Install Instructions

Everything in this mod is currently only available in the GEM editor

Place the MoW2 - Planetside folder into: Men of War - Assault Squad 2/mods

Open your game, go into the 'Options' menu and click the 'mods' tab. Select MoW2 - Planetside and then the arrow so that it moves into the enabled mods column, then click apply.

Whilst I have been working on this for a while now, it is still my first time ever working with 3D models, rigging and coding for Men of War, so please forgive any errors I make and help out by reporting them and offering ways I can fix them.

I don't own any of these models or textures, I merely exported them from Planetside 2 and rigged them up for working in MoW. All models and textures belong to Daybreak Games.


I haven't run into any game breaking bugs yet but if you happen to run into any, please report them.

All the infantry models do have slight problems with the limbs in some places due to obviously not being designed to work with the MoW skeleton. I've tried to make these as least noticeable as possible but they can be spotted if you zoom in close enough.

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Multiplayer

So there's been a lot of requests/questions about multiplayer for the mod and whilst I personally don't really play the multiplayer of MoW, if people are so interested in it I decided that I'd have a go at implementing MP with this update.

Right now it's only a bare-bones version but it's a step forward in the right direction. All 3 factions will be available, but only with infantry for now. Also, a fair few of the infantry squads are the same as each other (just smg troops) since I don't have enough variety in terms of weapons and equipment to make all of the actual multiplayer unit types.

Infantry

Classes

Due to the addition of multiplayer, new classes were needed at least name wise even if they are statistically exactly the same as smg units for now. Therefore, all 3 factions now have breed menus under the "mp" folder in the gem editor with additional classes available to spawn. Some even have vanilla game equipment in order to fulfill their roles (such as metal detectors, binoculars and mines) these will likely be expanded as time goes on and more weapons + skins are added to better define units.

Helmets

NS Commander Helmets

I'm also planning to add a few more helmets, just to spice up the new classes a bit more. I've not decided exactly which ones will be added to each faction yet but there will be a few for all 3. As you can see here, the only one I've finished so far is the NS Commander helmet for all 3 factions (still not sure on the colours yet though)

Weapons

All 3 factions will be receiving the "Rocklet Rifle" that the Light Assaults run around with in the actual Planetside 2. This will be used as the AT rifle units primary weapon.

There may also be one or two more weapons for each faction depending on how much time I have but I'll have to see how it goes.


Construction

Buildings

There will be a bunch more facility buildings added in this update, I'm trying to get as many of them done as can so that map creation can be improved for later updates. Like the most recent buildings from the last update, all the new ones will have a roof that can be set to disappear when troops enter the building.

Props

I'll also be adding a few terminal props like the spawn consoles and the capture point with hologram skins for all 3 factions.


ETA

I'm pushing to release this update before the 10th October so expect to see it sometime before then.

This is quite a messy article compared to my previous ones, I've not done this for a while so it's been a bit of an issue getting the layout and everything right.

Feel free to leave comments and suggestions on this article. Thanks.

Quick Update

Quick Update

News 9 comments

A quick update on possible progress and a test on if there is still interest in the mod

What's next 10/29/2016

What's next 10/29/2016

News 8 comments

A list of features coming to the next update, Version 9.0.

What's next 8/29/2016

What's next 8/29/2016

News 10 comments

A list of features coming to the next update, Version 8.0.

What's next 7/16/2016

What's next 7/16/2016

News 4 comments

A list of features coming to the next update, Version 7.0.

Add file RSS Files
MoW -Planetside 10.0

MoW -Planetside 10.0

Full Version 3 comments

Version 10.0 adding basic multiplayer and a few new pieces to the mod. Full changelog in the description.

MoW -Planetside 9.0

MoW -Planetside 9.0

Full Version 7 comments

Version 9.0 Now featuring: Composite armour skins, NC+VS voices and more. Full changelog in the description.

MoW -Planetside 8.0

MoW -Planetside 8.0

Demo 21 comments

Version 8.0 Now featuring: Phalanx turrets, Terran Republic voices, Camo schemes and more. Full changelog in the description.

MoW2 -Planetside 7.0

MoW2 -Planetside 7.0

Demo 14 comments

Version 7.0 Now featuring: The Sunderer APC, MANA turrets and more. Full changelog in the description.

MoW2 -Planetside 6.0

MoW2 -Planetside 6.0

Demo 25 comments

Version 6.0 Now featuring: Empire specific tanks, new props and more. Full changelog in the description.

MoW2 -Planetside 5.0

MoW2 -Planetside 5.0

Demo 6 comments

Version 5.0 Now featuring: Early construction props. Full changelog in the description.

Post comment Comments  (70 - 80 of 361)
drizztus
drizztus - - 8 comments

What about Max? will you do it? something like easily destructable vehicle looking like a suit?

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Colt0512 Creator
Colt0512 - - 291 comments

That would require me making custom animations for it to function as a vehicle and I have no idea how to animate vehicles with my own movements.

I will most likely implement them as infantry skins and spawn with really high health.

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gotimas
gotimas - - 68 comments

Just infantry with higher health seems good enough for me.

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Kastrenzo
Kastrenzo - - 876 comments

I reccomend downscaling the size of weapons when you can, I noticed that the TR machineguns are ungodly big

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Colt0512 Creator
Colt0512 - - 291 comments

Once I've finished work on the newest batch of skins and helmets/backpacks I'll be moving onto weapons. I'll have a play with smaller scales and see how I feel about them. Are there any more weapons you've seen to be too big?

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Kastrenzo
Kastrenzo - - 876 comments

I only fired up the mod once, I'm waiting for version 9 or whatever you will call it before I start spending a lot of time with it. but I know that the T9 Carv or whatever the default MG for TR was, looked way too big

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sunray1
sunray1 - - 185 comments

I'm affraid I have to agree with Kastrenzo. The bodies of many of the infantry weapons seem to be too bulky - out of proportion to the size of the soldier. This is only my opinion though, as I am used to seeing the size/shape of real life infantry weapons.

But, in the final result, I am not the mod creator and it isn't my decision to make.

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sunray1
sunray1 - - 185 comments

Trying to clarify the visual issue with the weapons. After playing some more, with a particular focus on the weapons, it seems to me that they mostly have overly long and fat bodies - with hardly any barrel to speak of. Once you zoom out a little, they sort of assume the shape of an oversized cigar. The sub-machine guns are a prime example of this effect.

In contrast, the battle rifle barrels are probably a bit too long. The TR LMG is probably too large all over. With it's body and round magazine well oversized.

This is something that can well be in the eye of the beholder. so I wouldn't be too critical.

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Colt0512 Creator
Colt0512 - - 291 comments

I don't think I should really change the actual proportions of parts of the weapons, as those are unedited and the same as in Planetside 2. I haven't actually edited the models other than re-sizing them.

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sunray1
sunray1 - - 185 comments

In that case, resizing down is probably the appropriate action to take. It will at least make the weapons more in proper proportion to the soldiers.

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Colt0512 Creator
Colt0512 - - 291 comments

So you guys find that the majority of the weapons are too large? It might just be my bias as the creator to not notice it as much.

I do actually multiply the size of weapons more than that of the buildings and vehicles. For example buildings are enlarged by about x3850 to make them the size they are for the mod whilst weapons are by about 4070 (the numbers are more precise than that)

As a test, in the next update, the new weapons I add for each faction will be enlarged by the same number as the buildings and vehicles, then if the new size receives a positive reaction I'll rework the rest of the weapons.

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