C&C Generals and Zero Hour Modding SDK!

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Published by JohnWE 13 years ago , last updated 2 years ago
From Apoc! What this means is that you've got tools to help make your mods. Tools from the developers themselves! Don't be tricked by the background, it's good for ZH and Generals. Hey everyone, Today I bring you some of the most exciting news I’ve ever had since becoming Community Manager for our two biggest RTS franchises, Command & Conquer and The Lord of the Rings, The Battle for Middle-earth. As many of you know, the prospect of releasing an official Mod SDK has been one of my personal goals and milestones for this community for a very long time. From gathering feedback at various community summits to many long e-mail chains with modders in the community, it’s been an epic and worthwhile adventure bringing this Mod SDK to you today! http://www.ea.com/official/lordoftherings/bfme2/us/editorial.jsp?src=bfme2_modsdk (CLICK HERE!) Behold! The one RTS Mod SDK to rule them all is here! This Mod SDK contains much more power than meets the eye. For all aspiring ‘modders’ out there, it will provide you with some extremely useful developer tools to greatly enhance the production of your mod projects for the original The Battle for Middle-earth, The Battle for Middle-earth II, Command & Conquer Generals, and Command & Conquer Generals Zero Hour. The Mod SDK includes: -> 3DS Max 7 Autodesk plug-in (will work with 3DS Max 8) -> W3D Viewer -> Asset Cache Builder -> Extensive Support Documentation for various parts of the 3DS Max plug-in and our W3D viewer -> Tutorials on our in-house art creation processes and rules for models and maps Please note that only The Battle for Middle-earth II supports Shader 3.0 which is an exclusive functionality included within the Mod SDK for that game specifically. Also note that all illustrated and technical examples included in the documentation and tutorials are from The Battle for Middle-earth II, but can apply to the other supported games (BFME/C&C Generals/ZH) as well We’ve done extensive research within our modding community and have found the above tools to be the most critical tools necessary for modders of our RTS games right now. On top of World Builder, these tools will greatly enhance modeling production and open the door to new processes within your modding projects and teams. I also want to pump up our extensive database of World Builder tutorials where you can learn beginner and advanced skills on creating the best multiplayer maps and single player missions you can put your imagination to. Click the link below. http://www.ea.com/official/lordoftherings/bfme2/us/worldbuilder.jsp
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