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Max Payne 2 : Max Payne 2 Modding : Getting into modding... |
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walter93 |
Posted 4th Mar 2006 6:43pm |
L4Y Member Post 107 / 507
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alrigjt I want to get into modding for max payne 2. Now i want to know how I should start, and what I need to do different things.
I want to kno of any free programs i could use, as i want to start in with out investing any money, and see if i like it enough to buy 3ds studio MAX. anyways plz lemme kno where to start. |
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Curwen |
Posted 4th Mar 2006 6:57pm |
L4Y Member Post 20 / 97
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What exactly do you want to learn ? Mapping, modelling, PFX creating... ?
Or do you want to learn how to tweak the game to create a tweak mod ? Then all you need is a picture editor such as Photoshop and the DDS export tools, a text editor, maybe a sound editor, and 3DSMax 5.1 SP1 if you want to create models for it. Everything else should be in the MP2Dev Tools & the extracted database. |
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walter93 |
Posted 4th Mar 2006 7:05pm |
L4Y Member Post 108 / 507
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well I'm just wondering where I should start. |
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Curwen |
Posted 4th Mar 2006 8:03pm |
L4Y Member Post 21 / 97
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I think you should start by understanding how the MP2 engine works, which means looking into the database, the .h & .txt files, reading tutorials, etc... That's something you'll need in any case.
But then you'll need to decide what you want to do. Learning just everything and being good everywhere takes much time and isn't easy, so I really suggest you give yourself a kind of goal.
Or, as I said before, you could be aiming to create a tweak mod, which doesn't need so much practice in the end, just understanding the engine and somewhat playing with it. Maybe that could be a good start if that's what you want, it could let you learn while you create your mod (even though IMHO there's nothing much you can do without learning modelling , PFX creating or mapping) |
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Modified Mar 4th, 08:03pm by Curwen |
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walter93 |
Posted 4th Mar 2006 8:37pm |
L4Y Member Post 109 / 507
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alright thx curwen for the help (btw your an awesome mapper) |
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Curwen |
Posted 5th Mar 2006 11:13am |
L4Y Member Post 22 / 97
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Quoting HR93 | When i started, the last thing i thought was that we are supposed to create a folder called "data". I could never think of that. Then when i found out that you are supposed to copy from the mod tools. In the original gamedir ( where the mods are ) there is no text files or bla bla bla. Those are inside the game. the mod tools is like a unpacked Max Payne 2 game. Then you copy the stuff to your and tweak |
Not really, it actually unpacks the MP2 database, or the mod tools would take 3GB to download. During the installation it extracts all the content of the .ras files from the MP2 folder, which are containing the whole database, into the right hierarchy, in the Data folder. The .ras packages were a way to clean up the game folder and to possibly make use of different languages.
When running the game, the files contained in the Data folder will be loaded over the content of the .ras files. Same thing with a .mp2m mod, its content will overwrite the original content of the game. |
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MAXPAYNE4664 |
Posted 7th Mar 2006 11:55pm |  |
L4Y Member Post 344 / 1251
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Hey guys I got a quick question...
So I made my particle fx and I did the Runtime Data thingy, I changed the speed of some bullets and their damage, and I also made my own ragdolls. I did the rASshaper thing to combine them and they turned into a mp2m. file. I put the file into my MP2 folder but when I select the mod, the game doesnt play my mod.
My question is that...did I extract them into a mp2m. file wrong? My ragdolls and bullet dmg and speed are text files. |
60% of the time, it works every time - Brian Fantana |
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