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Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
War of the Ring and text strings: There are two areas that we will modify in order to get the unit buildable in WotR. 1) Open up livingworldbuildableunits.inc in the \data\ini\campaigns\common\ folder. 2) Look for GondorRangerArmy. (The blocks of code that you are looking at now are the definitions of the units in terms of the Livingmap. Each LivingWorldPlayerArmy is a type of unit that can be built or used in the livingworld = WotR. 3) Copy and paste the gondorranger block right below. 4) For the name, change it to MorthondBowmanArmy 5) Under ThingTemplate, change this to MorthondBowmanHorde 6) Your livingworldplayerarmy should look like:
Now that we have the units available within the living world, we are going to add them as a buildable unit. 1) Open livingworldbuildings.ini from the \data\ini\ folder. 2) Look for the following code/area:
3) From here scroll down to the BuildingNugget SpawnArmy area and look for:
This code defines which objects can be built from the living world barracks as well as which icons/images to use and how long it takes to build. 3) Change the PlayerArmy to MorthondBowmanArmy that we created 4) For the button image, change this to MorthondBowmanButtonImage Now your unit can be built in the WotR! 1) Open up the lotr.str file and add the following lines at the end:
Now you could do this as you go along. The easiest way to do it is just copy and paste then rename the text-strings from the ranger, but I decided to do them all at once. (That way all of the text-strings are gouped together without having to worry about it.) 4) So now open up the morthondbowman.ini. 5) For display name, change this to
6) Close and open the souternfiefdomshordes.ini 7) For DisplayName, DisplayNameStrategic, & DescriptionStrategic, change the values to:
8) Close the file and open up the commandbutton.ini file. 9) Locate your Command_ConstructMorthondBowmanHorde 10) Change the textlabel and descriptlabel to:
11) Close and open up the livingworldbuildings.ini file. 12) Fine your MorthondBowmanArmy entry 13) Change the ConstructButtonTitle and ConstructButtonHelp entries to:
All right, now basically you are up and running. All images, text, buttons, etc. are ready to go. Next Page: Packing the .big file 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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