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Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
Commandbuttons, Commandsets, images, and other ancillary files We'll be working with a number of files in this section, but first we will start with the portraits: 1) Create a blank .ini file in the \data\ini\mappedimages\aptimages\ folder and name it sf_units.ini. I usually like to create my own .ini for all of my new images - rj_units.ini. 2) Now, the following code can be added and used as long as you used the standard EA size for images. (64X64 for button images and the upper-left 192X192 of a 256X256 image for the portraits) Add the following code to your file:
3) Replace bimorthondbowman.tga with the name of your button image that you saved in the second page. 4) Replace upmorthondbowmen.tga with the name of your portrait image that you saves in the second page. Now your images are ready to be used in game and we will add them to the objects. 5) Open the morthondbowman.ini file in \data\ini\object\goodfaction\unit\men\. 6) Add MorthondBowmanButtonImage for ButtonImage at the top. Add UPMorthondBowman to the SelectPortrait. 7) Open the southernfiefdom hordes file and do the same. Now we will work on creating the commandbutton in order to build the new unit: 1) Open the \data\ini\commandbutton.ini file and look for the Command_ConstructGondorRangerHorde commandbutton. 2) Select the entire block and paste it at the bottom of the file. 3) Change the name of the commandbutton to Command_ConstructMorthondBowmanHorde. 4) Change the object = GondorRangerHorde to:
5) We are going to make the Bowmen a powerful late-game unit, so change the neededupgrade from Upgrade_GondorArcheryRangeLevel2 to Upgrade_GondorArcheryRangeLevel3. 6) Change the button image to MorthondBowmanButtonImage The commandbutton is ready. We will do all of the strings at once. I like to do that so I get more symetry for all of the strings. Next we add the new commandbutton to the archery range commandset. 1) Open commandset.ini and look for the GondorArcheryCommandSet 2) Add a line afer the Command_ConstructGondorRangerHorde and add the new command button. Redo the numbering of the commandbuttons within the set so each is unique. 3) Do the same thing for the following to ensure that they are buildable at every level of the archery range: GondorArcheryCommandSetLevel2 GondorArcheryCommandSetLevel3 4) For RotWK2.01 the final commandsets will look like:
At this point, you can build the big file and play the unit in-game. But you will notice a very serious problem. The units cannot level up and you never can get a banner carrer. 1) Open up experiencelevels.ini from the \data\ini\ folder. 2) At the end of the GOOD_ELITE filter definition add the MorthondBowmanHorde, MorthondBowman, & SouthernFiefdomInfantryBanner. This will add them to the elite level-up experience track and they will be able to gain level 2 and banner carriers. Next Page: AI 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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