Forgotten Hope Public Forum
Forgotten Hope 2 => General Discussion => Topic started by: Fenring on 21-02-2011, 13:02:19
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(http://forgottenhope.warumdarum.de/images/news/124%20-%20FH2mod.jpg)
(http://img717.imageshack.us/img717/6592/moddb2010.jpg)(http://forgottenhope.warumdarum.de/screenshotsfh2/news/110117x/russians.jpg)
(http://"http://forgottenhope.warumdarum.de")
3D Artists, Gamer Designers and Level Designers needed!
We are looking for talented modders with a passion for World War II and comitment to work hard. The focus has previously been on the North African campaign and Normandy/West Front but we need new fresh talent for our new campaign Russian front 1944. The mod was released on december 14th 2007 and is currently the second most popular mod on the bf2 engine and won the 2010 Moddb awards players choice.
What we can offer you:
Forgotten Hope 2 is an excellent start to break in to the gaming industry, some of our previous members now work or have worked for EA DICE, Tripwire and Microsoft to name a few studios. Our artwork is considered to be among the top of the entire modding scene rivaling many commercial titles.
You will work with a multi-national team of 20 people, building team and project skills and also having lots of fun during development and testing. You will learn to give and receive constructive feedback from our development team and our 50 man dedicated testing team. Skills that are absolutely essential in the gaming industry.
We're on the lookout for talented:
3D artists Prop, Player, Weapon or vehicle modeling. Must be able to unwrap and do lowpoly modeling. Exellent Photoshop texturing skills. Good texture artists are also welcome to apply (must be able to unwrap). Help us with your skills to make a beatiful Russian front. We use 3ds Max 9 so knowledge in max is beneficial but not required.
Game designers / Game Coders / Exporters Knowledgeable in bf2 or any other common engine for exporting, balancing and coding: weapons, soldiers, vehicles. Also python coders working on our game code and stats system are most welcome. A true dedication to making the players experience better is essential. Duties also include collecting feedback from testers and sorting out bugs in our bug-tracking system.
Level Designers You are exellent at building innovative designs and maps and sketching out ideas. You have experience in bf2editor or any other common level design tool set (Unreal, Hammer, Crysis Sandbox). Your main resposibility will be to build the playable area in a map with roads, ditches, hills, towns and make sure its balanced and fun to play. Our large testing team will give you feedback will guide your work. Our art team will help you with creating new statics, terrain, lighting, effects and textures for your level. Experience with another multiplayer mod and basic modeling (to show artists your gameplay/level ideas, simple temporary props) is benificial but not required.
For all positions: You're a communicative teamplayer that loves computer games and/or world war 2. For maps we often rotate the project between different developers to speed up development time and make higher quality maps. All our Game- and Level designers are required to join our gameplay tests 2 days a week (Thursday/Sunday).
And as always: We will consider applications in all areas of modding/game development.
Apply by email to fh2mod@gmail.com
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Concerning level design:
How much talent/ experience is required to get accepted by the team and is it necessary to create Easter Front maps or are you open for every theater (except pacific ;) )?
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It depends on how you define talent, we dont want people who can make nice panaromas that are unplayable. We had far to much of that in our previous releases sadly. The focus of the designer is to create a good experience for the players, if it can be done from a "real" scanario even better. This position is for work on the russian 1944 campaign for now but of course we wont stay with that forever.
Your job as the designer is to layout the overall design of the map. Planning out distances, how the map is going to play from a fixed point (combined arms, tank map, infantry map, city map)
*Work on the playable areas heightmap to give nice flanking positions, ridges, roads, chokepoints.
* Use statics to provide cover (boxes, sandbags, wrecks, craters)
*Make good flag areas with team spawns so that the fights are always over the flags and not some random defined area, you plan out how the fights for each flag is going to take place.
* Make sure that main bases cannot be baseraped easily
*Adjust the map with feedback from testing (this is the most important part since no matter how well you plan your map, hardcore gamers always tend to find loopholes in your design ;) )
* Make sure all paths and roads are logical and smooth (apply spline etc)
* Make sure your design works from performance constrains laid out by the engine/content.
What you need in technical skills:
Working with heightmaps in bf2editor (the common tools, plattform tool, apply spline)
Level editor in bf2 (placing statics, measure tool, road tool)
Being able to paint in editor to create masks for the artists to use (mask out areas with gravel, dirt fields etc)
Make basic Overgrowth needed for gameplay.
But most important: Youre fanatical about creating a good and solid experince for the players,
Art skills: lighting, texturing, statics, undergrowth, effects, sounds and advanced heightmaps are made by the artists/sound guys. What is good is if you can communicate visual concepts of lighting, statics, terrain to artists trough drawings or photos but not necessary. Thats also why strong teamplay and communication skills are necessary.
If you have previous experience from mapping another mod or tournaments thats ideal.
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Hm, I have no experience and I don't know if I would have the will to finish such big projects but maybe I will try...
;D
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I would really like to apply for this, however since I did not have enough time for playing with DLF, which whould have first priority, I must understand that I will not have time for this... Sadly, epic oppertunity.
FHT dudes - show em what you've learned in fht mapping team - this is your shot.
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What exactly would the coder be coding for fh2 and are there already FH2 dev coders?
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We have three coders: Spit, Kev4000, and Gunnie. Although they are usually backed up with fixing bugs and exporting vehicles so the more the merrier.
I'm not really sure what would be required of a coder, but you must have some knowledge of how the BF2 code system works. I'll let Kev or Spit explain in more detail.
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Well regarding coders, you know all those things unique to fh2: deployable weapons, fly-overs, prone-only mgs, camera-shake, suppression? Thats the coders you're seeing there. The unsung heroes of the mod.
Ever wanted to make a grand idea come true in fh2: useable ships, torpedos, better airplane and tank handling, real suppression, commander assets, Tow-able AT guns etc? that frontier is yours to explore
I love all the work devs do, but personally, these are the real badasses.
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if I had the talent and patience to create maps, it would be for me a pleasure and an honnor to help the Fh2 development team, but with Vista, trying to run the BF2 editor is praticaly impossible. If I could found a way to make bf2 editor, I will first try to get the basics of the editor and then, maybe post my candidature. for the moment I wish the best luck for devs to continue this wonderfull mod.
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bf2editor works smoothly on vista and 7 but you just need to have the installer and the program itself run in xp compatibility mode.
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A friend and I are interested in trying out Python coding in Fh2, we're going to help with some stuff at WaW and see if we can play around with some stuff. We need to add some projects to our portfolio and there's no better way to start than on the mod we jerk off to every morning.
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Well, i've submitted my application. What is there to lose?
Apart from your dignity.
*prepares for the cold hand of reality to slap in the face*
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Does FH2 want me?
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Does FH2 want me?
We all need you, Lainer.
Uh, i dont know, i'll have to do the mapping bit again, would be an honor to serve the 2010 MOTY winner :D
I Remember the days when Aggroman helped me with 3dsmax :o, certainly it was fun. I'll see what i can do in the next few months ;)
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Does FH2 want me?
Sure ;)
FH2 loves you all.. it needs you and feeds on your love and affection for it, your care and understanding. Your blood and your tears and your mind and your soul! It runs on the fires of your motivation and impulsion! It lives forever in the memory of man, and it is Driven by your highest hopes, hopes that are not forgotten but right "there", in your heart and uncrushable dreams, save only by your own potential and limitations.
We want you all, we need you all, for without all of you FH2 would only be a distant vision, crossing the horizon at twilight, unknown to its own potential, a potential that could change the world.
...
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Once I finish up most of my current projects I will definitely shoot a pm over.
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Does FH2 want me?
Sure ;)
FH2 loves you all.. it needs you and feeds on your love and affection for it, your care and understanding. Your blood and your tears and your mind and your soul! It runs on the fires of your motivation and impulsion! It lives forever in the memory of man, and it is Driven by your highest hopes, hopes that are not forgotten but right "there", in your heart and uncrushable dreams, save only by your own potential and limitations.
We want you all, we need you all, for without all of you FH2 would only be a distant vision, crossing the horizon at twilight, unknown to its own potential, a potential that could change the world.
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Someone been following a personal skills training ;) or did this just came pouring out of your heart.
Anyway good motivational speech * Runs wrapped in the Icelandic flag, screaming FORRRR FATJOE, For Forgotten HOpe, OrAAaa!
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I'm going to start work on that Forgotten Hope 2 manual before this week is up, then I will start learning how to mod. Will be bugging y'all with annoying questions about what I need at each step so NOTE :-)
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I'm going to start work on that Forgotten Hope 2 manual before this week is up, then I will start learning how to mod. Will be bugging y'all with annoying questions about what I need at each step so NOTE :-)
i can help you if you want ;D
you want to start mapping,coding,leveldesign or modeling?
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We have three coders: Spit, Kev4000, and Gunnie. Although they are usually backed up with fixing bugs and exporting vehicles so the more the merrier.
I'm not really sure what would be required of a coder, but you must have some knowledge of how the BF2 code system works. I'll let Kev or Spit explain in more detail.
I'd be curious to know what it means to be a coder. We know (or can research) what you need to be a mapper. Mostly artistic creativity and patience. I've done vanilla ssm stuff, imported bfsw vehicles/weapons, converted handweapons into ironsight mode for fhtmod. Understanding file structure and python code is easy. Creating heighmaps and stuff is not my cup of tea. Nor modeling/animations. Too artistic for me.
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We have three coders: Spit, Kev4000, and Gunnie. Although they are usually backed up with fixing bugs and exporting vehicles so the more the merrier.
I'm not really sure what would be required of a coder, but you must have some knowledge of how the BF2 code system works. I'll let Kev or Spit explain in more detail.
I'd be curious to know what it means to be a coder. We know (or can research) what you need to be a mapper. Mostly artistic creativity and patience. I've done vanilla ssm stuff, imported bfsw vehicles/weapons, converted handweapons into ironsight mode for fhtmod. Understanding file structure and python code is easy. Creating heighmaps and stuff is not my cup of tea. Nor modeling/animations. Too artistic for me.
Coding = looking at something that has been done before and then figuring out how to make it better. The code BF2 uses is very simple, but unfortunately BF2 isn't.
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Requirements for coding is knowledge of importing assets, such as tanks or weapons.
For example for my own application project when I joined FH2 back in '08, I coded the StG44 and M10 tank destroyer. Since then I've learned how to export all BF2 file types, animate, do ironsights, and develop workflows.
Due to the nature of coding, if you have any other specific coding related skills which you think could contribute, give us a shout and we'll evaluate it on an individual basis.
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Does FH2 want me?
Ofcourse Lainer.
Toilets haven't been cleaned in ages, 'bout time we got someone like you.
I see that you could not even do the simplest of jobs here at FH2...and already trying to find a replacement for yourself. Tss.
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Very good initiative.
I have a very good knowledge in programming ! "coding" ( RL work ) but unfortunately i cant contribute to anyone, not even my boys at Forgotten Honor. But python is a very easy languange to learn, if you have the will and small ammout of knowledge its a try/fail/try/sucess type of programming. Not hard at all.
But just a suggestion, there alot and i mean big ammount of good maps in F|H that can be taken by a official FH dev and with a small ammount of work, in my opinion, rhey can be added to the game itself.
One of the main things every FH player complains about is the lack of map options. FH needs to be more flexible on this.
OT:
Maybe if you put this thread in the General Discussion section it will attract more people. Not many members watch this section of the forum down below....
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We are looking for people who will work with us and produce content for us, not for more unfinished maps for us to finish.
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One of the problems with current FH2 is that we made to many maps for each release which delayed other theaters by far to long. We will not add any more maps that feature normandy, custom maps can be great but they still take a great deal of testing time and resources that can be used for more urgent things. The reason I started this thread is not because we have an unlimited pool of developers. But because we are maybe 15 active right now, we would need probably 5 or 10 more to do a good russia release. I'm sorry we simply cant divert more resources.
Off topic discussions on why some people cant be nice to each other will be deleted. Please dont derail this important thread.
What we need most of all is 3D artists.
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This thread is a request to community members to offer help to the mod they enjoy playing by adding new potential team members that will move the mod forward with more frequent releases.
Mapping is an all consuming "grinder" that requires an incredible about of energy. We need applicant mappers that can take an existing map or create a new map and work to its completion. I don't have the desire or energy to take on more work.
Personally, I've been working on a map for the past 4 months and now I'm beginning the most exhausting part in development, finishing the map to the FH2 standard. That's the point Azreal is trying to make.
I was given Villers-Bocage as my application. For several months, I was given an enormous amount feedback and subsequent work from our group of level designers to help develop my overall skills. So, we offer self-motivated and dedicated guys an opportunity to join the team and reap the rewards of working with one of the best mods of all-time.
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I cleaned this thread from all off topic material. I will keep an eye on this thread, for it is rather important one and ought to be taken seriously. If you have your abusive or otherwise unacceptable posts deleted, you are not to post it again and again.
By reading this you accept the fact that continuing this kind of behaviour will get you banned.
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Also, if anyone has any experience developing I-phone applications, please contact us. :)
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I'm not sure, but there seemed to be a few Chinese guys around who could translate your webpages to Chinese. Let's don't forget the Asian playerbase, especially the two Chinas (the communist and the nationalist), Singapore, Malaysia, Japan, Korea, ... etc, it is an enormous potential to expand the mod into, and the very first step should be to support the game in their language.
If FH2 could mobilize just a bit of Asian players it is going to be so different. See what the Japanese had done in FHSW.
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With the replies this thread is getting (most of them now deleted) it's small wonder Forgotten Hope has as many developers as it does.
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In regards to level design. I also have no experiance at all but I would be greatly interested in understanding and assisting in the level design aspect of the game. Any support would be appreciated but if it is out of the question then thank you for reading anyway!
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Really? ???
Come on guys, this should be a sticky.
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I agree i say clean this thread up and put it in the sticky's so its not missed.. maybe you wont get a dev today but if he comes later and sees this thread maybe he will join or help or something!
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I am definitely willing (and honored) to help you guys, yet I have very little time at the moment.
How flexible are you guys with the workload and the testing sessions?
I have good knowledge of low poly modelling, uv-unwrapping and texturing (including normalmap, AO generation etc.). I work with both Maya and Max, Zbrush if needed, and have good experience modelling characters.
I gained modding experience when working on the Goldeneye Source mod.
Problem is that I work 20 hours a week next to a full time university study which has delayed way too much by now....
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If you are a dev, your first priority is to produce and work on content, not join test sessions. We have no set limit of work hours that you must devote to FH2 (that would be stupid). Devs give what they can. Some weeks, a lot of work gets done, other weeks not so much. In fact, we've had a few devs recently come back after a period of 6+ months of inactivity.
If you think you can help out, apply. We will try and find a place for you.
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Guys, please read again the first post.
We need people to help us with the upcoming Eastern Front. Telling us to ask other mods / games / developers for their maps / boats / whatever isn't helpful because it's not what we want and it's not going to happen.
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Lightning, you tell us what you need and we will do it. 8)
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Hello all, just wondering if you guys are still in need of another 3d artist. I work in 3ds Max 9 and can also unwrap and texture. I have experience modeling characters, props and vehicles, especially military. If you guys are interested, i dropped a link to my site along with my application. thanks :)
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We've received your application and will look it over. We'll get back to you shortly, thank you.
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I have friend who know mod bf. :) I will give you his email and skype:
akiman94@rocketmail.com
skype: akiman98
call him. :)
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You must tell him to contact us. It does not work the other way around.
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hey guys I think I clicked new topic instead of reply last night. My apologies. I am posting here to ask about concept/2D needs that you may have. I am a former activision employee and have provided art for smaller developers as well as comics. I notice though that you are not actively seeking a concept/2D artist I am left to ask is it because the position has been filled or that you feel you have no need for this position? I sent an application as well as links to artwork to Lobo about two weeks ago maybe more. If you need me to send it elsewhere or even post work here I can do that. Thanks for your time.
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Yes you did.
Check out my post in your thread.
http://fhpubforum.warumdarum.de/index.php?topic=14165.0
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I know a very good 3D modeller and animator that shares the same job has me.
He has some free time and his looking for a new challenge gaming wise related. This might be it.
Ill tell him to contact you guys.
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I have applied for a 3d modeling, animating and mapping position through e-mail. I have recently downloaded the mod (never played it before) but heard it's the best bf2 WWII mod out there. I'm not unfamiliar with mods actually, I just never had the time to download this one.
I previously worked on a mod with a team of +25 team members called Insurgent Strike (website is still online, but production of the mod stopped abruptly). All other details are included in the e-mail with a few screenshots of some of my work.
:)
Dogbox
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Thank you Dogbox. I'll inform the team of your email and we'll get back to you shortly.
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so i do wonder how many peeps sent over emails of their work and applied to the dev team..
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Is that bad or something? cause I don't get it
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Is that bad or something? cause I don't get it
What? That is nothing. You should trying listening to Neighbor in TS
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Is that bad or something? cause I don't get it
What? That is nothing. You should trying listening to Neighbor in TS
No it was a serious question thats all i meant nothing by it i was just wondering how many people emailed and applied to be a dev that is all nothing more nothing less. a legit question =)
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I have read whole thread (for another time) and I must admit that I always wished to start mapping, coding, 3D modeling or anything else what could help with FH2 development. My main problem (and I believe that problems of some others) is that it is still only a wish because I never had done something like this before, I have no experience and any knowlegde from in this area and I'm a little bit affraid of difficulties of modding at the beggining.
Would be nice to see devs reveal their secrets about their starts in developement here in their free time someday. Some said something already but I always want to know exactly which programs are best to do this and that and which one is good to start from zero and learn something (google isn't as good guide as hint from proffesionals ;) ) Antoher thing are some tutorials in doing stuff - the best ones you guys know and you recomend or those wich you have used to learn at the beginning.... ;)
I think if some of you will tell the community a little bit more about it, about your professions, it will attract at least few guys and maybe they will become FH2 developers someday... ::)
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You should first decide what you want to do and the devs will reveal their secrets of modding to you. :P
Best thing would be to join the #fhmod irc channel, always the best place for such talk. :)
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I was thinking more about them telling about what did they do at the begging of their modding. Coders about coding, mappers about making maps, 3D artist about some software their used/using in general.
After reading such post about for example codin some may tell "I can try/learn this, it could be fun" and start thier history with developing... ;)
If I will decide to start mapping or anything else and got some concrete question I will ask then some mapper for sure but thanks for the advice! ;)
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As mentioned before, you first have to think about, what you wanna do. Me for example started modeling few months ago, just to see how it works. At the moment I am modeling a weapon and trying to texture it. And the fears you have about not having any experience are not relevant, as everybody has started anything from scratch. Nobody of the Devs was born with the possibilties for modding. They all decided to learn it from scratch and as you can see, they did it very well ;D
So if you want to model something you have to get 3ds max 9 ( there are also more up-to-date versions, but the v.9 is the last one, that supports the battlefield 2 plugin. For texturing you can use Adobe Photoshop CS5 (it is the newest version, I think). - The only problem with this Programs: they cost money and are quiet expensive. But you can try to get a trial version of them just to see alittlebit how it works and to see, whether it makes fun. To my mind modeling and texturing are very nice, kind of meditative. ;D
Good tutorials are described in the modding section. There is a very good tutorial about modeling a Beretta 9000 in the thread "How to model a handweopon". There are a lot lot of basics explained. Another good tutorial is this one, as it shows you, how to unwrap step by step and how to use photoshop: http://www.moddb.com/tutorials/creating-a-weapon-for-source-part-2
But don't make the mistake as me and start modeling a rifle - it can get very painful but it is also a big challenge and when stay on it you get a lot of techniques. For example how to texture a scope lense or a wooden texture (what is still a big problem for me). I think it is better, if you start with a knife or a pistol.
You can also try to do mapping, what is more needed for the mod, as I got it right from the statements of the devs. Good thing is: you only need the BF2editor, what is free and some other stuff (object.zips) and so on. You can find this files also in the modding section. There are also a lot of turorials in the www. in this case google is your friend.
So I hope this helps you a littlebit.
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well, that's a kind of post I was talking about. Thank you very much for that response ;)
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You can also try to do mapping, what is more needed for the mod, as I got it right from the statements of the devs. Good thing is: you only need the BF2editor, what is free and some other stuff (object.zips) and so on. You can find this files also in the modding section. There are also a lot of turorials in the www. in this case google is your friend.
I'm sure devs will welcome new mappers too, but mostly they need new modellers. If you can do player models, I'm sure they will "hire" you immediately
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You can also try to do mapping, what is more needed for the mod, as I got it right from the statements of the devs. Good thing is: you only need the BF2editor, what is free and some other stuff (object.zips) and so on. You can find this files also in the modding section. There are also a lot of turorials in the www. in this case google is your friend.
I'm sure devs will welcome new mappers too, but mostly they need new modellers. If you can do player models, I'm sure they will "hire" you immediately
Static Modellers, too
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What exactly are you looking for as far as Iphone development? As much as i hate X-Code is still understand it or are you just trying to develop an update app for mobile devices?
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That'd be cool :)