Looks good, I'll give this a go when I get my new computer(I'm usually a 360 player). Would the process of modding BSP be similar and use the same ripper?
Ok, thanks. If I can work out how to use it I will try see if units can be allocated to individual players to create BSM style slots in Pacific maps, also I will see if there is any way to change the command point limit. My new PC is good, unlike the 360 it should be able to handle a lot more than 1200 pts worth of units. Also I want to see if there is a way to put a limit on the number of respawns available.
Using the techniques described in the guide, it should be possible to create new versions of existing maps in either Midway or Pacific with any units you want, so long as you provide the right unit files. So a version of Coral Sea with maybe a Kongo, 2 Soryus, 1 Takao, 1 Kuma, 3 Fubukis and 2 Type-Bs for the Japanese and a Renown, Yorktown, Lexington, Northampton, Cleveland, 3 Fletchers and 2 Narwhals for the Americans could be good fun and relatively easy to make. There are lots of other maps that would be given new life by changing up a few units.
Heya im ghostface from bsm.eu we also succesfully 2 new maps for bsm. Im here tzo ask something.anyone knows a prog to import or change ship or plane modells ? pls help we want new units : ) if ya can help us so we will help ya here too with probs .pls help write an email to eidos germany but no answer
.mmod is a very intricate and complicated file. in larger .mmods, there are several vertexstreams- these have a .mvfm suffix. these mvfm are custom 3d model formats, based on DirectX 'FlexibleVertexFormat' and in one mmod file, there can be more than one type of mvfm. each vertexstream can have subindices to allow for more than one material per mvfm.
basically it breaks down sort of like this:
.mmod(
vertexstream(
vertexdata
index
material subsets)
vertexstream(
vertexdata
index
material subsets)
information about LOD, attachment points
)
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