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Adding Morthond Bowmen into a mod

Avatar of robnkarla

robnkarla

Category: Code
Level: Intermediate
Created: Monday July 2, 2007 - 11:35
Updated: Saturday June 27, 2009 - 18:26
Views: 18135
Summary: Guide from start to finish on creating a mod that adds a single unit into the game

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23 votes

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Creating the MorthlondBowman object

The first step what we are going to do is modify the gondorranger.ini file into the morthlond bowmen file.

1) Rename the gondorranger.ini file to morthlondbowman.ini. If you do not do this step and leave it as gondorranger.ini then there will no longer be any gondor rangers in the game and it will probably crash. Any ini files found in the .big file will overwrite the information found in EA's files.

2) Open the file and change the object name from GondorRanger to MorthlondBowman so that it looks like this:
              
Code

Object MorthondBowman


3) Remove the #define line at the top of the file. In RotWK 2.01 it was:
              
Code

#define GONDOR_RANGER_KINDOF PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT ARCHER


4) Scroll to the bottom of the file and remove all other objects contained in the .ini. In RotWK 2.01 look for:
              
Code

//------------------------------------------------------------------------------
// Aka Dunedain
ChildObject GondorRangerInn GondorRanger

and remove that and everything below it. If you don't, you will most likely get a game.dat error as you are defining the object 2x. Once in the gondorranger.ini and once in the morthondbowman.ini.

5) Look for the following code:
              
Code

DefaultModelConditionState
    Model = GURanger_SKN
    Skeleton = GURanger_SKL
    WeaponLaunchBone = PRIMARY ARROW
    WeaponLaunchBone = TERTIARY ARROW
    WeaponLaunchBone= QUINARY ARROW
End

Change the GURanger_SKN to gumorthond_skn.

Now the Morthlond Bowman is available to be used, but he is just a ranger clone so let's change at least some of the stats and more.

Heavy Armor:
1) For this tutorial we're going to give the bowman the gondor archer's armor but with higher health. You can give him a completely different armor, which is why I included the armor.ini, but we will use the existing.

2) Look for RangerArmor in the armorset code and change this to ArcherArmor.

3) Add the following taken from the GondorArcher's ini. This informs the game which armor to use on the upgrade:
              
Code

ArmorSet
    Conditions = PLAYER_UPGRADE
    Armor = ArcherHeavyArmor
    DamageFX = NormalDamageFX
End


4) Scroll down in the object until you find the firearrows upgrade grant. In that area of the code add the following taken from the gondorarcher:
              
Code

Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
    TriggeredBy = Upgrade_GondorHeavyArmor
End
Behavior = SubObjectsUpgrade ModuleTag_HeavyArmorUpgrade
    TriggeredBy = Upgrade_GondorHeavyArmor
    UpgradeTexture    = GUArcher.tga 0 GUArcher_HA.tga
    RecolorHouse    = Yes
    ExcludeSubobjects = FireArowTip
End


5) Replace the UpgradeTexture line with the following to use the correct textures for the Mortond Bowman:
              
Code

UpgradeTexture    = gumorthond2.tga 0 gumothond2ha.tga


Other changes:

1) To change the commandpoints of the units, look for "commandpoints" and change the value to 8

2) Look for the "activebody" behavior. In there you will find the Health and damaged values. Change these to 400/200 respectively.

3) Since we are increasing their armor and health, we also are going to remove their long-shot ability. Gondor already has a unit that has this. So search through and remove all QUINARY lines in the code.

4) Lastly we are going to slow these guys down just a little to match that of the Gondor Archers. Look for the locomotors and change the speed to: NORMAL_FOOT_MED_MEMBER_SPEED.

There is our finished Bowman, now onto the bannercarriers.

Next Page: Southern Fiefdom Banner Carriers

Links / Downloads

 HitsAdded
Sample Finished Mod2815July 2, 2007 - 21:22
Morthond Bowman model & Texture5377July 2, 2007 - 11:36

Comments

Display 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!

--------

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

BigBrainiac - Monday October 25, 2010 - 16:27

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 - 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.

--------

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 - 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?

@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 - 20:17

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 - 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:
!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 - 12:45

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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