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BFME Tool Development


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#21 Radspakr Wolfbane

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Posted 13 November 2013 - 07:24 AM

So I've been thinking for a while it would be awesome to have some kind of code injector for BFME that can overcome our limitations.

Maybe something that could do stuff like override the Upgrade limit, add new enums that sort of thing.

Anyone know of some people who might have an idea of how to pull this off?

I'm going to keep my eye out.


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#22 DIGI_Byte

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Posted 13 November 2013 - 07:33 AM

LOL Rad, funny. real funny.

 

you would be better off making an RTS in a free engine then spending all that time debugging BFME for hook processes and other things.

that would just be a messy nightmare, do you really want to waste years just to make a few small changes?



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#23 Goldtouch

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Posted 13 November 2013 - 11:20 AM

SDK v1.00
http://www.gamershel...news_31407.html

SDK v1.01
http://www.gamershel...news_33043.html

Added
 
Does anyone have the original BFME SDK? the links dead and gone from EA
I've added BFME2 SDK


I've also uploaded the SDK documentation that way the search engines might pick up on all this information:
http://bfmepatch.the3rdage.net/sdk/

Here is 3ds Max 7 which is required to use the plugin...
http://bfmepatch.the...3dsmax7 key.zip

Edited by THORONGlL, 13 November 2013 - 11:41 AM.


#24 DIGI_Byte

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Posted 13 November 2013 - 02:59 PM

I'm not going to backup the SDK documentation since its already included in the SDK

(it is, isn't it?) if not I'll zip it up as well

 

we already have 3ds7 in dropbox with all the stuff including SP1 patch

https://www.dropbox....7l8y/8jO1jGiOmi



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