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Traction Wars is a Tactical Teamwork WWII Realism Game. We aim to create a realistic and historically accurate environment for players to immerse themselves. In this the first release we will be featuring the Normandy Campaign between the British and German Armies between D-Day on June 6th and the capture of Caen on August 22nd 1944. Chapter One will be infantry only with vehicle combat being added in a future chapter.
The game will be released in a series of chapters which will add new features and maps at each stage. Chapter One is currently planned to be infantry only but tanks and other vehicles will be added in a later chapter.
Announced Features:
6 comments by [TWDEV]_General_Naga on Apr 6th, 2012
Hey there, My name is [TWDEV] Volcol and I’m a 3D and 2D artist over here at Traction Wars. I’m new to the team and happy to be working alongside some very talented individuals. Following the theme of developer blogs, that have been showcased, here is mine.
I applied to work on Traction Wars a few weeks back. I was assigned a trial, as are all applicants, and my task was to produce the German P38 Walther. This is one of my favourite pistols from the Second World War and in my opinion equally as iconic as the Luger. It wasn’t the easiest thing in the world to model however.
There were a few teething problems upon starting this model, as this pistol was to be my first high to low poly bake. I had done the odd bit of high poly before but I still had a lot to learn. I sat down for a day or so to study a few videos and tutorials; of which there are many across the web each equally as useful as the last. Then I took the plunge.
I started with the High Poly model first, working my way from the Barrel, to the slide then main body of the gun – creating the magazine, hammer, trigger and grips as separate items.
The grip and smaller items (such as the safety) required a little bit more detailing to be baked, so I created some floating geometry that would bake down onto the low poly part. This can clearly be seen in the grip, but the technique was use on several parts of the pistol.
Now the High poly was finished, I could move on to the low poly model and then the dreaded high poly bake. The unwrap didn’t take too long, though the bake was going to take longer than I had expected, it was my first try I suppose.
The first few high poly bakes were fruitless, but I got there in the end. Tweaks needed to be made here and there but overall, I was happy with the outcome. Now that the high poly had been baked into the normal maps needed for the model, I could go about starting the diffuse and specular textures.
The texturing process took around 20 hours, I kept people up to date with progress and was soon well on the way to a completed item.
A few bits of wear and tear, a couple of tweaks to colour and tone and it was finished. My first full weapon project involving a high poly bake and I'm eagerly anticipating to what the future might bring.
The team is still looking for talented individuals to join us on the team, so if you think you might have what it takes or if you are just curious then you can check out our recruitment page for full details.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
try takeing a look at this for more idears
Youtube.com
glad to see its become a crysis mod!
OMG IM SO HAPPY SOMEONE FINALLY USED THE MORTAL ENGINES IDEA!!! wish they'd make a movie too but, i know its near impossible with a crysis mod, make it a FPSRPG!
Anyway keep up the good work
could you make it so instead of titian mode
the aim of the game would be to dissable each others town
you were on one massive map plate and instead of the titians you were fighting on two
scavinger towns you can ether blow of the traks of one of the scavinger towns with mortars
mounted on eachother town or with airships or you can get on another town via airship
once onbored the town you have sevral objectivs one the towns mortars if you destroy these the
towns main fire power is destroyed two capture the bridge if you do this you have control of the towns
movment three go down to engernering and destroy the town engines there for dissableing them
out of all the three this is the hardest to do but if done so you ortimaticaly win the game
As I have read all the books I think this will turn out to be a very interesting mod. Good luck!
As most people know, Texture Artists are practically like gold dust these days for modding teams, I'm the lead and only texture artist for this m od and quite frankly we need way more than just me to cope with the mass influx of models that need UVed and Textured.
So basically I'm putting out one helluva plea for help here. Anyone that is interested in this mod and has experience of using photoshop/fireworks/ any creative art program please sign right up at the Traction Wars forums! We will accept you warmly and give you your first test. Interviews will probably be conducted via MSN.
Seeya there.
thanks a lot man thats a seriously big help :)
In reply to some of you guys...
The mod's almost entirely based on the universe of the books, but we have to keep in mind that some of what we need to do (to create good gameplay on the Battlefield 2142 scaffolding) isn't really touched upon in Reeves' written work. What I'm saying is - a fair bit has had to be made up. That being true, we've tried to keep it all as consistent with the Mortal Engines universe as we can. :)
Mookow - the first place to start would be the bf2editor.org forums (link - Bfeditor.org). Loads of good tutorials in there - somewhere (it's easy to find) there's a list of a bunch of good tutorials that you should check out when you start with bf2 (there's no official 2142 editor yet). You'll need to download the bf2editor to do some of the stuff you need - just google for that. Of course if you'd rather learn the hard way, I'll point you in the right direction: all the objects used in 2142 are found in /mods/bf2142/objects. They're zipped up nice and dandy - you can just extract these and start tweaking. Probably a good idea *not* to modify your original version though, eh? ;) Make a copy of the main directory, then download any mod for 2142 - you'll quickly notice that their mod folder is a fraction the size of yours. Check out their /objects/ folder, and take a look at the xxxarchives.con files. There we go, you're all set ;) If you want anything more, drop in on our forums and just ask ;)
I absolutely loved all of his books (which this mod appears to be based on) and I wish you all the best of luck with this mod, I know I will be playing it! :)
This monds rather cool, definintly worth checking out,
could you guys tell me where I would learn how to mod bf 2142, I have some experience in modding as a whole, so I dont need tutorials on how to model, rig, texture etc, I just need to know which files do what, what text/other codes need changing and what editors I'll need, please help me.