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Depth Mod: BFME 2 Deluxe Edition (name to be changed)


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#1 Bart

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Posted 16 May 2006 - 01:43 PM

Website: http://bfmemod.bartvanheukelom.nl

As you may know we're doing a mod for BFME 2. We're not creating new factions or changing the story, just trying to give the game more depth. One of the ways we're going to do that is by adding a three-level techtree. More information can be found on the site.

Frequent Release
From now on we are frequently uploading the latest version of the mod. That means you can always download the newest version on the website, but it might be bugged. Please do so and give some feedback, we'd be very grateful.

Current staff
2playgames - leader, coder
thedeadplayer - modeller, skinner, binder

Vacancies
We have need of:
- a balancer (play with stats)
- a mapper (edit multiplayer maps but mostly campaign)
- a voice actor

Edited by 2playgames, 26 July 2006 - 12:16 PM.

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#2 zimoo

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Posted 16 May 2006 - 01:51 PM

Well I can't help you with the modeling (my computers broke and I'm not experienced enough) but I believe there is already a pickaxe-wielding dwarf model ingame. If you watch the opening cinematic you'll see it
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Playing games? Ah, you'll never be a good modder if you get involved in actually playing them!


#3 Bart

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Posted 16 May 2006 - 01:57 PM

well, that's great than. all that's left is to give him another skeleton
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#4 zimoo

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Posted 16 May 2006 - 02:02 PM

I'm pretty sure he's already got a skeleton and anims set up
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#5 Feanor

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Posted 16 May 2006 - 02:12 PM

for the gondor spearmen I suggest the old bfme 1 anims and skl for the tower guard :mellow:
'I can harness the very energy within the walls of this place, and bind them too me, I can turn the air in your lungs to fire, and you....you are nothing more than leaves in a storm, did you really think you could face me here and survive'

- Ammon Jerro, Court Warlock of Neverwinter, lord of Haven

#6 Bart

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Posted 16 May 2006 - 03:57 PM

k whatever :mellow:
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#7 Mathijs

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Posted 16 May 2006 - 04:34 PM

for the gondor spearmen I suggest the old bfme 1 anims and skl for the tower guard :mellow:


I don't suggest that. You wont see BFME1 anims ingame.

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#8 Theo

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Posted 16 May 2006 - 04:36 PM

i did...

#9 Feanor

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Posted 16 May 2006 - 05:17 PM

yeah they do work ingame theodred got them in :mellow:
'I can harness the very energy within the walls of this place, and bind them too me, I can turn the air in your lungs to fire, and you....you are nothing more than leaves in a storm, did you really think you could face me here and survive'

- Ammon Jerro, Court Warlock of Neverwinter, lord of Haven

#10 Bart

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Posted 16 May 2006 - 07:05 PM

ok, before this is getting off-topic: please only reply if you are interested or have useful information. thank you :mellow:
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#11 Master Windu

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Posted 16 May 2006 - 09:47 PM

If you want, I could email you my Gondor spearman file...I think he uses the BFME 1 rhun pikemen animations...looks quite good.
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#12 Bart

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Posted 16 May 2006 - 10:15 PM

i'd appreciate that very much, thanks a lot :mellow:. do you want your name in the credits as 'Master Windu' or your real name?

my email is 2playgames@pcenter.nl

I'm pretty sure he's already got a skeleton and anims set up


probably, but since it's a worker unit, it doesnt have any attacking animations

Edited by 2playgames, 16 May 2006 - 10:24 PM.

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#13 Bart

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Posted 18 May 2006 - 08:58 PM

i've added some new units. please post if you're interested

ps. master windu, when are you going to send your model :p
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#14 Master Windu

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Posted 19 May 2006 - 01:38 AM

Sorry, I do all my work on a differnet computer, so I have to transfer the files. Also, I am studying for finals...sorry for the delay.
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#15 Bart

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Posted 19 May 2006 - 08:45 AM

no problem, i was just wondering what's going on :p

as a matter of fact i have to study for my own exams

Edited by 2playgames, 19 May 2006 - 08:45 AM.

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#16 Clement

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Posted 29 May 2006 - 09:28 PM

Hi, I can help you with some models, men of dale, orc pikemen etc... and others! But for textures... it'is not that I'm bad in it but it takes very long time (for me).

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Edited by TheDeadPlayer, 29 May 2006 - 09:34 PM.

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#17 Bart

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Posted 30 May 2006 - 08:46 AM

it looks great. would you like to be part of the 'team' (which doesn't exist until you joint :p)

btw, can you do simple animation/skeleton rescaling?

Edited by 2playgames, 30 May 2006 - 08:46 AM.

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#18 ched

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Posted 30 May 2006 - 05:17 PM

btw, can you do simple animation/skeleton rescaling?


that's suicide. Scale via coding is much easier, and much less time consuming.

and TDP don't put yourself down, that's looking outstanding :p
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#19 Bart

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Posted 30 May 2006 - 07:02 PM

well, there are some problems:

- the needed rescales aren't exactly the same on all axises
- i need to rescale animations and skeletons only (so for example a man can use dwarven animations), NOT complete models
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#20 ched

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Posted 30 May 2006 - 07:10 PM

- i need to rescale animations and skeletons only (so for example a man can use dwarven animations), NOT complete models


rescaling the model to rig it, and then rescaling the whole object will work for that :p
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