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View Full Version : Splinter Cell: Pandora Tomorrow Modification Tools?



jrenegade
03-08-2004, 02:47 PM
Hey guys. Wanted to know if anyone knows about any modification tools that will be released with the game? For example, mapping tools, extraction tools, to have gaming files. I would like to map for this game, I used to map for Tom Clancy's: Raven-Shield, I also would like to model and animate a combat knife for the spys. I really want to make the Pandora Tomorrow modding and general community huuggge for this game.

Thanks for any heads up..

r3negad3

jrenegade
03-08-2004, 02:47 PM
Hey guys. Wanted to know if anyone knows about any modification tools that will be released with the game? For example, mapping tools, extraction tools, to have gaming files. I would like to map for this game, I used to map for Tom Clancy's: Raven-Shield, I also would like to model and animate a combat knife for the spys. I really want to make the Pandora Tomorrow modding and general community huuggge for this game.

Thanks for any heads up..

r3negad3

KU_
03-08-2004, 02:56 PM
Maybe maps but knifes I dont think so because that would give spies yet another advantage.

http://gallery.cybertarp.com/albums/userpics/13957/KU_.gif
SOTW Round 6 winner.

Operative21
03-08-2004, 02:59 PM
At this point I don't think they've announced any intentions to release mod tools. For one, I don't think they've had time to develop them. From what I understand of mod tools, alot of them are actually designed with end-use in mind so that they're at least a little bit more approachable by the layman so to speak. Given the amount of development time between the first SC and Pandora Tomorrow, I suspect they haven't really had time to consider designing end-user mod tools.

Who knows though? Maybe they'll surprise us. But I'm not holding my breath given the factors involved. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

jrenegade
03-08-2004, 03:39 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Operative21:
At this point I don't think they've announced any intentions to release mod tools. For one, I don't think they've had time to develop them. From what I understand of mod tools, alot of them are actually designed with end-use in mind so that they're at least a little bit more approachable by the layman so to speak. Given the amount of development time between the first SC and Pandora Tomorrow, I suspect they haven't really had time to consider designing end-user mod tools.

Who knows though? Maybe they'll surprise us. But I'm not holding my breath given the factors involved. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif<HR></BLOCKQUOTE>

Alright thanks bro

slaggo
03-08-2004, 04:32 PM
thank god i'm going with Xbox on this game...modding sucks *** since they're usually bugged to hell and it brings about other crap.

if it's such a good game, how can it be better?

****go
Xbox gamertag: ****go

jrenegade
03-08-2004, 04:46 PM
Not exactly, some people modify games to further experience their qualifications in game modification. Me for example want to learn all the curves and loop wholes in engines for various different types of games. RPG, FPS, etc etc... Unless it goes out of hand and turns out like Soldier of Fortune 2, those servers are ridiculous...

http://home.cogeco.ca/~sharpjam/sigs/sig.jpg

Cybexx14
03-08-2004, 05:13 PM
It would be great if there were official mod tools, as it would extend the life of the game, but I really doubt there will be. Even though all the versions of the game were being developed at the same time, I think Ubisoft considers the PC version to be a port of the Xbox, thus I cincerly doubt they would ever release mod tools for something they considered a console port, but who knows they may suprise us.

Operative21
03-08-2004, 07:10 PM
If you're more interested in the development aspects of the game, there was a really good interview that James Green did a little while back (I'll have to apologize, I don't have the link at the moment). But from what I understand he did alot of the modeling in 3D Studio Max as opposed to Maya. In terms of the actual gaming engine....well, I know the original's was based off of the Unreal Graphic Engine (not sure if it was 2k3 or Unreal 2 though).

Interestingly enough, alot of the animations are apparently done by hand as opposed to motion capture.

jrenegade
03-08-2004, 07:29 PM
Alright thanks a bunch guys..

http://home.cogeco.ca/~sharpjam/sigs/sig.jpg

parallelpiped
03-08-2004, 09:54 PM
Maybe you can find some extraction tools without help from Ubi. I know one guy who is crackin Hidden & Dangerous 2 by himself with no help.