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Magic Staff (Isengard-Saruman)

Magic Staff (Isengard-Saruman)

Modified weapon.ini to improve the look and feel of Saruman's standard attack.

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MOD objects in WB

Avatar of JUS_SAURON

JUS_SAURON

Category: Worldbuilder
Level: Beginner
Created: Sunday November 28, 2010 - 9:25
Updated: Sunday November 28, 2010 - 13:44
Views: 5264
Summary: place named objects of the MOD into WorldBuilder

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This article is a very Basic way to place objects from a MOD into WB

This is for BFME2 ver 1.06 (latest patch)

Just install the file BELOW and follow the installation instructions
on the 3rd page of this tutorial
and Open up WorldBuilder

It will not use the exact Model of the new objects but a Stand-in Model of your choice
It will allow you to use upgrades that are already present in-game

The Codes shown here are in the Download .. this is a preview
to understand how it works

Say you want to make a new BASE file with a
Fortress named NewFortressCitadelTEST
and Buildpolts named NewBuildPlotTEST


              
Code


Object NewFortressCitadelTEST

Draw = W3DHordeModelDraw ModuleTag_01
DefaultModelConditionState
DefaultModelConditionState
            Model = MBKingPlc_SKN
        End
ModelConditionState = WORLD_BUILDER
            Model = MBKingPlc_SKN
        End    

End
Side = Men
EditorSorting = STRUCTURE

RadarPriority = STRUCTURE

End

;---------------------------------------------
Object NewBuildPlotTEST

Draw = W3DHordeModelDraw ModuleTag_01
DefaultModelConditionState
DefaultModelConditionState
            Model = GBFoundationB
        End
ModelConditionState = WORLD_BUILDER
            Model = GBFoundationB
        End    
        

End
Side = Men
EditorSorting = STRUCTURE

RadarPriority = STRUCTURE

End



This will allow you to place the object named NewFortressCitadelTEST
and the buildplot named NewBuildPlotTEST where you want it

The stand-in model is MBKingPlc_SKN for the Citadel
but in your mod you can have the real model

It will be accessed in BynativeType \ Men \ Structures

Links / Downloads

 HitsAdded
Fake INI for objectplacement1361November 28, 2010 - 9:46

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JUS_SAURON - Monday August 8, 2011 - 18:28

No .. but this will allow Base file to be created with buildplots .The REAL files in the MOD has all the true coding
This is just so WB recognises the object name and allows you to add it .it is sort of a mini INI for WB only .

In the mod you can then use your new faction side

Titan Cronus - Thursday December 30, 2010 - 16:08

When I try to do the tutorial, it worls with the stuff that comes with the file I download but when I add my own stuff it causes the WB to have an error when I try load it up. I think that its something to do with the new factions, like when I try to add a model that belongs to a faction not already in the in WB, it casus the error. Do you have any ideas how I get around this?

--------

Sorry, I should clarify, when I say faction, I mean "Side". It's anything that does not belonging to one of the already existing sides that, I think, causes the error in the WB.

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