Helping with a mod and porting something first

Want to just shoot the breeze? Forum 42 is the place!

Moderator:Moderators

Post Reply
ninjamonkey
Posts:215
Joined:Thu Jan 29, 2009 4:07 pm
Helping with a mod and porting something first

Post by ninjamonkey » Thu Jul 23, 2009 10:37 am

Hey guys,


I got a question for all of you. Is there anyone here who is will to help me port (if its creator doesnt, or doesnt aid in me porting it) kurok psp to the Wii. From there I will be attempting a Halo Wii mod using kurok psp. I need help coding (how ever much involved, considering this is going to be my first attempt. But I will be attempting none the less so I'm not just sitting back while others do the work ;]). So is there anyone willing to?? Im getting the models going to be used from a reliable source already (just have to show him a beta-ish thing before I can get them, and I have to credit him in a prominent place which will be noticed).

I probably need:
mappers
coders
maybe a few beta testers (I will take part in this too, since I have an homebrew-enabled Wii)

User avatar
palmertech
Senior Member
Posts:3225
Joined:Sat Feb 02, 2008 1:40 am
Location:California, land of the homeless and hippies
Contact:

Re: Helping with a mod and porting something first

Post by palmertech » Thu Jul 23, 2009 11:37 am

They use a completely different architecture. You are honestly better off writing a completely new engine for the wii than to try and port it from PSP.

Honestly, if someone had the skillz needed, and the interest, why would they do it with you? Not to offend, but you seriously have no appreciable skills to contribute, and most people would just do it themselves, as there is no reason for you to get any credit. :facepalm:

Also, why Kurok? Why not use the Quake or Quake 2 engine?
Image

Excellent

ninjamonkey
Posts:215
Joined:Thu Jan 29, 2009 4:07 pm

Re: Helping with a mod and porting something first

Post by ninjamonkey » Thu Jul 23, 2009 12:18 pm

there pretty much the same thing. so i will try that too. I was just saking cause I know people who would help.

Harshboy
Portablizer
Posts:3610
Joined:Tue Oct 11, 2005 3:44 pm

Re: Helping with a mod and porting something first

Post by Harshboy » Thu Jul 23, 2009 12:57 pm

I have a feeling that you're just a noob who has no idea what you're doing.
Last edited by Harshboy on Thu Jul 23, 2009 4:02 pm, edited 1 time in total.

User avatar
jleemero
Posts:804
Joined:Mon Feb 19, 2007 3:12 pm
Location:Yay Desert.
Contact:

Re: Helping with a mod and porting something first

Post by jleemero » Thu Jul 23, 2009 2:32 pm

Harshboy wrote:I have a feeling that you're just a noob who has no idea what your doing.

User avatar
stuntpenguin007
Posts:667
Joined:Sun Apr 27, 2008 12:21 pm

Re: Helping with a mod and porting something first

Post by stuntpenguin007 » Thu Jul 23, 2009 3:45 pm

jleemero wrote:
Harshboy wrote:I have a feeling that you're just a noob who has no idea what your doing.
haha, sorry I've just always wanted to double quote.

but do you have any coding skills?
SNESP WIP
Case - 50%
acquired parts - 90%
assembly - 0%

ninjamonkey
Posts:215
Joined:Thu Jan 29, 2009 4:07 pm

Re: Helping with a mod and porting something first

Post by ninjamonkey » Thu Jul 23, 2009 5:56 pm

I've just decided I'm changing it to a quake 1 mod (if it turns out well, maybe jump over to quake 2; when that comes to work on the Wii). Well I sort of know how to replace weapons in the .qc files of quake and replace them with another. Thats really all at this point. I understand you guys dont want to help, its cool. I'll just figure it out.

Post Reply