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EA Releases the Mod SDK


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#41 Fingulfin

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Posted 02 August 2006 - 06:06 PM

Noooo!!!! We need more programmers out here, who can make us some tools...
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#42 Joe

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Posted 02 August 2006 - 08:14 PM

wheres gil galad got to?
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#43 Hostile

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Posted 02 August 2006 - 08:21 PM

He's kinda like Gandalf, just sorta shows up drops off some stuff and dissappears again for awhile.

#44 Joe

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Posted 02 August 2006 - 11:34 PM

He was on msn earlier, he is still working on some tools!
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#45 Cobra

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Posted 05 August 2006 - 03:31 AM

w0000T! i think thats better news than the mod sdk itself :p

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#46 Bart

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Posted 07 August 2006 - 06:26 PM

not really. gil's tools certainly help to speed up things, but unlike the mod sdk, they don't make previously impossible things possible
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#47 Lauri

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Posted 07 August 2006 - 07:30 PM

He's kinda like Gandalf, just sorta shows up drops off some stuff and dissappears again for awhile.

He always reminded me of Gandalf :mellow:
hope he makes some bad-ass progs, since I can't seem to know were to start :p (finding a program to make the program....ect :D )

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#48 Lauri

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Posted 09 August 2006 - 04:52 PM

2. Yeees! You can apply DDS files :p

I'll change that one...

You can't apply dds files, AND get it working in-game at the same time! I just figured that out! I didn't know why my hobbits were pink :ohmy:

Oh, and sorry about the double, you wouldn't read this if I didn't :)

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#49 Phil

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Posted 09 August 2006 - 04:55 PM

Thanks Lauri, you just saved me from redoing that foundation model. I already thought I made a serious mistake there...

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#50 Lauri

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Posted 09 August 2006 - 05:14 PM

lol, np.

The reason I figured it out was the fact that I had a separate part on pippins head, a tga file, and in-game, he's allover pink, exept his face, so I WDumped it, and woila, many answers :p

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#51 Phil

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Posted 09 August 2006 - 05:24 PM

Lauri, you're a genius :p Although it was mostly luck here... :)

Edited by Dark Lord of the Sith, 09 August 2006 - 05:28 PM.

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#52 Lauri

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Posted 09 August 2006 - 09:56 PM

Aye, just doing the comunity a favor, sire ;)

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#53 Master Windu

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Posted 10 August 2006 - 03:55 PM

Heres that w3d maxscript importer that I was talking about:

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  • Attached File  w3d.rar   8.45KB   50 downloads

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#54 Pixel

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Posted 10 August 2006 - 05:12 PM

Is that the one that imports the models with there correct map?

#55 Lauri

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Posted 10 August 2006 - 08:30 PM

I've only heard him talk about that one :p

Although, I have Max7 ^_^

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#56 Pixel

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Posted 10 August 2006 - 09:13 PM

Im using max8 but this importer well isnt working... it does import the w3ds but still not with the correct maps. :(

Edited by FlameGuard, 10 August 2006 - 09:13 PM.


#57 Cobra

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Posted 11 August 2006 - 12:03 AM

i remember him saying somethinga bout it only working with 7.....

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#58 Argolis

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Posted 11 August 2006 - 01:12 PM

YAY, we needed that.
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#59 Pixel

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Posted 11 August 2006 - 01:29 PM

Sucks for people who use max8 tho.

#60 Master Windu

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Posted 11 August 2006 - 02:54 PM

It worked for me with trees, because I imported one with coolfile's and it wasn't UVW mapped. Then I impoerted with this one, and it kept the UVW.

This one can also import models that coolfiles has trouble with. If you ever get an error using coolfiles that says something like 'Out of scripter memory' then just use this importer, it can import those models too.
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