[CSM] My first BF2 mod. BFheroes for BF2. :D

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My first BF2 mod. BFheroes for BF2. :D

Postby Apache Thunder » Sun Nov 07, 2010 7:53 pm

This mod is like a smaller cousin of the BF1942 mod titled BFheroes'42. It brings BFH maps to BF2. Vehicles/Handweapons aren't ported yet since I don't know how to code BF2 vehicles/handweapons yet. I have just recently managed to code destructible objects. :P


A lot of my BF1942 modding knowledge can still be applied however as BF2 does use the same engine at it's core after all. So it was only a matter of time before I've done something serious with this game. :D

One major achievement I've made is that I can now navmesh maps and add singleplayer to them. :D

Here's some videos of the mod I'm currently working on:

Menu+Seaside Skirmish:

http://www.youtube.com/watch?v=lLvPfgXohu8

Victory Village with bots:

http://www.youtube.com/watch?v=yq_lyF6EjFg

Riverside Rush + Alpine Assault:

http://www.youtube.com/watch?v=5wS-o3dT_a8

Midnight Mayhem:

http://www.youtube.com/watch?v=4BJNkP-jo48

Coastal Clash:

http://www.youtube.com/watch?v=N5dpI8jucwM

Custom night maps (night maps that EA didn't do):

http://www.youtube.com/watch?v=9KlFQZpVq50


I've fixed all major cosmetic bugs in the latest release. You may also notice that the revive feature has been disabled. So if your killed, 99.9 percent of the time you don't get the "critically wounded" message. You go streight to the "You were killed" status. I've removed AI from the shockpeddles so bots won't have to run around using them as weapons as it's kind of ridicules and redundant anyway. (knives are far better at killing then shock peddles anyway)

Download Link:

bfheroesBF2.rar

Perhaps one day I may get the vehicles in. Time will tell if BF2's PCO coding can be conquered or not. :P
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Re: My first BF2 mod. BFheroes for BF2. :D

Postby Bonaparte » Mon Nov 08, 2010 1:49 pm

Very nice!
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Re: My first BF2 mod. BFheroes for BF2. :D

Postby fo0k » Mon Nov 08, 2010 8:22 pm

heheh, some serious modding going on round your house dude. awesome work!
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Re: My first BF2 mod. BFheroes for BF2. :D

Postby Apache Thunder » Wed Dec 22, 2010 6:36 pm

Thanks. :D

Also, updated the mod. The mod now has better heli AI for the Littlebird and CH equivalent and I also changed the team names and CP icons.

You may also notice a new map. "Midday Mayhem". :D

It's a day conversion of Midnight Mayhem. The map certainly has a different feel to it in the day setting. :D

I re-uploaded the mod to the same place overwriting the old one. So just re-download from the same link you used the first time and you'll get the latest version.


_______________________________________________________

UPDATE:

Big update to the mod since last post. I've added a couple winter maps (though the weather FX won't work in BF2 like they did in BF1942. Another fail for BF2. :P )

The vehicles have custom HUDs now and various fixes. Main addition is a night conversion of Riverside Rush with redone lightmaps (I figured out how to lightmap BF2 maps in max now. :D ) and the inclusion of Mario Kart stuff in the mod. (which might branch off if I get enough content in)

First up is the redone lightmaps for Riverside Rush Nights:



And then there is this. Currently it's part of the BFH mod, but it may branch off if I get enough content in. I succesfully got my first BF2 vehicle working! It's the toad kart from Mario Kart along with two maps so far. The vehicle drives really well thus far:



And the second map I've finished porting:




Once I get most of the maps ported and figure out how to get the koopa shell to behave properly, I could branch this off into it's own mod. :D

The above mentioned changes should already be available in the current download link for the mod.


Oh and I almost forgot this:



Got the BFH vehicles working a few updates back.
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