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Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
Adding the Southern Fiefdom Banner Carriers: On this page, we will be adding the southernfiefdom banner carriers into the game as well as using the morphcondition in the banner carrier behavior. 1) Rename the gondorinfantrybanner.ini to southernfiefdominfantrybanner.ini 2) Open the file and rename GondorInfantryBanner to SouthernFiefdomInfantryBanner. 3) Similar to the GondorRanger file, change the DefaultModelConditionState model to gumorthban_skn. 4) Change the model for USER_2 to guringloban_skn 5) Change the model for USER_3 to gulossnbnr_skn and removed these two lines:
6) Copy the USER_3 block 2x 7) Rename the USER_3 to USER_4 in the first block and change the model to gupelbnr_skn 8) Rename the USER_3 to USER_5 in the second block and change the model to gdabnrft_skn. When finished the modelconditions should look like:
This will allow the unit to change or "morph" into each of these model depending on a parameter. They all use the same skeleton or else we would have a lot of animation programing. 9) Now look for the "BannerCarrierUpdate" behavior. Replace the following lines:
with
10) Currently there is no glow object like there is in BFME2, though there is a bone, so you can remove the following lines:
Now the banner carriers are ready for all of the southern fiefdom infantry. We could have added it into the gondorbannerinfantry but I decided to do it as it's own file to make it easier. Next Page: Horde creation 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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