BF2 Mod tools on the way!
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- Jedi
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You know what, your right Ace. When you read it like that it makes sense. It appears that he is saying that the Exporter is exactly like the one that Pandemic used with the high end version of XSI. IN OTHER WORDS it won't be a version for the XSI 4.2 mod tools! Wonderful! Yet another dissapointment. Why am I not suprised.Ace_Azzameen_5 wrote:Uhhh. . . I'm pretty sure Kaiser meant Battlefront 2 during development, Kaiser said used, not released.
Don't give your hopes up, wait and see what Kaiser has to sayVyse wrote:You know what, your right Ace. When you read it like that it makes sense. It appears that he is saying that the Exporter is exactly like the one that Pandemic used with the high end version of XSI. IN OTHER WORDS it won't be a version for the XSI 4.2 mod tools! Wonderful! Yet another dissapointment. Why am I not suprised.Ace_Azzameen_5 wrote:Uhhh. . . I'm pretty sure Kaiser meant Battlefront 2 during development, Kaiser said used, not released.
Patch & mod tools INFORMATION UPDATE
Well, I found this in the LA forum:
(The post is from Jan. 31th!)
Sounds encouraging, doesn't it?
(The post is from Jan. 31th!)
(Source:http://forums.lucasarts.com/thread.jspa ... 1&tstart=0)Just wanted to give everyone an update since we are at the end of the month and yes, we do not yet have the patch to release. As the team has been making changes to the Mod Tools, we've had to sync up the game code to better support what the Mod Tools create. As a result, we've had to hold-off on the PC patch until we are fairly confident no other Mod Tool changes will affect the core game. We apologize for the delay but want to insure that when the Mod Tools are released, it works completely with the current version of the game. Our best estimate for release is likely the middle of next week.
Thanks again for your continual support of Star Wars Battlefront II
The Star Wars Battlefront II team
Sounds encouraging, doesn't it?
RE: Patch & mod tools INFORMATION UPDATE
yes VERY encouraging!! good find sh4d0wl0rd, will u have to "install" these tools? are the a exe. or a zip that u extract the contents to a folder?
RE: Patch & mod tools INFORMATION UPDATE
Don't know. Depends on how large they will be. E.g. the 1.2 patch for SWBF1 was a .zip file I think.
- minilogoguy18
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RE: Patch & mod tools INFORMATION UPDATE
well in order for there to be a plugin that works with the mod tools program Avid would have to publish it because its completely different than the other programs. i did find though that 3.5 plugins and lower work with mod tools, there is the XSI|FDK which allows you to create plugins and many other things for XSI as long as you know how to use C++.
RE: Patch & mod tools INFORMATION UPDATE
I'm looking into the exporter for XSI mod tools issue. More on this later today hopefully. The exporter that will be released with the initial mod tools release will work in XSI 4.2 and above.
-Sean
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Sean Soucy
Lead Level Designer - Battlefront Team
Pandemic Studios LLC
-Sean
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Sean Soucy
Lead Level Designer - Battlefront Team
Pandemic Studios LLC
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Re: RE: Patch & mod tools INFORMATION UPDATE
Thank you for looking into it PAN-Kaiser! It would be pretty neat if it works with the XSI 4.2. If not then I guess I have to start saving up for XSI Foundation.PAN-Kaiser wrote:I'm looking into the exporter for XSI mod tools issue. More on this later today hopefully. The exporter that will be released with the initial mod tools release will work in XSI 4.2 and above.
-Sean
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Sean Soucy
Lead Level Designer - Battlefront Team
Pandemic Studios LLC
- minilogoguy18
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RE: Re: RE: Patch & mod tools INFORMATION UPDATE
well i tried the exporter on a trial of XSI 5 and it didnt work right cause all of the selections in the file menu got taken over one by one by the pandemic addon so that things like new, open, save and save as were all replaced with the pandemic tools menu so that there were 5 pandemic tools menus. >_>
Re: RE: Patch & mod tools INFORMATION UPDATE
Vyse wrote:Thank you for looking into it PAN-Kaiser! It would be pretty neat if it works with the XSI 4.2. If not then I guess I have to start saving up for XSI Foundation.PAN-Kaiser wrote:I'm looking into the exporter for XSI mod tools issue. More on this later today hopefully. The exporter that will be released with the initial mod tools release will work in XSI 4.2 and above.
-Sean
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Sean Soucy
Lead Level Designer - Battlefront Team
Pandemic Studios LLC
Thats exactly why Avid probably wouldnt make the exporter for XSI mod tools even if Pandemic did send the relevent info to make 1. They want your money lol
Anyway , its good news about the tools and even better news Sean will lend us a hand in learning the new functions of the tools .
Welcome to THE SWBF1+2 mod site Sean. I have 1 question about the tools. Will the animation aspect be better documented than in SWBF1 tools? I could quite easily make the animations in XSI but couldnt get them working in game no matter what I tried...... Alot of people were in the same boat . Only a guy named Saturn actually got an animated door in game but this caused even more problems. He left the modding scene out of frustration due to the lack of documantation for animations.
PS. I dont think Sean meant BF2 as in Battlefield 2 cos Battlefield 2 doesnt have an XSI exporter as far as I know.
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RE: Re: RE: Patch & mod tools INFORMATION UPDATE
Teancum and Pyschofred have got animaitons in game for new vehicles.
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RE: Re: RE: Patch & mod tools INFORMATION UPDATE
But they haven't told us more exactly how to get the animations work in-game - lol
But this is why we have Gametoast..!
But I'd like to have a better Documentation too - the original one wasn't clearly enough
But this is why we have Gametoast..!
But I'd like to have a better Documentation too - the original one wasn't clearly enough
- minilogoguy18
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RE: Re: RE: Patch & mod tools INFORMATION UPDATE
i can get animations to compile in game but my bones get misplaced and right now im working on fixing that which will be the only thing left, cause i heard you guys couldnt get the basepose and takeoff to the premunged zaabin and zafbin files. the few of you who have my msn ill help you out in getting a tad further cause i need guinea pigs to try to make it work completely so that the bones dont get messed up.
Re: RE: Re: RE: Patch & mod tools INFORMATION UPDATE
Ace_Azzameen_5 wrote:Teancum and Pyschofred have got animaitons in game for new vehicles.
Well , it only took around 14 months then lol .
The animations documentation still needs to be far more detailed.
Plus its no coincidence that Fred was the one who managed it.
- minilogoguy18
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RE: Re: RE: Re: RE: Patch & mod tools INFORMATION UPDATE
hmm are you sure? cause teancum PMed me a while back asking if i had figured out how to get animations in game or not and wanted me to let him know if i did so he could learn.
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Patch & mod tools INFORMATION UPDATE
They may have just imported them from something psycho already had
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RE: Patch & mod tools INFORMATION UPDATE
Well no matter IF one or two guys had actualy created animations that worked in game we even doesn´t know about how to do.
Noone told us what exactly to do so animations can be used from everyone.
The biggest mystery in the SWBF1 modtool documentation were animations and new sounds. Havn´t seen both working in a custom map yet.
Noone told us what exactly to do so animations can be used from everyone.
The biggest mystery in the SWBF1 modtool documentation were animations and new sounds. Havn´t seen both working in a custom map yet.
RE: Patch & mod tools INFORMATION UPDATE
new sounds is pretty easy ... Majin got them in , as did myself and a new mapper (sorry I forgot your name ) got new sounds in for the Darth Maul SPeeder I modeled.
Animation Documentation needs a heck of alot more in it.
Let me just stress that its not the making of the naimations in XSI that is the problem its what you do with them as far as exporting the animated model into the game and gettin them workin properly.
Animation Documentation needs a heck of alot more in it.
Let me just stress that its not the making of the naimations in XSI that is the problem its what you do with them as far as exporting the animated model into the game and gettin them workin properly.