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Register and log in to move these advertisements down Adding a New hero- bfme2 & rotwk
I have seen several people on t3a who have had trouble adding a new hero for bfme2 & rotwk so I figured that I would make a tutorial. This tutorial will take you through the basics of adding a new hero. If you wish to do more advanced things, such as add custom abilities, palantir images, ect, refer to another tutorial. UPDATE (1/18/2011) - Included on the last page is some information given to me by War-Craze on how to add new heroes to a faction and being able to select all the heroes at once instead of selecting some, then waiting, and selecting more heroes. I figured I would update the page with the information he has given me to help new and relatively experienced coders :) First, the files we will be editing in this tutorial are- glorfindel.ini lotr.str commandset.ini yourhero.ini playertemplate.ini skirmishaidata.ini gamedata.ini So in this tutorial we will be basing the creation of our new hero on Fingolfin to the elves. First, find glorfindel's ini file which will be in data\INI\object\goodfaction\units\elven open it up, and copy the file. paste it, then rename it to 'Fingolfin' now open up fingolfin.ini. first off, the most important thing to do is change the object name to ElvenFingolfin or something of that sort. Or else when you go to play the game the game will read the file as a duplicate of glorfindel.ini. As you study the ini file, you will notice a large portion of it is taken up by AnimationStates. This is what gives the model its appropriate appearance in game. You can probably find a useful tutorial on making or adding animations. If you have a custom model for your hero, assuming that it has been referenced and the asset.dat has been created, just change the model in the defaultmodelconditionstate to whatever your model is named. now, as you scroll down you will notice design perimiters. This has things like build cost, build times, commandsets, ect. You can change the build costs and build times by changing these lines of code-
just change the build cost and build time to what you wish it to be. Creating a custom commandset is completely optional, but is suggested as it will add more customization to your mod. If you wish to add a new commandset for your hero, go on to the next page. CommentsDisplay order: Newest first tromerix - Thursday July 7, 2016 - 2:13 Hi all im new here and im new at bfme1-2 and rotw. i follow all steps and i create some news heroes but they don't level up i need help with that how can make them level up plz?? :) Tuka93 - Monday August 24, 2009 - 10:09 Yeah its a nice tut but i guess i have a problem! Nethelen Narçu - Monday February 9, 2009 - 16:36 Now it works, but my hero is on Lvl 0 and can't use the powers. JRReed16 - Wednesday January 28, 2009 - 20:04 Very nice guide, easy to follow. My only problem is using my new hero in WotR mode. I added the needed entry to Living World buildable units, but when I try to select the new hero after it is built from a fortress on the world map, the game crashes. Any ideas? Nethelen Narçu - Wednesday January 21, 2009 - 15:13 When i do this it says Error defining module 'W3DScriptedModelDraw' on thing template 'GondorFaramir'. The module 'W3DScriptedModelDraw' has the tag 'ModuleTag_DRAW' which must be unique amoung all modules for this object, but the model tag 'ModuleTag_DRAW' is also already on draw module 'W3DScriptedModelDraw' within this object. Brenn - Sunday September 7, 2008 - 6:42 i don't find lotr.str. KingRikhard - Tuesday March 11, 2008 - 11:04 Where to copy and paste glorfindel.ini? Squieonat - Tuesday March 4, 2008 - 17:36 Very nicely-written. ILUTAVAR - Saturday January 12, 2008 - 19:00 usable thing! |
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