Stuff Wot I’ve Done, the XTC mod-team times
Between 2010 and 2012, I was part of a somewhat sizeable mod-team (meaning, about 15+ people for the majority of the time), for the “X3: Terran Conflict” game (by Egosoft); our mod was pretty much a “total conversion” type of thing, with a complete overhaul of the game’s universe, tons of features, all the while keeping strictly within the established lore & feel. Was working as a tester-manager (pretty difficult to enforce any sort of testing processes when the participants are volunteers across all over the world, and are mainly in this just to get access to new mod versions faster.. Sigh.), in-game writer (articles for the in-game news-system, some additional mission texts, item/weapon/ship/station descriptions, stuff like that), manual writer/designer/Person-Wot-Makes-It-Presentable (Link: http://files.linux-addicted.net/x-tended/X-Tended_-_Terran_Conflict_Manual_V2-1.pdf), and 3D modeller/UVMapper.
Some of the spaceship & space-station models I made for the mod will follow below. For the textures, we used texture materials from existing in-game models (each “race” had a specific texture set; all of them used tiling techniques to appear more high-res than the actual sheet). Modelling & UVmapping was up to us, and I tried to reuse as few assets as possible (just to make things more interesting and add to the established style. Also, that made for cleaner meshes, which led to better use of the polygon budget).
Some of these got given to Egosoft at the end of 2012, to be included in their X3: Albion Prelude expansion.
Let’s start with spacestations, shall we?
And now… SPACESHIPS woo!
Seems fun, right? So.. why did I leave the team at end of 2012?
Well.. Basically, we accomplished what we set out to do. The version 2 of the XTC mod had all the new features, all the ship and station models we wanted to have, and most of the story fleshed out. What was left was basically customer support, bugfixing, minor tweaks, and additions on the scripting/coding side, which, at least at the time, was not “my thing”. And, well, 2+ years is a long time to work on a game mod. I wanted to take a break, and have spare time for playing games (and, well, university stuff, but that wasn’t a big time-taker).