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No Battlefield 3 Mod Tools Planned

This Battlefield 3 video Q&A features GameStar's interview with EA/DICE's Patrick Söderlund talking about Battlefield 3 (thanks GameSpy). One of the community questions they ask is about whether they plan to release mod tools with the game, to which Patrick says no: "Well as of now we're not going to make any modding tools, no." Here's his reply when asked why: "'Cause if you look at the Frostbite engine, and how complex it is, it's going to be very difficult for people to mod the game. Because of the nature of the set up of levels, the destruction, and all those things, it's quite tricky, so we think it's going to be too big of a challenge for people to make a mod."

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36. Re: No Battlefield 3 Mod Tools Planned Jul 7, 2011, 06:00 Dev
Sepharo wrote on Jul 6, 2011, 20:55:
Dev wrote on Jul 6, 2011, 20:12:
It should be possible to make a level without cooking, since it the game resources are already in the files, and it shouldn't matter if you duplicate some stuff in the map files.

Those assets would likely have to be uncooked/raw in order to use them in making a map initially, that alone is already probably beyond the filesize they're willing to distribute for mod tools.

Let's say for some reason they don't have to be uncooked, now you're stuck using only the archives common to all the maps. They patch and all custom maps would likely be broken.

Okay, so you're going to create all your own assets instead and cook them using the provided mod/map tools... Start working on your own game at this point.
The cooking sounds more like a de-duplication and packaging as 1 file more than anything else. It should be easy to make a tool to "uncook". Such as the tools out there to extract files from valve archives.

I don't think they'd have to distribute a 60gig package for modding, just an extraction tool to extract the assets already in the game's dvd, or a tool to use them without extraction. Either one should be possible.

What I'm saying is that the assets used in the modded map itself are the only ones that might need to be distributed uncooked. Even if a modded map with assets used is 500 megs, its still doable for custom maps. They don't even have to take care of bandwidth, do like l4d2 and link to modded map homepage where you can download it.

And breaking custom mods/maps never stopped most companies before Valve frequently breaks modded maps when updates hit. Its generally up to the modder to fix them to be compatible.

Anyway my point is this whole cooking thing is probably one of the smaller obstacles to getting mod tools out there.
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