Modding a game on panzer corps??

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sosbrigade
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
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Modding a game on panzer corps??

Post by sosbrigade »

Hi guys,

I have no tools to mod anything for panzer corps. I just have great ideas for existing games to be used on a panzer corps engine. If you guys might know a sight were i can get the tools to mod the game eg, map,textures,units & etc.

The mods I wanted to make are:
Runescape 9th age, ( made some maps of runescape )
Warhammer 40k
Pacific war. 1939-45
Cold war 1951-1991

Please send me some feedback okay.
VPaulus
Slitherine
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Re: Modding a game on panzer corps??

Post by VPaulus »

For maps and making the scenarios you use the game editor.
For 3D units there are several programs to my knowledge but they aren't free. There 's a tutorial in the top of this section which teaches how to make a 3D unit using Cinema 4D.
For 2D, you can use Gimp or Paint.net which are free.
theBlackPrince
Private First Class - Wehrmacht Inf
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Re: Modding a game on panzer corps??

Post by theBlackPrince »

There are also free programs for 3D, like Sketchup or Anim8or.

There is already a mod for the Pacific.

The entire cold war might be a bit much to take on. Wouldn't you rather focus on a specific war, or period?
Like Korea, Vietnam, the Arab-Israeli wars, India-Pakistan etc.
Chris10
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Re: Modding a game on panzer corps??

Post by Chris10 »

sosbrigade wrote: The mods I wanted to make are:
Runescape 9th age, ( made some maps of runescape )
Warhammer 40k
Pacific war. 1939-45
Cold war 1951-1991
Oh..this looks like the perfect occasion where a much needed copypaste of the following article is due...it makes some fairly good points... :wink:
[b]Professor420 on TWCenter.net[/b] wrote: "So you want to make a mod, eh?"

Let me preface this article by saying, every single gamer on the entire planet has a great idea for a game, or a mod of their favourite game. Their ideas are always superior to all other ideas, and unique to all other ideas. And sometimes, they are. But the ingenuity of an idea, or the greatness of a concept, is irrelevant. What matters, as someone starting the mod, is YOU. YOU will run the mod, fuel it, push it, not the other way around. This is the first fundamental mistake people make. Ideas are worthless, and with few exceptions (Lord of the Rings, Star Wars, etc.,) no one will be as excited about your idea as you are, and you will get no talented recruits based on an idea alone. What matters, is YOU.

Are you able to start a successful mod? Likely not. Have you ever worked on a successful mod before? Have you ever led a mod? Do you currently possess all the skills required to complete your idea (art and coding)? These are vital questions that most people do not ask themselves when they start a mod. Because, honestly, its depressing. But they are questions that hold true, in example after example. Now, it will be very easy to ignore this advice. There is nothing to stop you from posting it anyway and looking for team members. So let me try to convince you why it is in your best interest to not start your glorious mod idea.

Is your idea REALLY that good? World War II/III? Comon. Deadly virus outbreak? Comon... Post-apocalypse? Warcraft? Generic fantasy? No matter how good, and how nuanced, your idea is, on the surface, it is extremely generic. ALL ideas are, there are very few 'original' ideas. And if you think yours is original, it is likely because you do not have enough experience as a designer. On the other hand, all ideas are unique. but the unique aspect is always second to the generic aspect, until you create something so people take more time to peer into your concept.

Is your idea copyrighted? Is it based on Star Wards, Lord of the Rings, Wheel of Time, etc?
I don't give a care to intellectual property infringement as far as mods/nonprofits go. But if you do not possess the skills to start a mod otherwise, what gives you the right to start a mod based on a Pop-culture concept? Leave it to the experienced people to start the mod, then you can work on your favourite franchise, and learn, at the same time. Starting a mod based on these franchises takes zero skill, and even less originality. Just because you will automatically attract more talented people, does not mean the mod will be healthy. YOU will be its initial driving force, and if you aren't able to drive, you are going to steer the ship off course or crash it entirely.

What will you do? Unless you are able to produce assets of production quality, or have a good amount of coding knowledge to implement the mod's
important features, you don't serve a purpose. You hold no practical power or authority as the founder, as the leader, as the manager, "web-guy," or designer. I have met only a handful of skilled designers, and I have never met a designer that formed the team and led it. Design is an auxiliary role, and if designers are leaders, it is because they have inherited a team, are extremely skilled and respected at what they do, and the team has proven they can get things accomplished beyond design.

Can you create a decent product if you are by yourself? For artists, this means, can you create enough art to push the mod past the starting line,
and after that, most of the art for the entire mod? For coders, this means, can you set up the gameplay systems and features on your own, as the only coder? Things such as maps, sound, design, etc., are auxiliary, and do not create an entire mod in and of themselves.

What do you have to gain from starting a mod? Are there any other mods similar to yours? Why not join one of these mods, to contribute to a product, develop your skills, and aid others? If your mod is "Dinosaurs vs. Smurfs," your concept is likely too unique to find another mod similar enough to be interested, but on the other hand, too unique to find anyone with a similar interest or passion to help you with the mod. As I said before, ideas mean nothing. If you can do the work, you can make people excited for your Dinosaur/Smurf game.

If you had your dream skills, would you be content working at the whim, or even at the same level, as the former-you? Why would anyone who possesses great skills work for/under someone who lacks any real skills? Do not expect to find people much more talented than yourself. And do not expect them to work on your project. They will often naturally come along to 'pop culture' projects such as Star Wars or Lord of the Rings, but it is highly unlikely a skilled artist will sign up for a mod that has skins made in MSPaint.

Finally: You need skills to make games. A lot of skills. Mad skillz. You are much better served spending your time learning and 'doing,' rather than struggling to create your own team. Then, once you've blossomed, you can start your own project with experience, confidence, and skills. If you lack the fortitude to invest the time required to build your skills, you will never be able to create your own mod. And I hope, after reading this, you won't think you can convince other people to make your mod for you..
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