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Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
File/mod Organization: Now you're probably wondering why I'd spend time on this subject. For those who've moded before you probably have your own style which fits you better than anything I could ever say/offer. But for those who have not modded before I thought I'd walk through this part. I see too many mods out there that are just modified ini.big and other files that it always scares me. For a wide audience, many are too daunted to even touch EA's files. Think of this as tips/hints portion and skim down to where we actually create the folders if you wish. So here's how I approached the whole thing and I've already walked you through it partially: 1) On one of my hard drives I've created a lotr folder. For each mod or version of the game that I'm interested in I've created a folder. (BFME, BFME2, BFME2-1.06 RotWK, RotWK2.01, etc.) I then I have the RJ-RotWK and others folder. 2) I've basically gone through all of the relevant .big files and extracted everything to the appropriate folder. (Textures, ini, maps, etc.) Since they all use the same basic file structure it allows easy use to jump around to the different versions/mods, just change the one main folder name in the navigation bar. 3) For the models/textures - I created a separate folder called w3d viewer in the main directory. I then did the same and created a subfolder for each game. I then copied all of the art/w3d files to that game's folder removing all the subfolders. (not difficult, just use a *.* search and copy/paste) Why do this? Easy navigation and use of the w3d viewer. You can open any model and view it without having to worry about anything to view the skeleton/textures/etc. 4) Then depending on the mod I want to create, I just copy the files I will start with into my new mod's folder and begin working. (For those who are serious modders, make sure you check out 2playgames -mod command article as well as the pre-built files for the -mod command. The biggest downfall of the -mod command is the inability to load the macros from the gamedata.ini file, and this is the perfect workaround) ************ End of Helpful Hints *************** All right, now to get to the files that we will need: 1) Create the following folders as we will be using each one: - \data\ - \data\ini - \data\ini\campaigns - \data\ini\campaigns\common - \data\ini\default - \data\ini\mappedimages - \data\ini\mappedimages\aptimages - \data\ini\object - \data\ini\object\goodfaction\ - \data\ini\object\goodfaction\hordes - \data\ini\object\goodfaction\hordes\southernfiefdom - \data\ini\object\goodfaction\units\men 1) From either the lastest patch's language .big file or the original .big for the language copy the lotr.str file and place it in your \data\ folder. 2) Copy the following files into your \data\ini folder from the set of ini's you wish to mod: armor.ini commandbutton.ini commandset.ini experiencelevels.ini livingworldbuildings.ini upgrade.ini weapon.ini 3) Copy livingworldbuildableunits.inc into the \data\ini\campaigns\common\ folder. 4) Copy the skirmishaidata.ini file into the \data\ini\default\ folder 5) Copy the menhordes.ini file into the \data\ini\object\goodfaction\hordes\southernfiefdom\ folder. 6) Copy the gondorranger.ini file and the gondorbanner.ini file into the \data\ini\object\goodfaction\unit\men\ folder Now we have all the files that we are going to use for the mod. All we have to do is edit them. Next Page - Creating the MorthlondBowman Object Links / Downloads
CommentsDisplay order: Newest first | Page: 1, 2 modboy451 - Friday December 3, 2010 - 13:04 you could be a little for clear on where to place the .tga and.w3d files(maybe add spme space inbetween lines) otherwise It was a great tutorial! BigBrainiac - Monday October 25, 2010 - 16:27 This is a good, well written article. Rob38 (Team Chamber Member) - Monday September 6, 2010 - 18:53 Some of the material such as the AI and WOTR mode will not work for BfME1. Most of the general information though should be applicable to BfME1 modders. Souske22 - Monday September 6, 2010 - 17:58 Ok rather stupid question buuut I was wondering would this Tutorial also work for BFME1 to replace models? Asking so I dont kinda waste time reading this and following the steps to replace regular gondor soldiers with Numenorian Models. acidRain - Wednesday June 23, 2010 - 7:33 Hmm...well, I followed all the instructions - to the letter - and my model's still invisible. If it helps, I attempted xxxMr. Xxxx's Aragorn bow/sword model. I'm no novice to coding, but modeling and skinning absolutely baffles me. {AE}Manveru - Tuesday September 1, 2009 - 12:08 @Kingeragon007, did you compile your asset.dat properly? And add it into the .big file? *Kingeragon007* - Saturday August 9, 2008 - 20:17 hey im new around here, Tar-Palantir - Tuesday May 6, 2008 - 18:36 @ lycan, Robnkarla's using RoTWK, you're probably using BFME I or BFME II so the locomotors have diferent names, I suggest you check some other file to see what they're called. Centurion - Monday March 24, 2008 - 22:46 I keep getting this message: lycan - Monday October 1, 2007 - 12:45 i did everything, |
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