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Modding Bf3?

Posted: Thu Jun 12, 2014 4:22 pm
by BotHunter
Hey guys, there isn't really a spot for this, so I thought I'd just post it here.

Is it possible to mod BF3? Thanks! :D

Re: Modding Bf3?

Posted: Fri Jun 13, 2014 6:20 am
by freddy
BotHunter wrote:Hey guys, there isn't really a spot for this, so I thought I'd just post it here.

Is it possible to mod BF3? Thanks! :D
short answer, nope!

there is no mod tools, and that game engine is so complicated its no idea to even try make something

Re: Modding Bf3?

Posted: Fri Jun 13, 2014 4:13 pm
by BotHunter
Ahh. Wow.

Thanks! :D

Re: Modding Bf3?

Posted: Fri Jun 13, 2014 4:41 pm
by Apache Thunder
The FrostBIte engine is an unholy clusterf***k that not only became a buggy monster with the introduction of BF4, the engine is so convoluted you practically have to recompile the whole damn game just to make a new map. Even if the engine had mod tools, I wouldn't touch it with a 9 foot pole... :P

Re: Modding Bf3?

Posted: Fri Jun 13, 2014 4:52 pm
by BotHunter
Okay.

There seem to be a trash load of people out there that want a ww2 game on a frostbite engine. So I was wondering if I could mod bf3 for that.

Re: Modding Bf3?

Posted: Fri Jun 13, 2014 5:01 pm
by BotHunter
So then my only hope is improving 1942 :D

The way I see it, the main problem with 1942 is the shadows. we don't seem to have realistic shadows on vehicles and buildings. the only real way to fix this may not even work. :)

So what if I made a projectile with a Hit effect that made a small area whatever it hit "brighter" (This could be done with a semi-transparent tga or dds). then comes the sketchy part. we would have to make an object that is always shooting this projectile in all directions at an incredible rate of fire. Then, this would probably seem to simulate a shadow effect.

Make any sense?

Re: Modding Bf3?

Posted: Sat Jun 14, 2014 3:06 am
by Vilespring
and lots and lots of lag.
The problem is the AutoFire code doesn't work too well, as it was never finished as nothing really needed it. I tried to get AutoFire to work, but it's as buggy as nothing you would believe.(Well, maybe vehicles with their hulls deleted, but that's besides the point.)

I made this tank in my mod, called the Deviation_of_Doom, it has 651 rocket tubes, and fires 10 times a second. I made it over heat really fast to try to prevent this, but prolonged fire, crashes the game. That would kill the game from so many projectiles.

but...
THAT COULD BE USED FOR FLASHLIGHTS!!! :D

Re: Modding Bf3?

Posted: Sat Jun 14, 2014 7:02 am
by Apache Thunder
Why would one need this for flashlights? If its an effect bundle you have tied to the flashlight "handweapon". It doesn't have to fire anything at all. Just code the effect template so that it always activates on creation. Thus it won't need the fire key for it work. Merely selecting the flashlight in the kit would turn it on. ;)


Also there is a BF1942 game that that EA made on Frostbite. It goes by the name of "Battlefield 1943". But they only released it on consoles. Bastards never made a PC port. :(

Re: Modding Bf3?

Posted: Sat Jun 14, 2014 3:22 pm
by Vilespring
And it only has the pacific theater, which stinks, because I love dem Tiger Tanks! :lol:

Re: Modding Bf3?

Posted: Sat Jun 14, 2014 3:39 pm
by BotHunter
You guys think this would work?