WARNING: The forum is now in read-only mode as we will soon be transitioning to different forum software. Feel free to join our Discord server in the meantime.
User avatar
Paulofonta
Posts:731
Joined:Sun Dec 23, 2012 4:00 am
Location:Sintra - Portugal
Re: Modding in Venice Unleashed - Part 2

Wed May 21, 2014 4:59 pm

kiwidog wrote:Then what do you call VU ;)

Anyway, it may be possible, I haven't looked into it very much but maybe eventually.

Surprise me... if you can! :P

User avatar
neverhangover
Posts:74
Joined:Thu Dec 27, 2012 3:55 pm

Re: Modding in Venice Unleashed - Part 2

Thu May 22, 2014 6:56 pm

I wanted to play VU with friends in the summer, when not on a premium murkage.

Oh well.....

User avatar
MAGIC
Posts:1303
Joined:Wed Dec 26, 2012 4:44 am
Location:Germany/Frankfurt
Contact: Website Twitter

Re: Modding in Venice Unleashed - Part 2

Thu May 22, 2014 8:04 pm

neverhangover wrote:I wanted to play VU with friends in the summer, when not on a premium murkage.

It's not summer yet!
Image

User avatar
blueman24
Posts:310
Joined:Sat Aug 03, 2013 3:12 pm

Re: Modding in Venice Unleashed - Part 2

Fri May 23, 2014 7:50 am

MAGIC wrote:
neverhangover wrote:I wanted to play VU with friends in the summer, when not on a premium murkage.

It's not summer yet!

Then when will it come? plz tel me magic, feb 31st?

User avatar
MAGIC
Posts:1303
Joined:Wed Dec 26, 2012 4:44 am
Location:Germany/Frankfurt
Contact: Website Twitter

Re: Modding in Venice Unleashed - Part 2

Fri May 23, 2014 12:03 pm

Yes, NF told me yesterday, that VU is comming at 30. Feb
Image

User avatar
Manchoo
Posts:19
Joined:Thu Feb 28, 2013 1:56 am
Location:France
Contact: Website

Re: Modding in Venice Unleashed - Part 2

Sat Oct 04, 2014 4:45 pm

Will we be able to import destructible buildings from 3dsMax ? there are a lot of plugin for Max like Reactor, MassFx, RayFire ... i saw in game folders that buildings have a .mesh file with a .hkdestruction file (probably mean Havok)

i know it's early to ask this, i'm just learning Max for adding content

XuluniX
Posts:141
Joined:Mon Mar 04, 2013 10:28 pm

Re: Modding in Venice Unleashed - Part 2

Sat Oct 04, 2014 9:34 pm

it MAY be possible to add own structures/moddels but there has been nothing confiremd yet.
but it feature may get added sometime after the release

-=V12-POWER=-
Posts:57
Joined:Sat Apr 13, 2013 9:09 pm

Re: Modding in Venice Unleashed - Part 2

Fri Dec 19, 2014 5:10 pm

Any chance of RIME being compatible with Frostbite 1.5 and 1.0?

User avatar
kiwidog
Posts:283
Joined:Tue Dec 25, 2012 8:19 pm
Location:United Kingdom
Contact: Website

Re: Modding in Venice Unleashed - Part 2

Sat Dec 20, 2014 8:17 pm

If someone wants to reverse and write the code for it sure!

Currently Rime is focused on Battlefield 3 but has been planned to be very modular. A few people already have the module framework and have been writing plugins for launch :)
kiwidog > NoFaTe.

User avatar
Tony Manchaza
Posts:15
Joined:Thu Feb 21, 2013 10:39 pm
Location:Fr

Re: Modding in Venice Unleashed - Part 2

Sun Dec 21, 2014 6:18 pm

Do you think it will be possible to take contents from campaign or coop (like buildings)for put them on a mp map ?

Return to “Blog”

Who is online

Users browsing this forum: No registered users and 9 guests