All rights belong to their respective owners Battlefield 4, Battlefield Hardline, Dragon Age: Inquisition, Plants vs. Zombies, Star Wars: Battlefront, Need for Speed Mass Effect: Andromeda FrostBite3 Editor Tools (Unofficial) 'EA dropped mod support from their games almost a decade ago, long before they adopted the Frostbite Engine as their main development tool. For years modders have been asking for access to gain the ability to add to the Battlefield games.
Well, rather than gain access to the engine, one coder’s made their own engine that can edit Frostbite-compiled levels. CaptainSpleXx has made an engine we can load in data from Frostbite maps. Within his editor he can then make alterations, moving and deleting buildings, changing textures, and, most importantly, recompiles the maps so they can be played in Battlefield 4.
His engine tricks Battlefield into receiving the altered map files, making the game think it’s an official patch. From there, on private servers, CaptainSpleXx is free to play his modded maps.' PCGamesN 2015 What does that mean? This means the project is not done discontinued. The Core layout is done and extracting data works 99% at the time. Smashing all the extracted (modified) data back together works as well. This means all data can be modified in some way and applied to the Game you are working with.
The principle of modding. Data can be modified in some way? Changing Images (Textures) with Photoshop or Creating Geometry (Mesh) inside Blender is not a big deal, but this is far away from the extracted data. The Frostbite Engine is not simply storing information in common Filetypes, No! The guys at DICE invented more efficient ways to store data by creating their own. This means data needs to be analysed and converted. A proccess that can take days or months.
Generally that's not the problem. The problem is: not one, two. Dozens of data, nobody really knows what it is and its takes time to find out. What can it be? The Frostbite Engine is used by multiple Games, so the modding community (without modding tools) is big. We have Experts out there and they have contributed: - Textures - Mesh - (Geometry like Players, Objects.) & - Sounds - EBX - (Health, Position Of Objects, Rate of Fire, Events.) @Frankelstner.this is cool but not much. We don't really know how the terrain or animation tracks work.
This editor gives the opportunity to extract and apply data. And if anyone who is talented would contribute, we will have a working editor with a bunch of features soon! Latest changelog: -Simple External EBX Tool (20-Aug-16) -EventGraph-Viewer Core-Implementation (25-Apr-16) -Map Editor Direct3D Matrix to OpenGL fix (28-Feb-16) -Map Editor Apply data (26-Feb-16) -Map Editor Loading Pre Bugfix (23-Feb-16) -Compiler Bug fix (22-Mar-16) -Bug fix (01-Mar-16) -Map Editor Gizmo (21-Feb-16) -EBX Editor (tmp, until fix) (29-Feb-16) -Implementation for NON-CAS patched to base. (20-Feb-16) -Bugfix (18-Feb-16) -Full BF4 Server support (17-Feb-16) -Per Pixel Object Selection (16-Feb-16) -Map Editor loading (10-Feb-16) -Mod loader changed (08-Feb-16) -Core BF4 server support (07-Feb-16) -Recompile NON-CAS implementation (05-Feb-16) -EBXCreator returns working EBXFile (16-Jan-16) -Bugfix (10-Jan-16) -EBXCreator preparations (24-Dec-15) -Visual, Cas + NonCas Support update (14-Dec-15) ZLOEmu: BF4 Private Servers coming soon!
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Don't ask how to join Beta! You will be choosen. Axis Aligned Raycasting 100% ✓ -Axis Aligned Bouding Boxes 100% ✓ -Per Pixel Object Picking 100% ✓ -Advanced Raycasting 0% ✗ -Advanced Hit Boxes 0% ✗ -Change Lightning 0% ✗ -Change MouseSpeed 100% ✓ -Object Selection 99.9% ✓ -Object Transf./Rot./Scal. Using HotKeys 100% ✓ -Layer support 100% ✓ -Convert EBX to Map Editor 80% ✗ -Modify EBX Structure from Map Editor 85% ✗ -Light support 30% ✗ -Advanced Shading 40% ✗ -Efficient gpu memory management 70% ✗ -Transformation Gizmo 80% ✗ Additional-Pipeline.
Occlusionmesh support 0% ✗ -LuaC support 0% ✗ -Enlighten/Staticenlighten support 0% ✗ -Animationtrackdata support 0% ✗ -HKDestruction support 0% ✗ -HKNONDestruction support 0% ✗ -Event support 40% ✗ A working Editor, that allows to modify Frostbite 3 Games as you like. Source: FrostED (Official Frostbite 3 Editor) Youtube: Twitter (less active): Run 'runbinary.bat' to launch. This application requires: Java Runtime Environment 1.8+ 2GB of free Memory OpenGL 4.0 GPU (GeForce GTX 260, ATI Radeon™ HD 5750 or better) Supported by Advertisement Helps to make the development possible.
Disable Adblock. Wait 5 Seconds. Click 'SKIP AD' in the upperright corner. No support:( Be a scumbag and don't support development. Shame to you. Shame to your family. This tool was originaly developed by CaptainSpleXx and is now maintained by GreyDynamics.
So helping this project by contributing would be really nice! If you’d like to make a donation for all the hard work, I’d appreciate it. Is maintained.
What I would do? Well, if they would offer Frostbite 3 for free with not more than 5% royalty and they would offer source code and they would offer direct fast support and they would have a real nice community and they would have constant updates and a nice marketplace and they would offer grants and they would make hundreds of great tutorials and they would have a real nice documentation and of course a nice visual scripting language at least as great as blueprint, well, then I would download frostbite 3 and try it out. The 'stuff around' is at least as or even more important than the engine itself.
That's why UE4 is unbeatable. I do not expect EA to release Frostbite to the public. They created this engine for creating their own games.
If you remember some of their earlier games used Unreal Engine (Mirrors edge, Mass effect for instance). However the latest versions of these games have switched to Frostbite probably to avoid royalty payments and o get all studios using the same technologies so they could easily switch between projects. UbiSoft is also going that route.
Their earlier games used UE (Splinter cell, Rainbow Six) and now they have atleast two inhouse engines (Anvil Next and Snowdrop.adn Dunia). But I dont expect to release these engines to a third party. When you sell an engine you also need to provide support for it. So in the current situation, I don't see any chance for us to get our hands on Frostbite or other in-house engines. However from what I've been told (a friend of mine had worked with DICE for a while) Frostbite engine prior to Version 2 was very difficult to work with especially for content creators.But with latest versions the pipeline has improved - but I don think its still not as easy as UE4.
Even if they were released publicly, I doubt they'd be worth using. Internal non-public engines like that tend to be a dog to actually use, because the users aren't paying and don't really have to be supported in the same fashion. Ease of use definitely suffers. I might check them out but I probably wouldn't bother trying to actually complete a game using them. For all the other tradeoffs you get from an engine like UE4 or Unity, they were built to be used by smaller developers and teams, which means a focus on usability that internal non-public engines just can't match. Won't happen unless EA has a radical change of management, Frostbite is basically their internal engine for all their studios now (well, they're trying to get it into every studio they own).
It's basically like Snowdrop for Ubisoft. Hell will probably freeze over sooner than a public SDK for Frostbite. I wouldn't make the switch anyway, based on what I've heard of it it's a mix of code from about 40 different studios by now. Plus as developers we all know how much everybody hates EA, I wouldn't trust them not to screw me over given their track record! Source: Programmer with 12 years EA Experience stood behind me. What people seems to not understand it that a good engine doesn't automatically make awesome, good looking games.
As long as you use an engine that provides most of the stuff needed for the game you're making, you can make it look great in any modern engine. Don't get too hung up on softwares, it's up to you to use them right and create something good, no engines will do that for you. Just look at The Vanishing of Ethan Carter for example, it consists of mostly nature (which was very, very difficult to get right in UDK) and looks amazing, beats a lot of games made in more modern engines.
Also, I'll eat my desk the day Frostbite becomes publicly available, it won't happen.