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| Operation Flashpoint: Dragon Rising - Mission Editing and Modding Chat Zone A little area for all you mission editors and modders to chat and discuss ideas. |
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04-07-2008, 09:27 AM
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#3 (permalink) |
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Senior Member
Join Date: May 2008
Location: United Kingdom
Posts: 600
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Pure speculation here but GRID/DiRT (running on the same core engine as OPF2) use XML and Bin files (some XML files need to convereted to a readable format) If the engine can read XML probaly be able to read SQF.
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05-07-2008, 04:21 PM
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#5 (permalink) |
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Senior Member
Join Date: May 2008
Location: United Kingdom
Posts: 600
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What is it you would like to achieve mate? If you want help on how to get started the best place is look on 3d buzz or MODdb and look at the tutorials for both 3d Studio Max or Maya and Photoshop. These tools are core to any mod. Scripting is often specific to the engine but most games use LUA/Python or a varient of XML/SQL. Code is done primarlly using C++ but its unlikely you'll be writting solid code anyways since thats usually locked away. Finally with Sound Production theres dozens of tools but the most common is Sony Sound Forge.
Hope that helps
Last edited by Jambo17; 05-07-2008 at 04:29 PM. Reason: add |
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06-07-2008, 10:43 AM
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#6 (permalink) |
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Senior Member
Join Date: Jul 2008
Posts: 169
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Thanks for your generous support!
About scripting the models, I am hoping (just like you I guess?) for specific details, which may help when building models. I do not expect yet to receive full scripts, but some info about how the scripts approximately work will reveal a lot of valuable information to us, without necessary revealing to much about the game itself. A simple lead would help. So if there are similar scripts available from games build with the same engine, we might have valuable information of how the engine "thinks / operates", which of course could benefit us a lot. Just am very eager to start ! (at least prepping & planning).
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OFP DR DLC Autodownloader available! Here Submit your own (tested) missions for inclusion in the AutoDownloader Here Last edited by retrofasciata; 06-07-2008 at 11:21 AM. |
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20-07-2008, 06:31 AM
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#7 (permalink) |
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Junior Member
Join Date: Jan 2005
Location: Norfolk Island
Posts: 4
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there is no information at present whether this version of flashpoint will have the same level of scripting ability as the original, however, assuming that it might, a place to start would be http://www.ofpec.com look in the editors depot, and, an in depth command reference manual to the original games (including resistance). The 'code' is primarily c++ based using classes. Even if another language is adopted for this version, it is more than likely similar concepts, functions and functionality will appear.
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