New mod tools in creation

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

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Ace_Azzameen_5
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Post by Ace_Azzameen_5 »

Do you mean source code for a generic program similar to ZE or the Pandemic code that lucasarts will never ever ever ever ever ever ever let you have as long as they are a company?

I'd focus on making us a mission lua editor with nice buttons for adding events a calls etc. Maybe a nice form where you type in object, with a drop down list of events, applicable commands for each event , filters etc, and that allows you to type in you're own. Something to make it so anyone can use teh bf2 scripting system as outlined in the docs, and maybe speed up editing for pros.

Or maybe you could make something like the old BFBuilder with shortcuts to everything and create side functions.

If you don't know what I'm talking about, C knowledge or not, You should learn the current mod tools to an exten before attempting to replace them.

It would be great if you could do this. I wouldn't start by trying to replace a second generation Zeroediter with several hundred capabilities.
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Post by Teancum »

I'm not sure why everyone thinks ZeroEdit is a difficult level editor. For the amount that you are able to do with it, it's the easiest level editor I've used by far, and I've edited in about 10 different game engines.

And there isn't any source code for ZeroEdit. It's owned by Pandemic Studios, who developed BF1/2. To do something like it would require major math knowledge of quats, etc.
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Post by Rekubot »

If this version of ZeroEditor ever happened, would it be possible to make 3D pathing? Because at the moment the AI follow pathing 100 miles below them.

Good luck with making a better version of ZeroEditor, especially without the source code.
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Post by Astute »

I'll have to agree with Teancum and Ace on this. Mabye a small addon tool for the modtools instead would be nice. Honestly, I think this is one of the easiest tools i've used for modding(anyone tried Bf1942's mod tools? ugh, not fun), and with such a vast community behind the tools, you always have someone to ask should you run into trouble.
Maximus

Post by Maximus »

Holy Cow! Lots of you seem interested...

I know you think im being whiny, but also my friend (Positively NO computer knowledge) asked for this. I owe him a favor too, so this is just a way to repay him. I also know my mod tools, I just can't seem to use them effictively, and like i said, Mod Tools isn't terribly efficeint in my opinion. The level editor would be used for maps like endor and sorts, because the editor i had made that got deleted could only be topical.

Also, my ZeroEditor crashes more than my old Windows 2000.

The idea of the program is to replicate the scenario creation environment of a game like Rise of Nations, where the creator sinply selects vehicle, building, or whatever into a customized terrain configuration.

For programming, any language would work, but I prefer C# for it's fast use and easily added menus.

Basically, I may just shorten it down to an editor for replacing skins and making map creation more simple.

Although I think mappers with no budget would enjoy the free XSI-like software.

NOTE-THIS SOFTWARE WILL BE RELEASED AS OPEN SOURCE, MEANING ANYONE CAN EDIT THE CODE.

In theory, if you have enough programming knowledge, you could probably edit the file paths to match different games, just a thought.

So far I made another 568 lines of code, and the power went out again. So my progress is back to square one...again. Evil system restore...
DooFi

Post by DooFi »

What about saving more often?^^ just a thought
DeadlyDarkness

Post by DeadlyDarkness »

A model editor or converter would be a big help. Even a simple one. I have 3ds max 7 which costs a fortune, and I would like to be able to make something even as simple as a gun that I could use. A .3ds to .msh converter or something similar would be very useful to alot of people, it would let people make backpacks or helmets much easier, since they probably don't need bones.
busterkinkade

Yeah he's right..

Post by busterkinkade »

DeadlyDarkness wrote:A model editor or converter would be a big help. Even a simple one. I have 3ds max 7 which costs a fortune, and I would like to be able to make something even as simple as a gun that I could use. A .3ds to .msh converter or something similar would be very useful to alot of people, it would let people make backpacks or helmets much easier, since they probably don't need bones.
Yeah, and we could just attach the .msh files onto the current SWBF2 models using the attach addon function, easy enough, I hope!
Maximus

Post by Maximus »

I have good news and bad news...

Bad News- Project will be delayed, as of reasons explained below:

Good News- I finally got my Compiler to save!^^

Why project is delayed:
My Hamster had babies. I have to take care of them. The babies also deprive me of any sleep possible, so when i try to program my face falls on the keyboard, typing random characters, and wrecking my code.

DELAYED
DeadlyDarkness

Post by DeadlyDarkness »

Perhaps you could sell some of the baby hamsters, help to fund the project, unless you want to keep them that is :)
Maximus

Post by Maximus »

OFF TOPIC:They were born today. They're little pink blobs, and the mom hamster is freaking out and gorging on pumpkin seeds.'

Well, all is not lost. My dad will be returning and he's an Uber-Programmer. He may be able to speed it up a bit.
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Post by Dragon93 »

Maximus

Post by Maximus »

I have bad news.

Well, I asked my uncle, who is a professional programmer, and he told me that this could potentionally be illegal. He also tried writing some source, but couldn't get started. I'm dreadfully sorry everyone, but:

***PROGRESS HALTED***
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