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	<title type="html"><![CDATA[First Strike Forums — Beginning modding.....]]></title>
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	<updated>2006-02-11T08:34:53Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=80</id>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=9517#p9517" />
			<content type="html"><![CDATA[<p>Yeah, that only sounds a little complicated <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Ramseus&#039; post about what you need for a good mod team above is spot on.&nbsp; In addition, make up the general rules for your mod before hand, what is and is not acceptable behavior, who controls what, who makes the last decision, and how you will do your work.&nbsp; Having these things decided, agreed upon, and documented saves headaches down the line.</p><p>Back on topic.&nbsp; C++ is a good language to learn, but it probably won&#039;t help you as a modder.&nbsp; When Dice/EA release a game they don&#039;t release the C++ source code, or even any API&#039;s for it, so you won&#039;t actually be programming anything.&nbsp; That being said, with BF2, they did expose the game to some amount of programmatic control through the use of the python language.&nbsp; It would make sense that they would continue this if they did release a BF3, since it allows the game to be much more flexible in the hands of a python coder.&nbsp; So if you&#039;re interested in modding a potential BF3, learn python.&nbsp; If you want to write your own game, learn C++.</p><p>There, you&#039;re now $.02 richer.</p>]]></content>
			<author>
				<name><![CDATA[deathmanreturns]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=27</uri>
			</author>
			<updated>2006-02-11T08:34:53Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=9517#p9517</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=9511#p9511" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>AQUILA wrote:</cite><blockquote><p>blender? will take a look see what it exports to..</p></blockquote></div><p>I just found out that Blender can export to 3dsmax. This is even better, I can still model with Blender, but I just export it, then import it into Gmax, where I proceed to export it to the BF2 editor.</p><p>If anyone is interested in Blender:</p><p><a href="http://www.blender.org">www.blender.org</a></p><p>knock yourself out, its free and stuff.</p><p>Blender also has its own game engine, if I might add. The most recent release can use bump maps and rigid body physics. I&#039;ve made a few crappy games with it for fun, but if you want to do anything fancy, get used to the language Python.</p>]]></content>
			<author>
				<name><![CDATA[clanotheduck]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=43</uri>
			</author>
			<updated>2006-02-11T07:13:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=9511#p9511</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1214#p1214" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Crazy88s wrote:</cite><blockquote><p>Nooblike as it sounds, now that I have a Mod editor for BF2, what langauge do I need to learn, and what &quot;people &quot; (skinner, mapper, etc.)&nbsp; do I need to make a mod happen?</p></blockquote></div><p>I think you a mistaken.............. DICE is gonna relesae 2 boster packs (mini expanshion packs) not a new battlefield.</p>]]></content>
			<author>
				<name><![CDATA[starwarsfan11]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=9</uri>
			</author>
			<updated>2006-01-09T22:48:12Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1214#p1214</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=1063#p1063" />
			<content type="html"><![CDATA[<p>i still like wings 3d better then gmax, but thats just me. the way to unwrap and make skins easy</p>]]></content>
			<author>
				<name><![CDATA[Markus]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=35</uri>
			</author>
			<updated>2006-01-08T18:41:31Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=1063#p1063</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=450#p450" />
			<content type="html"><![CDATA[<p>blender? will take a look see what it exports to..</p>]]></content>
			<author>
				<name><![CDATA[FSDev| AQUILA]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=26</uri>
			</author>
			<updated>2006-01-04T14:32:49Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=450#p450</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=444#p444" />
			<content type="html"><![CDATA[<p>Yeah, I saw that TurboSquid thing when I googled Gmax... I was just afraid it was a virus or something, considering Gmax is an Autodesk product.</p><p>Thanks alot! I&#039;ll be downloading both shortly. My dreams were crushed when I found out Blender wouldn&#039;t work, Now I&#039;m all excited again! XD</p>]]></content>
			<author>
				<name><![CDATA[clanotheduck]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=43</uri>
			</author>
			<updated>2006-01-04T11:01:35Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=444#p444</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=421#p421" />
			<content type="html"><![CDATA[<p>That doesn&#039;t mean you can&#039;t still get it <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> But what&#039;s it matter, it&#039;s not like they would ever have put any new features into their free crippled software anyways.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| Ramseus]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=19</uri>
			</author>
			<updated>2006-01-04T02:27:37Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=421#p421</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=420#p420" />
			<content type="html"><![CDATA[<p>Gmax is still free and available for download. I downloaded and registered my version not too long ago.</p><p><a href="http://www.turbosquid.com/gmax">http://www.turbosquid.com/gmax</a></p><p>You may also want to download the Battlefield 2 GMax tools so you can export the models you make and import them into the Battlefield 2 editor.</p><p><a href="http://www.ea.com/official/battlefield/battlefield2/us/downloads.jsp">http://www.ea.com/official/battlefield/ … nloads.jsp</a></p><p>Download the &quot;GMax Tools (1.8MB)&quot;.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| SCHRifle]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=14</uri>
			</author>
			<updated>2006-01-04T02:27:26Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=420#p420</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=353#p353" />
			<content type="html"><![CDATA[<p>gmax was free. according to autodesks site however, they no longer make gmax.</p>]]></content>
			<author>
				<name><![CDATA[Xareck]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=7</uri>
			</author>
			<updated>2006-01-03T18:59:11Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=353#p353</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=325#p325" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Ramseus wrote:</cite><blockquote><p>the modellers could use Gmax (free but I don&#039;t recommend)</p></blockquote></div><p>Is it really free? I recently started to learn about all of this mod stuff, and I&#039;ve hit a roadblock of my learning. The 3d Modeling and Animation program I have is a free one called Blender. Its a wonderful program, but it can&#039;t export max files or anything like that.</p><p>It would be wonderful to find out I can still mod without paying big bucks for some fancy software.</p>]]></content>
			<author>
				<name><![CDATA[clanotheduck]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=43</uri>
			</author>
			<updated>2006-01-03T16:30:41Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=325#p325</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=280#p280" />
			<content type="html"><![CDATA[<p>Wow, after coming to my senses, lol, I realize that I should just learn C++ first, and then just see what comes next.</p>]]></content>
			<author>
				<name><![CDATA[Crazy88s]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=37</uri>
			</author>
			<updated>2006-01-03T03:47:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=280#p280</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=279#p279" />
			<content type="html"><![CDATA[<p>That&#039;s kinda a lotta ppl and a lotta time, I gotta consider this. Ironically, my parents are pushing me into this (&quot;You need to learn a programming language.&quot;) and I&#039;ve always considered making a BF2 mod. Oh, and a hearty rofl goes to ur &quot;pythong.&quot; Thank you all for your time.</p>]]></content>
			<author>
				<name><![CDATA[Crazy88s]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=37</uri>
			</author>
			<updated>2006-01-03T03:33:03Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=279#p279</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=276#p276" />
			<content type="html"><![CDATA[<p>I have nothing bettter to do right now (I liked that triple &quot;t&quot; so I didn&#039;t delete it). By the by, there already is a stargate and a korea mod.</p><br /><p>I think a good team would be something like:<br />1 team leader (can also be lead modeller, skinner, mapper, etc.)<br />5-7 modellers (easiest people to find)<br />3 skinners (hah, that sounds almost impossible)<br />1-5 mappers (fan made maps could help to lower the number of mappers on staff, so possibly just 1, and after a good number of maps is achieved 0-2 mappers)<br />3+ coders<br />1 2d specialist (HUD&#039;s, menus, whatnot)<br />1-2 sound guys (almost useless for generic modern era mods though)<br />1 propoganda creator (videos, banners, speeches...)<br />1 webmaster (who could also do any other job)<br />X researchers (really depends on type of mod ie. wwii - 2-3, gulf war - 0-1)<br />1-2 PR guys (to avoid legal ties *cough*, find out what people think/want, advertise)<br />50-100 beta testers (once in beta stage, clans make good test groups)</p><br /><p>the modellers could use Gmax (free but I don&#039;t recommend), Autodesk 3DS Max (gmax&#039;s big brother), Alias Maya (really high end, really expensive), Zbrush (great for &quot;organic&quot; modelling), possibly Newtek Lightwave. There are others but they either suck or are too much for mod modelling.</p><p>the skinners could use the GIMP (free prog, but hard to use), or Photoshop (at least one person needs photoshop as it is the only prog [I think] that has the NVidia plugins to create .dds images - what bf2 uses for skins). Skinners should have a 3d program too (gmax only if they&#039;re a masochist)</p><p>the mappers use the bf2 editor, plain and simple. They can create map plans in paint.</p><p>the coders require nothing more than notepad and the bf2 editor</p><p>2d guy will need the same as skinners</p><p>sound folks need bf2 sound tools, and audacity or adobe audition (for sound editing/recording, audacity is free). They also need to be able to either steal sounds or record them with a good microphone.</p><p>anyone doing videos should have adobe premier, but you can use windows movie maker (although if you I will put a curse on you, movie maker sucks and you can spot a movie maker video a mile away)</p><p>the webmaster will need either gimp or photoshop. Also for coding the website he&#039;ll use either notepad or macomedia dreamweaver</p><p>the researchers need a web browser, time, brains, and possibly books (which requires only a library card)</p><p>pr guys only need a web browser</p><p>beta testers need bf2</p><br /><br /><p>Heh, I just realized that I&#039;ve done all of these things before at one scale or another. Anyways starting a new mod can be suicide. Gaining attention in the begginning is super hard with all the big mods like DCon, FH, POE, and Surreal. Basically, to get a mod started you need to have, or be, a modeller. If you don&#039;t get a skinner some time soon after starting up your mod, that might be death right then and there. If you don&#039;t get a coder some time down the line, someone on the team will have to learn how to import models, but gameplay may end up sucking. If you never get a mapper, you may yet live. Webmasters, progandists, pr guys, sound guys, 2d guys, et cetera aren&#039;t necessary but they are the only way to create a truly great mod, and the only way to generate hype. Like I said I have nothing better to do than type stuff that means nothing and likely makes no sense..... everytime I type python i always put a &quot;G&quot; on the end by accident.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| Ramseus]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=19</uri>
			</author>
			<updated>2006-01-03T02:56:55Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=276#p276</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=268#p268" />
			<content type="html"><![CDATA[<p>Well thats really down to the guys who make the MOD happen here. Best if I give you a link</p><p><a href="http://tutorials.moddb.com/">http://tutorials.moddb.com/</a></p><p>try that I think most of your questions may be learnt there <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> GL dude</p>]]></content>
			<author>
				<name><![CDATA[FSDev| xEROhOUR]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2</uri>
			</author>
			<updated>2006-01-03T01:51:08Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=268#p268</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Beginning modding.....]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=263#p263" />
			<content type="html"><![CDATA[<p>Can you tell me what software each would work with?</p>]]></content>
			<author>
				<name><![CDATA[Crazy88s]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=37</uri>
			</author>
			<updated>2006-01-03T01:44:20Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=263#p263</id>
		</entry>
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