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How to mod?

Thanks for the replies. i was wondering do I need to know things like c++ though?

I ONLY if you are working with the source code of UDK/UE3. Useful skill to have though. If you are trying to implement a custom character or Weapon you will need to know the basics of Unreal Script. Lucky for you people have done most of the work for you to show you how it is done.

http://sites.google.com/site/ut40kmod/UT40k_mod/ut3-video-tutorials

it is most likely if you want to learn 3D modeling that you will want to rig and animate your models.

or in other words give them a skeleton and animate them.
 
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if you're going to mess with the code I suggest you get context:

[url]http://www.contexteditor.org/[/URL]

as well as the Unreal Script highlighter for it:

[url]http://cdn.contextstatic.org/downloads/highlighters/UEDScript.chl[/URL]

If you dont have anything else, i've found it pretty useful its what the guy uses in the above Tutorials.

If you mess with code i suggest Visual Studio. There is a plugin (nfringe) which pretty much adds everything you would want (Syntaxhighlighting, code completion, debugging including single step and breakpoints).
 
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I dont know about RO 2, but on RO Ost

Charachters dosent need new animations
if bones are named same way as in original
charachter animations, charachter will work
based on those.

3rd person weapon itself need to be animated.
How ever you dont need to do new charachter animations
for that, but you can instead use orginal ones,
example reloading animation of MP 40 or which ever
works best to your new model.

However on 1st person animations, hands are attached
to guns. which basicly means when you change
gun, you also change hands. However because
all hands look exactly same you dont notice it ingame.

Which means that you need to get hands from TWI.

Which means that you need to do next steps.

We are providing TW content on a case by case basis when teams prove they have completed work and have a team behind them. We also require that they from a legal entity and all members be tied to that entity and that entity be legally tied to us with NDA's and other paperwork.

correct me if im wrong?
 
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Bibodimus Maximus, Greates gladiator of the world? :D

anyways, they didnt used standard max Bibodimus on
Ro Ost, it had some extra bones. And if your charachter didnt
had those bones, game crashed when charachter was in ragdoll
state as that hitpoint thing was calling all the bones.

Im well aware of that, but we are not talking Ostfront, we talk about HoS. And even for Ostfront it would only be an issue when recycling existing animations. Still, i seem to recall said skeleton being used.

But im old, my memory likes to play tricks on me.
 
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