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Adding Morthond Bowmen into a mod

Avatar of robnkarla

robnkarla

Category: Code
Level: Intermediate
Created: Monday July 2, 2007 - 13:35
Updated: Saturday June 27, 2009 - 20:26
Views: 16017
Summary: Guide from start to finish on creating a mod that adds a single unit into the game

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4.7

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4.4

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4.5/5.0

23 votes

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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 Mod2137July 2, 2007 - 23:22
Morthond Bowman model & Texture4694July 2, 2007 - 13:36

Comments

Display order: Newest first | Page: 1, 2

modboy451 - Friday December 3, 2010 - 14:04

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!

--------

http://forums.revora.net/index.php?showtopic=80461
im having trouble like kingeragon007 was,
model not appearing!

BigBrainiac - Monday October 25, 2010 - 18:27

This is a good, well written article.

Following this extremely slowly and not just copying what it says (the first time) helps a great deal.

If your unit doesn't appear, you are probably doing something wrong in the asset.dat (like not putting the texture or model in it).

Rob38 (Team Chamber Member) - Monday September 6, 2010 - 20:53

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 - 19:58

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.

--------

whao well first off disregard the replace part, small typo on my end so I dont get posts saying I'm asking the wrong question, second sorry for the 5 times repost my browser had a refresh spaz

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

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