Welcome Guest ( Log In / Register ) |
Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Creating an asset.… Proper Fire Arrow… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
||||||||||||||||||||||||||||||
Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
Welcome to my second article. I've noticed a lot of topics lately discussing/asking how to put a new model in game. (Once the modeling/binding/textures are complete). So I thought I'd take time out and write a start to finish guide on how to do this. I will be using Rise of the Witchking as the base for this article. Thank you to Nertea for allowing me to use his Bowman of Morthond in this article. The areas that will be covered include: 1) Building the asset.dat file with assetcachebuilder 2) File layout and organization 3) How to create a simple mod with the -mod command 4) adding the coding for the new unit: - Choosing and using a base object - Modifying the code as needed - Adding all the additional entries in the other files - Creating/modifying the horde object 5) Add the bannercarrier as well as using the morphmodelcondition 6) Add your unit artwork into the game (button images & portraits) 7) Add the AI information in order for the AI to build the new units (BFME2 & RotWK) 8) Add the appropriate string entries into the lotr.str file 9) Allow the unit to be added to the WotR and buildable on the living map 10) Bringing everything together in the small .big file to play the game So without anything further, let's begin: Next Page: Creating your asset.dat file Links / Downloads
CommentsDisplay order: Newest first | Page: 1, 2 Guess Who - Sunday September 30, 2007 - 19:27 this tutorial is missing 1 thing, what to name the files when you put them in. lotrfreak - Monday July 9, 2007 - 13:27 thx ill do that. :) stranger223 - Monday July 9, 2007 - 9:04 instead of doing the .txt thing, go to a tutorial called Setting up your mod, with the -mod command in the downloads section of this forum there is a button called makeasset.bat. download it, then just follow the rest of the tutorial lotrfreak - Monday July 9, 2007 - 8:13 "In your main folder where the assetcachebuilder.exe is contained, create a new .txt document. Name it whatever you'd like, but instead of the extension being .txt change it to .bat. (myassets.bat for example)" WHAT??????????!!!!???????????? stranger223 - Sunday July 8, 2007 - 11:50 excellent tutorial. i have bfme 2, and it worked perfectly for it Bart (Administrator) - Tuesday July 3, 2007 - 9:04 textures *MOUSER* - Tuesday July 3, 2007 - 6:40 "5) Create a new folder in art named compiledtextures. (This is for BFME2 and RotWK. BFME1 uses different names)" robnkarla (Team Chamber Member) - Monday July 2, 2007 - 19:10 Yeah, that might fit better, but it's more about a walkthrough on how to add one of Nertea's models in game. Bart (Administrator) - Monday July 2, 2007 - 15:13 maybe you should give this tutorial a better title, like "copying existing units into new ones" |
||||||||||||||||||||||||||||||
"One site to rule them all, one site to find them, © All Rights Reserved Eric Edwards ©2013. |