I remembered why I can't support this game (PC)...
#26
Posté 10 février 2014 - 03:31
#27
Posté 10 février 2014 - 03:48
Ironhandjustice wrote...
R0gueHunt3R wrote...
I suppose the reason for that is because so many standalone projects are made instead. Although, technically speaking, you can configure the engine in ME 1 using console commands - the functionality is still there, it was just not enabled. I always enable dynamic shadows, for example.
It does seem to be more fashionable these days to release the engine's dev kit rather than mod tools for the game itself.
UDK may be hard to use, but it is also incredibly powerful. If you have the ability and the time, you can create pretty much anything.
I think you misunderstood me. I was talking about a tool to assemble, compile and trigger events into mass effect with a 3D graphic interface.
That is not hard to do. In fact, exists, but not official.
On the other hand, and speaking about UDK, just click on my signature. Is a UDK trailer that I actually did.
From blank screen. The complete sequence is about 6 minutes :innocent:
If a small team can accomplish this, imagine what a dedicated community can do.
The problem was that the tools for modding ME3 were unexistant when the game was launched. If BW published a graphic interface with game resources and provided "links" in game to attach mods, this game would've been very different...
Each planet linked to a fanmade mission.
The original statement was "Well, UE3 isn't mod-friendly either. Epic never released mod tools for it." Which implied the engine itself was not accessible to the community, which is, of course, extremely far from the truth. After all, Epic hold an annual competition for the best games created using UDK. Although, since they are standalone, calling them "mods" might not be appropriate.
Now had the statement instead been "ME isn't very mod friendly either." I would have agreed whole heartedly. After all, isn't it the responsibility of the game developer to ensure that the game has mod support? I know that FB is a bit of a sticky case, due to all the licencing going on in that engine.
#28
Posté 10 février 2014 - 08:30
R0gueHunt3R wrote...
The original statement was "Well, UE3 isn't mod-friendly either. Epic never released mod tools for it." Which implied the engine itself was not accessible to the community, which is, of course, extremely far from the truth. After all, Epic hold an annual competition for the best games created using UDK. Although, since they are standalone, calling them "mods" might not be appropriate.
Now had the statement instead been "ME isn't very mod friendly either." I would have agreed whole heartedly. After all, isn't it the responsibility of the game developer to ensure that the game has mod support? I know that FB is a bit of a sticky case, due to all the licencing going on in that engine.
Those tools are also why there wasn't a mod kit with Mass Effect, for they used those exact same (or similar) tools to make the Mass Effect games.
#29
Posté 10 février 2014 - 10:25
#30
Posté 10 février 2014 - 10:40
R0gueHunt3R wrote...
I suppose the reason for that is because so many standalone projects are made instead. Although, technically speaking, you can configure the engine in ME 1 using console commands - the functionality is still there, it was just not enabled. I always enable dynamic shadows, for example.
It does seem to be more fashionable these days to release the engine's dev kit rather than mod tools for the game itself.
UDK may be hard to use, but it is also incredibly powerful. If you have the ability and the time, you can create pretty much anything.
Bear in mind Bioware doesn't own the Unreal Engine. Its likely that if Bioware were to create a formal SDK, they would have to pay a hefty a premium to Epic Games for it.
If you're looking for a user creater SDK, go one over to me3explorer. Right now, a light level explorer and editor has been setup. Mesh imports and textures are set up. The UI for the 'heavy' level editor has been setup and more mods/programmers are alwasy better.
#31
Posté 11 février 2014 - 10:11





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