Excellent outline for post form- especially the part about keeping the pics small
I would like to propose a slight revision to the header format, to give it a bit of solidity and uniformity.
Here's a quick diagram of the proposed format. I have attempted to keep it as close to what has already been posted, and offer definitions for the "tag code".
You will notice that codes have been limited to 5 characters, to save headline space.
^^^ |^^^ |^^^ ^^^| ^^^|
optional required | optional | A version
* as | | * as | number for
needed | | needed | the tutorial
*III | | may go here
*VC | | if desired.
(soon!)*SA | | (latest post
*ALL | | date- DDMMYY)
| - Examples:
| *ZMOD *LWAVE
_______| *3DSM *POSER
*3D *BLEND *CHSTU
*VEH *BRYCE *RHINO
*MAP *IMGT *MOO
*GFX *VGXT *RWANA
*GEN *PSP *PHOTO
*NOTE (Windows Notepad!)
*TXDW (TXD Workshop)
*TXDG (TXD Gold)
*AUDED (GTA3 Audio Editor)
*IFPCS (IFP Chop Shop)
*LIMIT (ST.MU's limit adjuster)
*BWINS (Barton's Myriad Installer)
*TRAIN (any of various trainers)
*Etc., etc... you get the pic :p
So, obviously, if it's a WIP document, the header begins with [WIP] in seperate brackets. This lets everyone know that C&C is welcome and expected. Cheerleading is frowned upon. Posts in [WIP] threads should certainly be limited to additions, corrections, and constructive suggestions pertaining directly to said document. 'Nuff said
The main header should consist of the most relevant general categories.
These I have arranged in a logical subset order;
1) What game we are talking about
2) What are we doing to this game
3) What are we using to do this to this game
... so if you ask yourself these as questions, the answers tell you what tags to use (or create as needed)
A little clarifcation on the use of the header fields:
• GAME(S) - Absolutely necessary! use whichever is needed.
- if the tut covers any game, use "ALL".
- Soon San Andreas will be out, and the madness will begin all over again, so we already have a shiny new "SA" tag to use when the time comes
- so then a tut covering the newer games, but not GTA3, might have [VC,SA/... in the header, each seperated by commas. or you could have ... III,VC... or
... I,II... etc.
I swear to GOD, if I see a NFS2 or a 2F2F tag in a conversion topic header, I'm gonna kick the doors down and scream at the top of my lungs for a week straight.
I'm not playin'.
To end my conversion rant, I'll just say that if you know how to make a GTA car, and get it ingame successfully, then you can convert any car to GTA without further aggro from fellow Forumers. If you need to know more about how to edit the other game's models
, go to those forums
The following fields are optional, but should be used if possible.
• (CONTENT) - Basically, this is the modding activity we're engaged in:
- 3D Anything to do with modeling, in a general sense.
A paper discussing the use of Splines, and how they are a Good Thing regardless of the modeller you use, would use this tag.
-VEH Discussions of the various aspects of editing vehicles in GTA
(primary class of Dynamic models)
-MAP Discussions of the various aspects of editing all other 3D models in GTA
(Static models and secondary class of Dynamic models)
-GFX Discussions of graphic editing, texture management, etc.
-GEN Anything not covered in the specifics above.
... more tags can be added if needed, but I have tried to distill this category to its essence, and should cover everything adequately.
• (SOFTWARE) - Use a program code in this field if the primary focus of the paper concerns a particular tool or app.
I have proposed codes above for a number of the most common tools we use, and new tags can be created as necessary. The only hard limit these tags should have is that they, as the other tags, should be limited to max. 5 char's.
(maybe 6, for things like IDAPRO... I dunno
should be short, anyway.)
The tag should be pretty obvious as to the tool it describes, but if not, be sure to add the tool's name in the headline/tagline title.
• (DOC.VER.) - If you make major revisions, you may want to include a DDMMYY code to let peple know what the latest version is. New readers will only see the revised version, but people who have previously downloaded the tut may want to see if they have the most current version. Just a thought.
The header codes will of course come first in the headline. There will not be much space left in the headline, so this should be reserved for the header code, and any additional data you can fit on the end.
should be used for a full and descriptive title
for the article.DO NOT OMIT THIS!!
Some example tutorial headers:
[III,VC/MAP/MOO/290604] re-formatted text
Placing your building in the gameworld with MooMapper
Placing your building in the gameworld with Notepad
[WIP][VC/MAP] need .ipl info...
How VC model placement works
Using MooMapper to locate a texture's TXD location
Using the IMG Tool - Full Instructions
Adding reflections to VC cars in Zmod.
[WIP][ALL/GFX] need DXT data pls.
Creating textures for your models
Creating alpha channels in PhotoShop
Creating alpha channels in PaintShop Pro
Using splines for efficient mesh layout
Using splines in 3D Studio Max r3
Modify engine sounds in Vice City
The entire Zmod helpfiles re-written! Real English!
These should be plenty of examples to get a feel for the ease of the layout.
IMHO, it has a good flow to it, and it is easy to see what you're looking for at a glance.
Flame/mangle/mock this as applicable. kthx