Re: Beginning modding.....

blender? will take a look see what it exports to..

http://www.fsmod.com/img/aquila_sig.jpg

Re: Beginning modding.....

i still like wings 3d better then gmax, but thats just me. the way to unwrap and make skins easy

Beta: Latin for "still doesn't work".
http://www.anime-planet.com/images/users/signatures/SirMarkus.jpg

Re: Beginning modding.....

Crazy88s wrote:

Nooblike as it sounds, now that I have a Mod editor for BF2, what langauge do I need to learn, and what "people " (skinner, mapper, etc.)  do I need to make a mod happen?

I think you a mistaken.............. DICE is gonna relesae 2 boster packs (mini expanshion packs) not a new battlefield.

http://www.tpfclan.net/firststrike/img/swf_sig.jpg

Re: Beginning modding.....

AQUILA wrote:

blender? will take a look see what it exports to..

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.

If anyone is interested in Blender:

www.blender.org

knock yourself out, its free and stuff.

Blender also has its own game engine, if I might add. The most recent release can use bump maps and rigid body physics. I've made a few crappy games with it for fun, but if you want to do anything fancy, get used to the language Python.

http://i32.photobucket.com/albums/d16/clanotheduck/jawasigwithborder.gif

Re: Beginning modding.....

Yeah, that only sounds a little complicated tongue

Ramseus' post about what you need for a good mod team above is spot on.  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.  Having these things decided, agreed upon, and documented saves headaches down the line.

Back on topic.  C++ is a good language to learn, but it probably won't help you as a modder.  When Dice/EA release a game they don't release the C++ source code, or even any API's for it, so you won't actually be programming anything.  That being said, with BF2, they did expose the game to some amount of programmatic control through the use of the python language.  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.  So if you're interested in modding a potential BF3, learn python.  If you want to write your own game, learn C++.

There, you're now $.02 richer.

http://dscompsol.com/svn/fs/avas_sigs/dmr_sig.jpg