We're using PORTED models/textures from Mass Effect and Republic Commando, so all rights for those said models and textures go to BioWare and LucasArts; we're not claiming copyright on those models, all we're saying is that, if you wish to use some of ours in your mod we'd like you to ask us first. Again, not because we're claiming the original models, but because bringing props/skins/else into MOW takes a lot of time. We're doing this for free and this mod will never be "for sale" also once the models are exported they CAN'T BE RE-EXPORTED that means that if somebody wants to re-take them to sell them or something like that he can't, because like I wrote the models can't be imported by 3d programs.
You can show your support to BioWare if you're new to Mass Effect by buying the full trilogy, I highly suggest doing so if you're a fan of TPs or RPGs, you'll get your money back in game hours guaranteed: buy the full trilogy here!
Continue to read this description to find links to authors of other assets from DeviantArt, Facepunch and Gmod.
We hope to bring as many factions and objects from the Mass Effect Universe into AS 2, and use this great RTS game to give another perspective to the conflicts that happened in the Milky Way; we are accomplishing this task using our exporting and coding knowledge; since we'd like to port as many things as possible, we will get content from all the three major games of the saga (ME 1,2 and 3, no content from Andromeda will be present). It'll be a difficoult task, but so far everything proceeded with not many problems.
Here are the major things contained in the mod so far, keep in mind these are all under construcion and aren't finished, they will be expanded as time passes:
They won't be listed, but we also added many props and weapons for you to create your maps with!
Here are a few gameplay videos from Youtube, I will look for some more from time to time, and be sure to record your battles!
Gameplays by ykcir30:
Gameplays by King of Rome:
With this being such a big and challenging project, we use many sources to get sounds, models and textures from, we take note each time that we discover and use a certain source.
Beta99: 1st main developer, exporter, coder
XxMrDestructionxX: 2nd main developer, exporter
Soldier[VANGUARD]: 3rd main developer, unit creator, general helper for assets
foreshad0w1: interface creator
Q: Why Mass Effect in particoular? There are plenty of games out there!
A: Because we love Mass Effect and its universe, each playthrough is a differnt experience, making this series unique.
Q: Will there be biotics?
A: We'll think about it in the future, not for now.
Q: What game is this for?
A: The mod is developed on AS 2, you can try and bring this in other MOW games, but you'll have to adjust many things, only the skins will work with no problem immediatly.
Q: Does this work with other mods?
A: Probably doesn't, but it always depends on what files the other mods change, so go ahead and test, at your own risk!!
Q: This sucks, doesn't look like ME at all/ X mod is better
A: Nobody is forcing you to be here, leave if this isn't for you, useless comments will be deleted, while instead constructive critics are well accepted.
Q: When will this mod be released?
A: TBD, but we'll do and open demo for sure.
Q: Will the work be discontinued?
A: Probably for some time, yes, but when it will be, I'll be sure to advise you.
Q: Will this include content from ME: Andromeda?
A: No, it's only focused on the original ME trilogy. No exceptions.
Hello everyone, we have updates on the mod's development for you! Be sure top read everything and ask questions in the comment section if you have any.
We've made siginificant progress, and I think this is one of the best periods we've had so far for the mod since its start back in June; much help came from Buzztr0n, Colt and other modders (be sure to check their mods out in the mod's description). There's much more work to do, but creativity and working with others will be our base more than ever before. But let's get into it right now.
On Buzztr0n suggestion I finally created texmods instead of having multiple props different in just textures; this made the mod less heavy and will be a good thing for the folder's size. I still need to move all the props' textures to the texture folder to improve performance even more, but that requires a lot of time and I'm still busy.
I also implemented the random texmods script made by Sonne2 (Moddb.com) that permitted me to make less heavy the humanskin size, basically when you spawn a soldier a random texmod set will be applied (armor, head, eye etc...); I tested this and works really well in my opinion. I created some more texture variations for the Turian special forces' armor:
When I did this re-organization I noticed that the human faces were much darker compared to the un-exported texturez (some users asked me to fix it, but I never noticed the difference) so I'm proceding to fix this, and you can see the difference:
That means that, when exporting, .bmp textures get much darker so that's something I'll have to keep in mind in the future. Compare this image with this one
Here are the major content updates, we've added some more effects and made minor changes to files, but I'll only show you the new things.
Here is a Varren with 3 texmods, it uses the dog's code used in the mod by Vora_bat, it's very similar to the one used by the husk too.
They deal balanced damage and can be taken down fairly quickly, their sound is tiger-like; they are a bit buggy from the animation side of things, but that's because the Varren is much different from the German Shepard used by Vora_bat.
I've managed to implement a working building with the help of Colt, it's still fairly basic, but that's a good start for any custom building we could implement (even if there are a few building models in Mass Effect); the roof disappears when units reach the ramp, and that's it for now.
The major part of this update, something I implemented yesterday and that I'm working on very hardly; I've added types of Praetorians: a heavy one, a medium one, a light one and a "suicide" one, that works like a Goliath (the one with the red light). They're all armed with a zenite cannon, but it shoots in a powerful way and an incredible rate of fire.
They all have an animation that plays while moving, standing still and so on, it consists in their legs moving in and out from the center under the head.
Here's a very simple Geth turret, I didn't script it very well for now, because I focused much more on the Praetorians:
Ok that concludes it this update, I hope you enjoyed it, be sure to continue to follow our work and thanks for the fantastic support, happy Halloween!
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A fix for the ml-77 rocket launcher bug and an updated info file.
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