Futuza Posted January 28, 2013 Posted January 28, 2013 Hi, Darth Futuza from JKG team, just thought I'd repost this here: We are looking for dedicated, talented individuals who have experience in the following fields: - Level DesignApplicants must have spent extensive amount of time designing levels inValve's Hammer software, 3DS Max, UnrealEd, or Radiant (preferred). Thiscovers all aspects of level design, from geometry to custom texturegeneration. Certain aspects specific to JKG level design will be taught. - User Interface Construction and designApplicants must have spent a significant amount of time designing userinterfaces in Adobe Photoshop, and have a basic understanding of howdesign works. Some experience in Quake 3 engine menus or Scaleform ispreferred. - Concept ArtApplicants must have a general idea of painting, sketching, or creatingartwork which is both technically acceptable in the engine and able tobe entered into the game. Experience in programs such as Adobe Photoshopis nice, but not required. - Video Editing and Filming (both JKA and otherwise)In the video editing track, this is broken up between JKA video editingas well as documentaries and trailer sections where video assistance isrequired. Applicants must have experience in editing Quake 3 videos, or,alternatively, creating videos using CG applications. Either way,experience using video editing programs such as Sony Vegas is preferred.Documentary film producers must have a constant devotion towards theproject. - ModelingWe are not accepting any more weapons modelers (we have more weaponsthan we can deal with at the moment) however skilled environmentmodelers are always in demand. Specifically skills working with Rocks,Trees, and metal objects / junk. We are also looking for character modellers of high calibur! Additional Info:skills: Level design in Blender will be accepted as long as you have abasic understanding of how BSP brushes will later be used. (mrwonko'sblender to .map patches plugin allows for the export of very efficientmap objects) I'd also like to encourage anyone who is hesitating aboutapplying to apply, the worst that can happen is we'll say, "Sorry, tryagain in a few months." For more info visit: http://terrangaming.com/forums/developer-applications/jedi-knight-galaxies-is-looking-for-more-staff/2001 Application Guidelines: http://terrangaming.com/forums/developer-applications/application-guidelines/802 Thanks! Odeyseis likes this
Futuza Posted May 18, 2013 Author Posted May 18, 2013 Bump! By the way we also need more programmers now, or if you can't contribute full-time as a developer you can still help out in small increments as we are now open-source. Basic specifications that are good for our programmers to have:-JK3/JK2/Quake3 Source Code Familarity-Moderate Understanding of C/C++-LUA Programmers/Scripters (I have no idea how to do this, but if you do you should totally help!)-QT C++ Application Experience If you've got 1, or all of those things, please apply! We need your help to make JKGalaxies more awesome than ever! Modeling (update)As mentioned before we need environment modellers still; however, I failed to mention in detail we also need character modellers. We need people who can make awesome looking humanoids (rodians, humans, twileks, zabrack, etc..) And we will want to also begin replacing all base assets so if you've always wanted to make your own Jawa we'd love to have you do it. You do not necessarily have to join the team to contribute, we will accept models of sufficient quality if you wish to allow us to use them in the mod. (Keep in mind they must be completely original, as we aim to go stand-alone, that means no raven assets at all).
Futuza Posted May 23, 2013 Author Posted May 23, 2013 More info from JKGalaxies! We are in desperate need of a new webmaster! We are currently looking for a dedicated webmaster with experience, know-how, epic coolness, and most importantly a love for JKG.The webmaster seeking to apply should be expected to be able to single-handedly:-Design a basic UI for a Website-Know PHP-Maintain a consistent presence on our IRC-Familiarity with modern website creation tools eg: wordpress-Experience with Web Security (ddos prevention, anti-script vulnerabilities , good security practices, etc...)-Websearch Optimization-Some skill with database creation/maintenance-Time to work closely with the JKG team and server hosts to create an awesome online experience for players If you feel you fit the ticket please contact us on our irc and submit an application here. If you KNOW someone who would fit the bill, please refer them to us, we'd love to talk with them!
Pande Posted May 27, 2013 Posted May 27, 2013 To add to that, if a webmaster feels he is not capable of the CSS aspect of the design or imaging, that's not a problem as I am well experienced in this. But I can't do the backend PHP/ruby stuff.
Akimoto Posted May 30, 2013 Posted May 30, 2013 What detail level would you want your models to be? I assume it is higher than 1000 vertex... ?
Tempust85 Posted May 30, 2013 Posted May 30, 2013 If you're planning on replacing all base assets, do you have any animators? If so, JKG & the recreation project could collaborate on animations.
Stoiss Posted May 30, 2013 Posted May 30, 2013 no DT we don't have any animators i guess we would need to have one to replace all the animations in some way i guess i don't know what they others have plan for that but im for sure think there should be make new and better anim
eezstreet Posted May 30, 2013 Posted May 30, 2013 What detail level would you want your models to be? I assume it is higher than 1000 vertex... ? It depends on what is being modeled, but for players, yeah it's definitely going to be higher than 1000 vertexes. For guns it sometimes goes above 1000 but not too often.
Futuza Posted May 30, 2013 Author Posted May 30, 2013 ^^A good example of a quality model we'd use is Hapslash's stormtrooper model.
Akimoto Posted May 30, 2013 Posted May 30, 2013 What I am wondering is if there is a "hard" limit? @@(Basically I am asking if the models have the same "limits" as default, or if they have improved)
eezstreet Posted May 30, 2013 Posted May 30, 2013 We're still using JKA's limited number of vertexes while we're attempting to move over to an OpenJK-based engine. It'll be quite a long time before there's any major graphical enhancements.
minilogoguy18 Posted May 31, 2013 Posted May 31, 2013 The fixed limit atm is 1000 vertex's PER OBJECT, NOT ENTIRE MODEL, then it's limited to 32 OBJECTS PER MODEL so max is 32000 vertex's total. You can push close to that limit if you want but no matter how good your PC is the game engine will suffer performance loss. Tempust85 and Archangel35757 like this
eezstreet Posted May 31, 2013 Posted May 31, 2013 Correct. And right now, raising the cap isn't our concern, our biggest concern lies with fixing the vertex transform issues with the Quake 3 engine, which cause the massive performance drop in the first place.
Silverfang Posted June 3, 2013 Posted June 3, 2013 It depends on what is being modeled, but for players, yeah it's definitely going to be higher than 1000 vertexes. For guns it sometimes goes above 1000 but not too often. It's hard to measure in vertexes for me but I actually think it's more common for vert counts to go above 1000 than below it. Triangle counts on the other hand (which I can much more easily measure in) sometimes stay below 1000, but can sometimes dip into the 3000 range (in the case of big, complex weapons). Most guns are in the 1200-2000 range while movie weapons (we put a lot of effort into making them very accurate) are usually somewhere between 2000-3000 range.
Tempust85 Posted June 4, 2013 Posted June 4, 2013 For first person weapons, 2,000-3,000k maximum sounds right but I hope that's not the same for third person weapons with JKA how it is currently. They should be 1,000-2,000k maximum with LODs. If whatever needs to be fixed is fixed, 3,000-5,000k maximum would be decent for first person and 2,000-3,000k maximum for third person with LODs. This is below current game standards, but certainly higher than what is currently available in JA and will still give nicer visuals.
Xycaleth Posted June 4, 2013 Posted June 4, 2013 I recall JKG using the first person models as the LOD 0 of third person models. I don't know if this is still true though.
eezstreet Posted June 5, 2013 Posted June 5, 2013 Incorrect - viewmodels and third person models use two different models, first person optionally using GLM.
Futuza Posted July 17, 2013 Author Posted July 17, 2013 Hey everybody, just wanted to post a little reminder. We are still looking for someone who can help out with building a website. If you don't know php or something else in our list that's okay, we'd still be willing to give you a chance. The important thing is that you be willing to learn what you don't already know. Please visit our new forum to apply
CaptainCrazy Posted July 27, 2013 Posted July 27, 2013 I wouldn't mind modeling some environmental objects for you.
Futuza Posted July 29, 2013 Author Posted July 29, 2013 http://www.jkgalaxies.com/forum/viewtopic.php?f=11&t=25 Also, I sent you a PM.
Futuza Posted September 10, 2013 Author Posted September 10, 2013 Hey everybody, We're still hard at work, but we are looking for some more help with coding in particular. We've recently changed most of the code JKG uses from C to C++ in an attempt to make things nicer and more objected oriented. If any of you programmers are interested, please submit an application, we'd love to have your help as we prepare for the next release! CaptainCrazy likes this
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