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Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
Packing the .big file and playing the mod All right. Now all of the coding is done and the model/unit is ready to go. Now all we have to do is load it all into a big file and create the shortcut. 1) Open up FinalBig. 2) Create a new BIG Achive 3) Go to Edit>Add Directory (Or Ctrl+D, it's all about the shortcuts!) 4) Navigate to your art directory and click add. The entire art directory is added to the file. 5) Goto Add Directory again and add the data directory to the file. 6) Lastly goto Edit>Add File (or Ctrl+A) 7) Navigate to the asset.dat file and add the file. Trim the name so when you save it in the .big file you only have:
8) Save the file to your applications data directory as MorthondBowman.big. Usually for Rise of the Witch-king: "C:\Documents and Settings\[USERNAME]\Application Data\My The Lord of the Rings, The Rise of the Witch-king Files\" The .big file is ready, now just for the shortcut. 1) Copy a Shortcut for the game either from the desktop, quicklaunch, or start menu, and then right-click on the shortcut and go to properties. 2) Under the Target field in the Shortcut Tab - add "-mod Morthondbowman.big" to the end of the target. 3) If you wish not to get confused, go to the General tab and change the name to "Morthlond Bowman Mod". 4) Click ok Now after all that time.....you are ready to play your new unit! I hope you were able to benefit from the article. This was just to add 1 unit, now you should be able to add almost any unit with this as a guideline. Next up...look for "Using CaH to create an Uruk horde" or "Adding/Modifying .bse files". Not sure when I'll have it ready, but that will be next. Maybe with the next large release of RJ-RotWK. Lastly, I've included a sample "MorthondBowman" mod for you to use as a reference for the article along with really, really basic art to give you an idea how it all works. Robert J. 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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