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Extended Cut should be released with ME3 toolset (map editor etc.)!


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#26
achilles000001

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I'm sure EA wouldn't allow people to take away from their DLCs or to use their favorite word microtransactions.

#27
OchreJelly

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And that's the heart of it. \\o/

That's why DA2 had so many weapon/armor pack DLCs for sale, and no toolkit.

#28
Seival

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Iconoclaste wrote...

A quick search on Google can find most of the tools / apps to make this already, it just does not make someone a programmer in Unreal script capable of integrating new content in the games. But animations can be done already, for sure.


I think it will be illigal to use some side programs to make such complex game modifications. Besides you'll not be able to find all tools needed to "make" user friendly toolset. That's why I hope BioWare will release their own ME3 toolset. It has to be user friendly I suppose.

#29
Ieldra

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Apfelweinbrauer wrote...

Seival wrote...

I mean the toolset devs used to create game's areas and scenes... I think I should change the topic's name a little.


Areas? Ok, that's actually possible to do, but creating actual scenes - I suppose you mean cutscenes? - for a game like ME3 with just an editor is completely unrealistic.

Not, it's not. For instance, you could create complete in-game interactive scenes with the Oblivion construction set plus some fan-made modding tools and tool-like mods. You could edit movements, poses, dialogue etc.. The only problem was the lack of voice actors. And the only problem with ME scenes is that they have so many more options. Just think about eye movements. Creating these scenes would be a huge amount of work for someone not used to it. But it could be done. As I said, the only *real* problem is voice acting.

#30
Iconoclaste

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OchreJelly wrote...

If that's the case, well, it seems like it's up to them and so far they seem to not want to provide, even in limited fashion (even DA2 had no workable toolkit, a game based on DA:O, their own engine.)

As I said, it would be amazing to be able to mod the Mass Effect games and I could see some really quality work come from it, especially in the form of restoring cut content.

But sadly I don't see it happening.

I think the most sensitive part is the programming itself, since it is their trademark and signature "gameplay" that lies in there : the hud, dialogue wheel stuff, cam moves and stick-to-wall combat.. . But if they plan to move forward in technical terms and in gameplay mechanics, maybe there would be more chances for a release. It's still hot from the oven, they surely would not give away their secret recipe.

Modifié par Iconoclaste, 02 mai 2012 - 05:10 .


#31
Seival

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Ieldra2 wrote...

Apfelweinbrauer wrote...

Seival wrote...

I mean the toolset devs used to create game's areas and scenes... I think I should change the topic's name a little.


Areas? Ok, that's actually possible to do, but creating actual scenes - I suppose you mean cutscenes? - for a game like ME3 with just an editor is completely unrealistic.

Not, it's not. For instance, you could create complete in-game interactive scenes with the Oblivion construction set plus some fan-made modding tools and tool-like mods. You could edit movements, poses, dialogue etc.. The only problem was the lack of voice actors. And the only problem with ME scenes is that they have so many more options. Just think about eye movements. Creating these scenes would be a huge amount of work for someone not used to it. But it could be done. As I said, the only *real* problem is voice acting.


I doubt VO will be the real problem... Ok, maybe using voice simulation programs is not an option. But there are a lot of VOs in all three games, VOs that can be reused to create custom phrases.

#32
NOD-INFORMER37

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Sorry to bring up a 12 month old thread, but I've been looking around for this awhile too and well I'm pretty disappointed that none of the Mass Effect games have any sort of map editor. |:C

Idk much about toolsets but does anyone know of a map editor that is anywhere near similar to Mass Effect, or could use Mass Effect models? (Other than G-Mod/XNA-Lara) Or any sort of program that allows you to design planets/sci fi bases, etc? 

Further to this, is there some sort of basic layout map maker, as in designing a map from a bird's eye view using simple tiles? (like you would see in Mass Effect map view)

A good example of both these would probably be the Timesplitters games' map maker.

Any help would be appreciated. =)

Modifié par NOD-INFORMER37, 15 avril 2013 - 06:33 .


#33
WarrantyVoider

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for simple edits try this
greetz WV

#34
MrFob

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You know Seival, I don't agree with you very often but on this point, I couldn't agree more. Well said!

The ME3Explorer allows us to do a lot of things already (and hopefully will continue to evolve) but I will still never understand why BW never went in this direction themselves. The ME games have the perfect framework for adding new and exciting fan made content. The game is already compartmentalised in a way that is ideal for additions, large and small. The community is extremely dedicated and active.
Yet, BW never capitalised on this potential. One can only hope they will do it in future products.

#35
Iucounou

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I suspect that BW have little interest in providing tools. Sad, really, since I think they could make some serious money off a modding tool, especially if they sold model packs, textures and pre-designed, basic levels for those with less time on their hands.

Ah well, nice idea, at least.

#36
adayaday

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I belive they mentioned tht they can't provide a toolset since they don't actully own the game engine or something like that.

#37
NOD-INFORMER37

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 Has anyone tried using the Unreal Development Kit before? Idk the first thing about making textures and so on but it seems like it would be great for creating or maybe even adding to Mass Effect content, seeing as Mass Effect use the Unreal engine.

There's also a thread Aceattack created a year ago about obtaining ME3 assets for a mod in UDK. Again, idk the first thing about this stuff but if I were to create my own maps and such (for non-commercial use), it seems like UDK could be a good place to start? =]

Modifié par NOD-INFORMER37, 24 avril 2013 - 04:48 .