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BFME2 Themes: Fire

BFME2 Themes: Fire

Restyled theme for BFME II or ROTWK, that changes the whole game system to a burning orange-red.

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Adding Morthond Bowmen into a mod

Article for Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of robnkarla

robnkarla

Category: Code
Level: Intermediate
Created: Monday July 2, 2007 - 13:35
Updated: Saturday June 27, 2009 - 20:26
Views: 7254
Summary: Guide from start to finish on creating a mod that adds a single unit into the game

Rating

Staff says

5.0

Members say

4.5

Average

4.6/5.0

17 votes

Page 1 2 3 4 5 6 7 8 9 10
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

 HitsAdded
Sample Finished Mod1007July 2, 2007 - 23:22
Morthond Bowman model & Texture1303July 2, 2007 - 13:36

Credits

NerteaModeler/Skinner

Comments

Display order: Newest first | Page: 1, 2

acidRain - Wednesday June 23, 2010 - 9:33

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 - 14:08

@Kingeragon007, did you compile your asset.dat properly? And add it into the .big file?

@Centurion, that's normal. Happens to me every time I run assetcachebuilder. The program should still work anyway. Just ignore it unless it's not creating your asset.dat.

*Kingeragon007* - Saturday August 9, 2008 - 22:17

hey im new around here,
i just copied your finsihed sample mod and i added the Pelargir Spearmen too it. I did everything the same way but changed it to be the Pelargir Spearmen but when i play ROTWK the spearmen are invisable. and i put the .w3d files and the .tga in the asset file. Can someone please tell me what i did wrong or how to fix this.
Thanks,
Kingeragon007

Tar-Palantir - Tuesday May 6, 2008 - 20:36

@ 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 - 23:46

I keep getting this message:
!debug.io flat add
======================================================================
You are using an older version of the DBGHELP.DLL library.
Please update to the newest available version in order to
get reliable stack and symbol information.

Hint: The DLL got loaded as:
C:\WINDOWS\system32\DBGHELP.DLL

How can i fix this?

lycan - Monday October 1, 2007 - 14:45

i did everything,
when i loaded up BFME2 it said

error Foot Speed _MED error thing wtf why is it like this

Guess Who - Sunday September 30, 2007 - 21:27

this tutorial is missing 1 thing, what to name the files when you put them in.

lotrfreak - Monday July 9, 2007 - 15:27

thx ill do that. :)

stranger223 - Monday July 9, 2007 - 11:04

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 - 10:13

"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??????????!!!!????????????

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