Not after my last fight with HWR’s LUA code, lol.
It’s not all of the options, just either of them. You model and texture, that qualifies you.
Ohh, I figured that was covered under level 1. Hey @Chimas you might want to separate those two out. Plenty of us can model and texture but are clueless around code. 
I actually wouldn’t IMHO.
Hear me out: Level 7 is the full modder, someone who knows his part of the job with no external help. Someone who you’d want on the team, because after you (maybe collectively) figure out what you want, what your mod needs, then he goes off by his own, shows some progress and then he’s done with great looking or perfectly working result.
Whether that part is ship making (from start to finish) or scripting is secondary.
Good point.
I do give you that there is an overlap, two separate scales merging into one. One is modelling and texturing with no modding experience, or as you mentioned the HWC modding experience, the other one is handling the new ways of HWRM modding. You are right about that.
But in this context i’m fine with it, we’re on the HWRM forum.
Thanks for shout out , got notified via email.
Awesome topics as usual Pouk 
Sorry I’m not active on GBX forums, I’m aim to be once the next code structure update is released.
Anywho , yesh I’m working with Mjoilnir on …things :). And currently trying to get an open source dx11 engine base 100% running for people to mess with.(I’m sticking with ‘Wowe’ engine for now)
My love of homeworld hasn’t wavered however :D.
Love of homework?
I feel all of this level stuff is rather arbitrary. The thing is that in Homeworld modding, out of necessity, there’s a lot of one-man projects, but is that really a good thing? I wouldn’t say a given modder is “better” because they can do all tasks related to the things that come to mind when someone mentions a homeworld mod - e.g. adding a new race.
In an ideal world, but even real game development, everyone’s a specialist to the point where balancing, gameplay design and level design are different areas. The same applies to programming, art etc. I personally think that for a quality product, mods included it is beneficial to have a team of specialists, which is why that’s how I organized the Rebirth mod team.
Good luck finding texturers.
There’s no conflict here. Your specialist would still be 7. Someone who can make ships. Or someone who can code.
The thing is if you want to put together a functioning mod team, you need at least one “7”, otherwise you’ll get either a project with a lot of gray never to be textured models, or a balance mod (that’s not a bad thing, it’s just that’s all it’s gonna be).
It’s not that one is “better”, because they can do all tasks well, that wasn’t even the point, it was a “multiple choice” ladder.
The scale clearly starts from very basics and ends at doing one thing decently. Not on “I can build the whole mod by my own”. That’s why there’s no conflict.
How many people are willing to texture other people’s ships? None that I know so I agree.
For the whole time I’m in modding since 2009, I’ve heared of one.
I don’t understand what you mean. I mean have you only found one texturer since 2009 who is willing to texture other people’s ships or…
Yes. My point with “good luck finding texturers” was a counter to Nakamura’s specialists theory. There are no 2D specialists in here, that would be willing to texture other people’s models.
And yep, I agree. Well, there is nothing to disagree with so…
Yes, out of necessity, in this environment you really have to lead by an example.
…Or maybe also by the sheer power of your charisma, but leading by example is a safer bet.
The best way to start a mod is to know something well and start doing it, not to talk about it and gather a team for only an idea. Be the beacon, let your work speak for you.
I don’t know how you gathered your team, if you were the original founder? AFAIK Rebirth is an older thing, that started as a Complex offbranch. Were you the one who put it together from the start? If yes, please do share your experience, we’re interested. Or did you pick up the mod after somebody else and you attracted people to the known mod’s name? Because if that’s the case, it’s what I’m talking about, gathering people to the project that has something already going on.
But then again, no one ever joined my project, so what do I know… 
Sounds like some hidden recruitment!
But you did amazingly well with the mods you have made that i played, so needing a team is non existent. 
A subtle recrutement was here: 
Well I’m a stubborn bastard, so I keep Vaygr and most of the Hiigarans for myself.
But there are plenty of other modelling tasks I could use help with, mostly in the map making area. Or Kushans and Taiidan. I have really big plans with maps, but no time to split my efforts from ship making.
So you know… non existent… It would be in this century if I had help.
Cursed they iPhone spell check
There it goes again! 