HarryO))) 0 Report post Posted August 8, 2011 (edited) This isn't really mod recruitment to be honest. My plan is only to get a few planes into the game, and maybe a simplistic map if existing ones can't be used. I currently work professionally as a game artist. I can definitely model any of the stuff required, and texture, but i have very little experience making things work in the BF2 editor. What I really need is someone with the knowledge and some spare time to help me set things up and if possible, explain what they are doing so I can start doing it as well. I've made my first vehicle and figured out how to get it as an object into the game. But I don't know how to make it functional, or how to test it. I want to follow the "importing the car" tutorial but I cant find an active link to it. If nobody can spare the time to help me directly a functional link to more helpful material would be awesome. Edited August 8, 2011 by HarryO))) Quote Share this post Link to post Share on other sites
Catbox 0 Report post Posted August 9, 2011 Here's a link to the car tutorial... http://www.gamefront.com/files/20653182/Battlefield+2+Modding+Tutorial+7+-+Importing+and+Editing+the+Car.zip Quote Share this post Link to post Share on other sites
HarryO))) 0 Report post Posted August 9, 2011 Yup, after quite a bit of searching i'd managed to find it. It told me a few things i needed to know but i'm still not quite there Quote Share this post Link to post Share on other sites
HarryO))) 0 Report post Posted August 10, 2011 well, i got my vehicle to show up in a map but i feel like i still have way too much to learn before it's functional. does nobody want to join my efforts? Quote Share this post Link to post Share on other sites
mschoeldgen[Xww2] 0 Report post Posted August 14, 2011 But why don't you try our hands-on tutorial where we make the prop-driven Seafury plane? There's a 3DS and a MAX model included and the working BF2 plane as well . It shows how to convert a basic textured plane model to a working BF2 PlyerControlObject, including creation of control surfaces, wheels etc. pp. : http://www.bfeditor.org/forums/index.php?showtopic=12461 In this thread we show all kinds of model hierachies : http://www.bfeditor.org/forums/index.php?showtopic=5013 Quote Share this post Link to post Share on other sites