how about a modern mod?

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How about first learning about the M&B game engine? Then you'll see that your thread-in-the-wrong-forum is pointless.
 
I get the distinct feeling that this is either impossible or would take so much work as to be ludicrous. Making your own game engine might be easier than a fully fleshed modern mod.  :lol:
 
i'm developing one WW2 mod actually.
satisfying simulated burst, grenade, mortar, rocket and artillery support(py code and meshes/textures) have been done.

and now i realized, the hardest thing is not modern weapons/uniforms, but modern city/ruin and good AI on the world map.
who knows what harder things i will encounter :roll:
 
The hardest thing will be the gameplay. Unmounted battles with riflemen only is not what M&B is made for. The player always gets shot from a huge distance. That becomes boring after some time.
 
Highlander 说:
The hardest thing will be the gameplay. Unmounted battles with riflemen only is not what M&B is made for. The player always gets shot from a huge distance. That becomes boring after some time.
that's why we should pick a good story/history background first. :smile:
i completely understand that M&B is very good(or best) at mounted fight, big amount of fighting troops(not same as Total War), and the towns/castles/sieges.
like your 1866, there are also many many cavalries in WW2 china battlefield, and both sides of the war usually had to use bayonet, falchion, spear, katana to  melee fight, because chinese army was always lacking in ammo. (not like germany US and russian, instead of bayonet, they use grenade, MP40, Thompson M1 and PPS.)

i believe i can find a good point to combine the gameplay and realization, by adjusting some tinny but important things like damage, accuracy, athletics......
at least i have already gotten much fun from my semifinished product :grin:
when all of my Klausure are finished, i will release a video, i hope it can be as good as yours :mrgreen:

 
Dain Ironfoot 说:
Can't crouch or have automatic fire...
we modders could make that happen, it's basically an animation issue.
but right now in these currently existing module systems, adding any new animation is still not available :sad:
the degree of freedom of module systems were limited(by M&B's developers?).
 
Make The "J" Key put you in the crosbow reload animation, and if you are aiming when you do it maybe work.
 
There was once a mod (.73x or 0.75x, I don't quite remember) that replaced jump with crouch. It was quite useful against archers if you were stuck without a shield.
 
WilliamBerne 说:
Dain Ironfoot 说:
Can't crouch or have automatic fire...
we modders could make that happen, it's basically an animation issue.
but right now in these currently existing module systems, adding any new animation is still not available :sad:
the degree of freedom of module systems were limited(by M&B's developers?).

Adding/Replacing new animations is perfectly possible under the current module system (There's a lot of empty slots in the human-action file anyway). Making them on the other hand, isn't possible, or at least easy with the tools we currently have (though a crouch probably would be possible... just the lack of boots, hands and weapons thats making things tricky at the moment). Hopefully the next BRFedit will solve that
 
Dain Ironfoot 说:
Adding/Replacing new animations is perfectly possible under the current module system (There's a lot of empty slots in the human-action file anyway).
yes, i saw those empty slots too.
but according to a good chinese modder, who is good at both 3dsmax and python, if you add any new animation, there will be many errors come out.
but i didn't personally try this, and i can't tell exactlly what the errors are.

have you done that in 0.903?   :grin:
Making them on the other hand, isn't possible, or at least easy with the tools we currently have (though a crouch probably would be possible... just the lack of boots, hands and weapons thats making things tricky at the moment). Hopefully the next BRFedit will solve that
i'm sorry, i didn't get this. can you explain it?
 
Currently BRF edit lets you export animations with costumes bound to them to animate them. However boots, weapons and hands can't be bound yet, so visualising new attack animations and such is hard.
 
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