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Adding Morthond Bowmen into a mod

Avatar of robnkarla

robnkarla

Category: Code
Level: Intermediate
Created: Monday July 2, 2007 - 11:35
Updated: Saturday June 27, 2009 - 18:26
Views: 18295
Summary: Guide from start to finish on creating a mod that adds a single unit into the game

Rating

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4.7

Members say

4.4

Average

4.5/5.0

23 votes

Page 1 2 3 4 5 6 7 8 9 10
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:
              
Code

Texture    = GURanger.tga GURanger_Gry.tga
Texture    = GURGBanr.tga GURngrBnrGry.tga


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:
              
Code

;// The banners for MorthondBowen
DefaultModelConditionState
    Model = gumorthban_skn
    Skeleton = GUBanner_SKL
End
;// Ringlo Vale Footmen
ModelConditionState = USER_2
    Model = guringloban_skn
End
;// Lossnarch Axemen
ModelConditionState = USER_3
    Model = gulossnbnr_skn
End

// Pelargir Spearmen
ModelConditionState = USER_4
    Model = gupelbnr_skn
End

;// Knights on Foot
ModelConditionState = USER_5
    Model = gdabnrft_skn
End

ModelConditionState COMING_OUT_OF_FACTORY
    Model = GUBanner_SKN
    Skeleton = GUBanner_SKL
End


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:
              
Code

MorphCondition = UnitType:GondorRanger ModelState:"USER_2"
MorphCondition = UnitType:GondorRangerInn ModelState:"USER_3"

with
              
Code

MorphCondition = UnitType:RingloValeFootman ModelState:"USER_2"
MorphCondition = UnitType:LossnarchAxeman ModelState:"USER_3"
MorphCondition = UnitType:PelargirSpearman ModelState:"USER_4"
MorphCondition = UnitType:KnightsFoot ModelState:"USER_5"


10) Currently there is no glow object like there is in BFME2, though there is a bone, so you can remove the following lines:
              
Code

Behavior = SubObjectsUpgrade Show_Topper
    TriggeredBy = Upgrade_AllFactionUpgrade
    ShowSubObjects    = Glow
End


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

 HitsAdded
Sample Finished Mod2873July 2, 2007 - 21:22
Morthond Bowman model & Texture5438July 2, 2007 - 11:36

Comments

Display 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!

--------

http://forums.revora.net/index.php?showtopic=80461
im having trouble like kingeragon007 was,
model not appearing!

BigBrainiac - Monday October 25, 2010 - 16:27

This is a good, well written article.

Following this extremely slowly and not just copying what it says (the first time) helps a great deal.

If your unit doesn't appear, you are probably doing something wrong in the asset.dat (like not putting the texture or model in it).

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.

--------

whao well first off disregard the replace part, small typo on my end so I dont get posts saying I'm asking the wrong question, second sorry for the 5 times repost my browser had a refresh spaz

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?

@Centurion, that's normal. Happens to me every time I run assetcachebuilder. The program should still work anyway. Just ignore it unless it's not creating your asset.dat.

*Kingeragon007* - Saturday August 9, 2008 - 20:17

hey im new around here,
i just copied your finsihed sample mod and i added the Pelargir Spearmen too it. I did everything the same way but changed it to be the Pelargir Spearmen but when i play ROTWK the spearmen are invisable. and i put the .w3d files and the .tga in the asset file. Can someone please tell me what i did wrong or how to fix this.
Thanks,
Kingeragon007

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:
!debug.io flat add
======================================================================
You are using an older version of the DBGHELP.DLL library.
Please update to the newest available version in order to
get reliable stack and symbol information.

Hint: The DLL got loaded as:
C:\WINDOWS\system32\DBGHELP.DLL

How can i fix this?

lycan - Monday October 1, 2007 - 12:45

i did everything,
when i loaded up BFME2 it said

error Foot Speed _MED error thing wtf why is it like this

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