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Old 11-20-2004, 10:19 PM   #3 (permalink)
Hostile
Senior Member
 
Join Date: Feb 2004
Posts: 872
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It'll take longer than that to just get the swing of BFME modding. January seems reasonable to me. I'm gonna disect the hell outta it when I get it. Every nook and cranny. I feel I will try to focus my effort on BFME particle FX and spells.

I would assume there will be people creating spells out the ying/yang at first. Till of course they've all been done like what usually happens. But I have some ideas that I'll save for when it comes out. Muhahaha...

must...see...BFME...ini...files....must...see...BF ME...ini...files....must...see...BFME...ini...file s....

I wonder if you create a new spell will we be able to create a new condition_state for the model so it appears correctly. Let's say an ice spell. Wonder if it will allow us to attach an FX bone or OCL to create the iced exterior or maybe we can create a new condition_state? As long as the geometry of the FX is large enuff to encompass most infantry models. Should work. Damn can't wait for it to come out. What's the date again? Dec 9th?

(EDIT) Does w3d models support TGA textures with opacity settings? If not, does it support alpha channels set to other than black or white (shades of grey) I've never played with this before. Maybe I should and answer my own damn questions...
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