Spearhead SDK Released !!!
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Surgeon
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Spearhead SDK Released !!!
Well over @ PMoH Chris Shelton was saying that the SDk was due to be released sometime today...Ahead of time, it seems, 3D Gamers, have it up for download. Check it out.
Mirrors :
Fileplanet
FileShack
Also give us your reaction to the SDK. Was it worth the wait or another EA c**kup....
PS - REMEMBER TO BACK UP ANY MAPS/OTHER PIECES OF WORK BEFORE YOU INSTALL THIS...THIS IS FOR SPEARHEAD ONLY.....
Some more info about the SDK contents (Thanks to Kdja from TMT for the heads-up)
1. 3d max plugins (max3 and 4) and tutorial (fairly comprehensive) on how to export.
2. New Mohradiant ,spearhead models now visible.
3. Some excellent tutorials on Manual VIS (this is really good )
4. Some really good AI tutorials someone spent time writing these (can see JV map liking these).
5. Some vehicle tutorials mainly for SP but im sure they can be edited to MP (scorpio ??)
6. Full game classes tutorials and docs again fairly comprehensive.
7. A nice particle system guide (eidolon will like this)
8. Tools Q3map ,Mohlight ,Mohutil.
9. Handy index page to read through.
The full breakdown of the EA Spearhead SDK
Above is the entire tutorial system as of 1am its not all there still uploading refresh it in a while should be there.
Mirrors :
Fileplanet
FileShack
Also give us your reaction to the SDK. Was it worth the wait or another EA c**kup....
PS - REMEMBER TO BACK UP ANY MAPS/OTHER PIECES OF WORK BEFORE YOU INSTALL THIS...THIS IS FOR SPEARHEAD ONLY.....
Some more info about the SDK contents (Thanks to Kdja from TMT for the heads-up)
1. 3d max plugins (max3 and 4) and tutorial (fairly comprehensive) on how to export.
2. New Mohradiant ,spearhead models now visible.
3. Some excellent tutorials on Manual VIS (this is really good )
4. Some really good AI tutorials someone spent time writing these (can see JV map liking these).
5. Some vehicle tutorials mainly for SP but im sure they can be edited to MP (scorpio ??)
6. Full game classes tutorials and docs again fairly comprehensive.
7. A nice particle system guide (eidolon will like this)
8. Tools Q3map ,Mohlight ,Mohutil.
9. Handy index page to read through.
The full breakdown of the EA Spearhead SDK
Above is the entire tutorial system as of 1am its not all there still uploading refresh it in a while should be there.
Last edited by Surgeon on Fri Feb 07, 2003 1:27 am, edited 2 times in total.
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Innkeeper
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Re: Spearhead SDK Released !!!
1. Ok I give what is the 3d Max plugin tutorial named.Surgeon wrote:Some more info about the SDK contents (Thanks to Kdja from TMT for the heads-up)
1. 3d max plugins (max3 and 4) and tutorial (fairly comprehensive) on how to export.
2. New Mohradiant ,spearhead models now visible.
3. Some excellent tutorials on Manual VIS (this is really good )
4. Some really good AI tutorials someone spent time writing these (can see JV map liking these).
5. Some vehicle tutorials mainly for SP but im sure they can be edited to MP (scorpio ??)
6. Full game classes tutorials and docs again fairly comprehensive.
7. A nice particle system guide (eidolon will like this)
8. Tools Q3map ,Mohlight ,Mohutil.
9. Handy index page to read through.
2. The Mohradiant I got is not new.
8. What is Mohutil?
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[253RID]General-Haines
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same thing happened to me 
253rd Regimental Infantry Division

Our Spearhead Total conversion mod is now recruiting. http://www.thegreendevils.tk

Our Spearhead Total conversion mod is now recruiting. http://www.thegreendevils.tk
A lot of info is not new but was sent with the previous radiant or accessible from 'cl_dump' console commands.
Also, the FAQ is bulked with erroneous information:
.
Well that's about enough I suppose.
Also, the FAQ is bulked with erroneous information:
This is just silly. They're stating LOD terrain has good collision detection.A:You're better off sticking with terrain. Patches where AI or the player will actually walk need to have invisible brush collision created for them because curves don't approximate good collision.
NonsenseSetting an AI to #playerseek 0 in script will cause him not to seek out the player (he?ll act like a guard).
Well you could also just set _color or change the color in your TIKI file.You can change a guy to ai_actor in the entity window if you would like to change the color of his box in the editor. This is useful for distinguishing between spawned vs. placed AI, for example. Or you could make the main level boss one color and his helpers the default, etc.
Prints to server console only.println is the script command for printing debug messages on the screen.
tmstart is used to play one shot sounds
Woohoo!Entering in g_scriptcheck 2 at the console will crash out the game if there are script errors
Well that's about enough I suppose.
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Innkeeper
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Thanks Surg, I see that now. I didn't last night late.
Looks like DlgEdit is the only true piece of a SDK and so far all I have found is how to use it and not where it is.
Mohutil.exe appears to be a silly program for launching the game with some developer parameters set.
It looks like this was thrown together without any coordination. The FAQ is filled with unprofessional comments. What an embarrassment to EA.
Looks like DlgEdit is the only true piece of a SDK and so far all I have found is how to use it and not where it is.
Mohutil.exe appears to be a silly program for launching the game with some developer parameters set.
It looks like this was thrown together without any coordination. The FAQ is filled with unprofessional comments. What an embarrassment to EA.
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Re: Spearhead SDK Released !!!
Innkeeper wrote:(
1. Ok I give what is the 3d Max plugin tutorial named.
2. The Mohradiant I got is not new.
8. What is Mohutil?
1. Its within the 3dmax3/4 folder place it into 3dmax plaugin folder and export to mohaa skb becomes an option.
2.It now supports sphearhead models and a quick glance this morning showed some new toolbar icons what they do i dont know.
3. drop your spearhead exe into it
4. READ THE DOCUMENTS...LOL
Oh well seen some class posts on a few websites today.
And its still early
kdjac
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Innkeeper
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Re: Spearhead SDK Released !!!
Hmmm... I don't see any new icons. Can you post a picture of what you mean?kdja wrote:2.It now supports sphearhead models and a quick glance this morning showed some new toolbar icons what they do i dont know.
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(CG) Bob III
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i think they were merely stating the LOD is a better choice than a patch for ground, because you really cant even use patches alone-they require custum clipping. "youre better off" . . ."A:You're better off sticking with terrain. Patches where AI or the player will actually walk need to have invisible brush collision created for them because curves don't approximate good collision.
This is just silly. They're stating LOD terrain has good collision detection."
(hey can we change they "laughing"


