EA Releases the Mod SDK
#21
Posted 16 July 2006 - 09:17 AM
#22
Posted 16 July 2006 - 04:02 PM
They would have had to develop the tools, to develop the game. That's something that's always factored into budget and people are hired to develop them.
As they pre-exist, it doesn't cost them anything to release them to the public.
The trick is, they don't want them in the public domain for a lot of reasons. Firstly someone wants to limit what we can edit, secondly they could potentially be used to reverse-engineer components of the game, and lastly rival companies might take a gander at them or use them themselves.
#23
Posted 20 July 2006 - 05:12 AM
#25
Posted 20 July 2006 - 05:54 PM
#26
Posted 21 July 2006 - 02:57 PM
#27
Posted 21 July 2006 - 03:28 PM
They would however, have developed a lot of other toys themselves to do all of the other things required to get stuff into the game; they have to create that blasted asset.dat in the first place, and generate that ini content, and the rest; map scripts, skirmish scripts, level designs, the list goes on. As they're all EALA formats, and not available to anyone else, they have to use their own in-studio tools to deal with them from the start. Hence my earlier statements.
#29
Posted 23 July 2006 - 09:42 AM
And as I thought, this whole SDK thing, is absolutely nothing special.
-The W3D viewer is buggy, and will only display half the anims on a skeleton (try previewing a model with say...faramirs skeleton. Im pretty sure he has more than 8 animations.)
-The 3ds plugin came with no importer (leaving us yet again to rely on a 3rd party one)
-And the question EA wouldnt answer, when I asked it at MEV has been answered. NO we cant properly view buildings from BFME2. we can import tham like we could before, but we cant apply textures to them.
-The "extensive documentation" doesnt seem to tell us a thing we didnt know already.
Edited by Argolis, 23 July 2006 - 09:45 AM.
He who kills with his hand has forgotten the face of his father.
I kill with my heart.
-The Gunslingers Catechism
NEEDED: Modeller/skinner and 2D artist for Wars of Arda. PM me. Please.
#30
Posted 23 July 2006 - 10:40 AM
#31
Posted 23 July 2006 - 03:13 PM
Argolis, there are other w3d importers out there. I have a Maxscript w3d importer that imports buildings and trees and stuff fine. It doesnt screw up the UVW mapping. But it only works in Max. However, with the Maxscript one, it is a pain when you import something with a skeleton, because there's a whole complicated process you have to go through.
#32
Posted 23 July 2006 - 04:06 PM
BTW: Where did you find your working W3d importer? I dont mind hassle getting things imported (well i do, but thats not the point) if they actually work. Ive just gotten to the point where ivve gotta start opening BFME2 building models (especially fortresses), and the one ive found is no good at that.
Edited by Argolis, 23 July 2006 - 04:11 PM.
He who kills with his hand has forgotten the face of his father.
I kill with my heart.
-The Gunslingers Catechism
NEEDED: Modeller/skinner and 2D artist for Wars of Arda. PM me. Please.
#33
Posted 23 July 2006 - 05:31 PM
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#35
Posted 24 July 2006 - 07:49 AM
Dmain | I-Cold | earthWhois
Dmain Now offers .mobi extensions....why? Because we can
Update: EAW Galaxy is almost ready for launch. We're currently in need of forum staff and content writers for the main site. Please PM or Email me ASAP.
BFME Fans if you think you have what it takes, bfmeworld.com would love to be built. I have neither the time, nor the motivation any longer...
#36
Posted 24 July 2006 - 10:00 PM
He who kills with his hand has forgotten the face of his father.
I kill with my heart.
-The Gunslingers Catechism
NEEDED: Modeller/skinner and 2D artist for Wars of Arda. PM me. Please.
#37
Posted 28 July 2006 - 08:10 AM
(Bumping Mod SDK back again just following the bosses orders)
Dmain | I-Cold | earthWhois
Dmain Now offers .mobi extensions....why? Because we can
Update: EAW Galaxy is almost ready for launch. We're currently in need of forum staff and content writers for the main site. Please PM or Email me ASAP.
BFME Fans if you think you have what it takes, bfmeworld.com would love to be built. I have neither the time, nor the motivation any longer...
#38
Posted 02 August 2006 - 12:45 AM
#40
Posted 02 August 2006 - 04:01 AM
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