Hello everyone, this project has an ambitious objective: port as much content from the Mass Effect universe into MOW: AS 2, giving the possibility to the players to create their own battles and adventures, using as many factions, vehicles, weapons and objects as we can bring into the game.

Report RSS Update 11/01/16

New update about the mod's status, written on the 1st of November 2016.

Posted by on

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.


Update overview:

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.


Bug fixing and texture re-organization:

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:

up5

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:

up7

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

up4


New content:

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.

Varrens:

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.

up6

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.

Turian building:

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.

up3

New vehicles:

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.

up2

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:

up1


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!

Comments
Darth_Cameroth
Darth_Cameroth

Nice update lots of cool things here. I was wondering are you planning on this mod just being for the editor or do you intend to eventually have factions that work in multiplayer that may or may not support bots.

Reply Good karma Bad karma+1 vote
Beta99 Author
Beta99

Thanks! For now we'll stick with editor, but in the future there may be multiplayer content.

Reply Good karma+3 votes
NURWHAL
NURWHAL

Looking good, and Happy Halloween to you too

Reply Good karma Bad karma+1 vote
Emp_Raja
Emp_Raja

Nice lots of stuff in a single update.

Reply Good karma Bad karma+1 vote
a^N^o
a^N^o

Good update , all looks very good .
How did you set the zenite cannon on Praetorians ? I tried but failed

Reply Good karma Bad karma+1 vote
Beta99 Author
Beta99

I simply put the zenite cannon from the M19 medium tank in the .def file of the praetorian (so you need to go read the .def file of the m19 tank).

Reply Good karma+1 vote
SquadBroken
SquadBroken

Hi Beta99.

I'm wondering if you know anything about importing animations, specifically an animation linked to a model from another game, into Assault Squad 2? because I can't find any documentation on it.

I was following this tutorial: Youtube.com but it doesn't seem to have any continuation and I can't find anything further online. If you know what I can do from here or somewhere I can read up on what to do from here in order to import the model into AS2 with animations, I'd greatly appreciate it dude, I've been struggling at this for a few hours now and can't find a solution.

Cheers in advance mate, the mod looks awesome.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Men of War: Assault Squad 2
Contact
Send Message
Release date
Mod watch
Follow
News
Browse
News
Report
Report
Share
Related Games
Men of War: Assault Squad 2
Men of War: Assault Squad 2 Real Time Tactics
Related Groups
Mass Effect - MOW fans
Mass Effect - MOW fans Developer & Publisher