joined the team in the early days of the mod and his ability with 3D modelling is an asset to the team. He is a motivated and dedicated individual and will be responsible for a lot of the models in the game.
 
 Griever - Music and Sound. Another long-standing member here at Planet Vampire, he has volunteered to do the music and sound for the game. He is also a talented musician and will make the soundtrack for this game something worth waiting for.
 
 Phantom Jackal - Responsible for map creation and coding. He is a recent addition to the team but has already shown an impressive aptitude for map creation in the embrace editor. We look forward to seeing what he can do for the mod.
 
 Silver7017 - Hard core coder.  He recently offered his services as a coder to the team. He is an experienced coder and will be responsible for a lot of the code changes made to the game. Coding is probably the most underestimated part of modding but without it you have nothing. Silver7017 has a lot of work to do but if he can pull off all the changes we wish to make to the game then people will be in for a pleasant surprise.
 
 Other People that deserve mention
 
 Paine - He has long hosted Mods and files for the Vampire games and has been a useful resource for the mod.
 
 Czud - His Vamped application is proving more than just useful to the team, combined with his skill in programming we are sure we will see a lot more from him. He might decide to join the team in the future.
 
 Skyra to Hollow - For doing this profile grin  And providing us with support.
 
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 As you can see, this is a team effort and there is no glory hogging here. This will be a huge mod to say the least, both in download size and in work involved. We hope that this mod will continue all the way to completion because Vampire: the Masquerade - Redemption is an amazing game and we would love to be able to do it justice.
 
 -Xaltar                        

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] RakishAzrael on August 19, 2006, 07:47:00 PM
                scipoten gets to do voice acting? how many voices can he do?
                       

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Skinweaver on August 19, 2006, 10:08:00 PM
                In Reply To #1
 
 Seems very interesting.
 I'll definatly keep an eye on this and I hope it will all work out in the end. An ambitious project to say the least and it's impressive that people would undertake it. Game engines and projects aside, it's the people that matter and I hope the team manages to resist the urge to diablerize each other...                        

 

                                                  
Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Signothorn on August 20, 2006, 02:19:00 AM
                In Reply To #3
 
 That will be nice, it's so much better when your characters have, you know, hands.
 
 Looking forward to it, looks like they have the right crew for the job.                        

 

                                                  
Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] XaItar on August 20, 2006, 07:59:00 AM
                In Reply To #4
 Yeah, unfortuneately the animations for the hands are terrible so they will remain unanimated. I will model some more realistic fists so when you use a weapon it will look like the model is actually holding it. At the moment the hand remains open....                        

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Acleacius on August 20, 2006, 09:16:00 AM
                Very exciting news and congrats to all the team, we wish you all the best. :cheer: :StandingOvation:  happy  
 
                       

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] xJugGaL0KiDx on August 21, 2006, 04:41:00 AM
                In Reply To #10
 
 I don't know where you come from but I've never heard of asking if someone needed help was dis-respectful...
 
 Anywho,
 
 This sounds like an awesome idea.  It would definately make me dig up the old V:tM-R CD's back out, dusting them off and re-installing them to give it a whirl.
 
 Keep us updated on PV with some announcements a few times a month.                        

 

                                                  
Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Slaydin on August 20, 2006, 10:58:00 AM
                In Reply To #2
 
Azrael il Toreador posted:

 scipoten gets to do voice acting? how many voices can he do?
 

 
 Two mabey three. Though I am curious as to why you singled me out.
 
 Xaltar, Skyra, I'll definitely be do some modeling and I'm not too sure about me coding. Coding is still in the air for me.                        

 

                                                  
Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Salvador63941813 on August 20, 2006, 11:08:00 AM
                I'll be happy to show my support by doing some voice-acting and reworking audio vocals to better support the given role..
 unless your team has all the help it needs on that department ofcourse                        

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Slaydin on August 21, 2006, 04:16:00 AM
                In Reply To #8
 
 Go to The Vampire's Gaze and PM Xaltar about it. We have Griever doing most of the sound but the sheer size of the project means we need all the help we can get.
 
 http://vampiresgaze.igniseus.com/index.htm                        

 

                                                  
Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] RakishAzrael on August 21, 2006, 04:20:00 AM
                In Reply To #9
 
 i singled you out, because, like salvador, i would enjoy helpin g you with the voice acting, but, unlike salvaodr, im too respectful of what you as modders do to just go offering help un asked for.                        

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Umnir on August 21, 2006, 07:17:00 AM
                In Reply To #11
 
 Damn, I could have been the music man but that place seems to be taken already. I would have some pretty creepy dark ambient.
                       

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Slaydin on August 21, 2006, 10:30:00 AM
                What is this? Everybody is going to be pitching in for this and as it is we have very few on the team. Don't hesitate to join in if you have the skills.
 
 In Reply To #10
 What can you help with? We need all the help we can get. Voices, however, will only come in once the rest of the mod is complete.
 
 In Reply To #12
 Go the The Vampire's Gaze and PM Xaltar. Trust me he'll figure something out you involved one way or another. Griever is a mixer, composer, and guitarist. I've heard two of his pieces and that dude commands attention with whatever he has made. If you have his talent, come on over; if not, come over anyway. The music team is understaffed.                        

 

                                                  
Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Umnir on August 21, 2006, 01:29:00 PM
                EDIT: I have to see If Im up to this project and if I can help in any way. It's a "shame" this is not based on modern time. That would have given more possibilities.. but, I'll have to see.                        

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] XaItar on August 25, 2006, 04:46:00 PM
                In Reply To #1
 Czud has signed up with the team now too, I will post updates here and on my forums for those who are interested wink
 
 [added Nov 15 2006  6:00AM]
 
 ANNOUNCEMENT
 Please read
 
 http://vampiresgaze.igniseus.com/phpBB2/viewtopic.php?p=2656#2656
 
 Thankyou                        

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Gaze_Mod on November 15, 2006, 11:44:00 AM
                In Reply To #15
 
Xaltar posted:

 In Reply To #1
 Czud has signed up with the team now too, I will post updates here and on my forums for those who are interested wink
 
 [added Nov 15 2006  6:00AM]
 
 ANNOUNCEMENT
 Please read
 
 http://vampiresgaze.igniseus.com/phpBB2/viewtopic.php?p=2656#2656
 
 Thankyou

 
 Bump                        

 

                                                  
Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] XaItar on November 22, 2006, 05:31:00 AM
                In Reply To #16
 OK guys, I figured I should explain the situation better here. When I wrote the last post I was extreemly frustrated. I have been trying to contact Nihilistic and Activision about Redemption for over six months. I have reached an impass with redemptions limitations and lack of tools. This mod is being put on hold indefinately. Without a good exorter for 3DsMAX and NO animation functionality an any 3d app (except Maya 3 which I have not been able to find) the ideas and plans we had made are just not possible with this game at this time. I have broken my back trying to get the developer to release the source code (as it is a very old game) or at the very least, an update on the SDK so it can be used with newer versions of Maya and an update of Embrace so its more stable. You have no idea how frustrating it is working with a map for days only to have the editor crash every time you try to compile your weeks worth of labor. So, if anyone wants this project to go ahead then start emailing Nihilistic and demanding/asking nicely for the source code to be released for both the game and Embrace.
 
 I am not doing this lightly, I HATE not finishing what I start but sometimes the obsticles leave me no choice and I would rather not finish than make a poor excuse of what I intended. I will at some point release a few models and some new environment texture packs for the origional game but that is all I am prepaired to do untill the source is available.
 
 Thanks for your support
 Xaltar and the Gaze Team                        

 

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Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Azraelthe7thMurderer on February 01, 2007, 08:45:00 PM
                In Reply To #15
 Is this thing still in progress?
 
 If so, I'd like to place my canditature for modeling and texturing.
 
 I recently grew confident enough in both those areas to start modifying the already existing character models in Redemption, and would very much like to contribute in any way.                        

 

                                                  
Title: Re: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Javokis on February 03, 2007, 04:47:00 AM
                In Reply To #18
 
 He plans to do a less ambitious mod for the Redemption game. You can find out more at the forum of his website. The only thing that is bringing him back to modding Redemption is the possibility of a nad(animation) exporter for Freyja.                        

 

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Title: 18 August 2006 - Codename "Gaze Mod"
Post by: [archive] Azraelthe7thMurderer on February 04, 2007, 04:10:00 PM
                In Reply To #19
 Yeah, I read about it a bit after I posted.
 
 It's a shame, but the new direction should be the best option for now.                        

 

                                                  
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