BFII mod tools
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- Rebel Colonel
- Posts: 566
- Joined: Tue Apr 12, 2005 7:03 pm
- Projects :: No Mod project currently.
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> I'd have to agree with Rends, considering all the new stuff like triggers, timed events, and gates/doors, i'm expecting SWBF2 tools to be much more diffcult, but hopefully more flexible.
>The thing about the SWBF1 tools is that there really is no easy way to learn it without trial and error. That is probably the greatest thing about the tools. Without many tutorials, i felt that i could mod anything like i was building with legos, seeing which block would fit where and how well it all fits together.
>The thing about the SWBF1 tools is that there really is no easy way to learn it without trial and error. That is probably the greatest thing about the tools. Without many tutorials, i felt that i could mod anything like i was building with legos, seeing which block would fit where and how well it all fits together.
I use Hammer for my HL2 mod I could only Pray the BF2 Tools are anywere near as easy to use. I gave up trying to make a JKA mod 6months ago when Sith-J-Cull came out with all there maps. Would be nice to Make a Rebbelion Mod that fills the gaps left by BF2 eg:Getting the DS plans pre ep4, Bespin, DEATH STAR Space Battle (probaly impossible).Leviathan wrote:Glad to see some GameToast have used such mapping tools in the past... Also, I'd wish to know if anyone has ever designed some levels with WorldCraft or Valve Hammer Editor...
and Most of Shadows of the empire including Dash Rendar as a Hero.
But one can only wait and see were the force guides us.