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Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
Creating the MorthlondBowman object The first step what we are going to do is modify the gondorranger.ini file into the morthlond bowmen file. 1) Rename the gondorranger.ini file to morthlondbowman.ini. If you do not do this step and leave it as gondorranger.ini then there will no longer be any gondor rangers in the game and it will probably crash. Any ini files found in the .big file will overwrite the information found in EA's files. 2) Open the file and change the object name from GondorRanger to MorthlondBowman so that it looks like this:
3) Remove the #define line at the top of the file. In RotWK 2.01 it was:
4) Scroll to the bottom of the file and remove all other objects contained in the .ini. In RotWK 2.01 look for:
and remove that and everything below it. If you don't, you will most likely get a game.dat error as you are defining the object 2x. Once in the gondorranger.ini and once in the morthondbowman.ini. 5) Look for the following code:
Change the GURanger_SKN to gumorthond_skn. Now the Morthlond Bowman is available to be used, but he is just a ranger clone so let's change at least some of the stats and more. Heavy Armor: 1) For this tutorial we're going to give the bowman the gondor archer's armor but with higher health. You can give him a completely different armor, which is why I included the armor.ini, but we will use the existing. 2) Look for RangerArmor in the armorset code and change this to ArcherArmor. 3) Add the following taken from the GondorArcher's ini. This informs the game which armor to use on the upgrade:
4) Scroll down in the object until you find the firearrows upgrade grant. In that area of the code add the following taken from the gondorarcher:
5) Replace the UpgradeTexture line with the following to use the correct textures for the Mortond Bowman:
Other changes: 1) To change the commandpoints of the units, look for "commandpoints" and change the value to 8 2) Look for the "activebody" behavior. In there you will find the Health and damaged values. Change these to 400/200 respectively. 3) Since we are increasing their armor and health, we also are going to remove their long-shot ability. Gondor already has a unit that has this. So search through and remove all QUINARY lines in the code. 4) Lastly we are going to slow these guys down just a little to match that of the Gondor Archers. Look for the locomotors and change the speed to: NORMAL_FOOT_MED_MEMBER_SPEED. There is our finished Bowman, now onto the bannercarriers. Next Page: Southern Fiefdom Banner Carriers 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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