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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: 17014
Summary: Guide from start to finish on creating a mod that adds a single unit into the game

Rating

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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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Packing the .big file and playing the mod

All right. Now all of the coding is done and the model/unit is ready to go. Now all we have to do is load it all into a big file and create the shortcut.

1) Open up FinalBig.

2) Create a new BIG Achive

3) Go to Edit>Add Directory (Or Ctrl+D, it's all about the shortcuts!)

4) Navigate to your art directory and click add. The entire art directory is added to the file.

5) Goto Add Directory again and add the data directory to the file.

6) Lastly goto Edit>Add File (or Ctrl+A)

7) Navigate to the asset.dat file and add the file. Trim the name so when you save it in the .big file you only have:
              
Code

asset.dat


8) Save the file to your applications data directory as MorthondBowman.big. Usually for Rise of the Witch-king:
"C:\Documents and Settings\[USERNAME]\Application Data\My The Lord of the Rings, The Rise of the Witch-king Files\"

The .big file is ready, now just for the shortcut.

1) Copy a Shortcut for the game either from the desktop, quicklaunch, or start menu, and then right-click on the shortcut and go to properties.

2) Under the Target field in the Shortcut Tab - add "-mod Morthondbowman.big" to the end of the target.

3) If you wish not to get confused, go to the General tab and change the name to "Morthlond Bowman Mod".

4) Click ok

Now after all that time.....you are ready to play your new unit!

I hope you were able to benefit from the article. This was just to add 1 unit, now you should be able to add almost any unit with this as a guideline.

Next up...look for "Using CaH to create an Uruk horde" or "Adding/Modifying .bse files". Not sure when I'll have it ready, but that will be next. Maybe with the next large release of RJ-RotWK.

Lastly, I've included a sample "MorthondBowman" mod for you to use as a reference for the article along with really, really basic art to give you an idea how it all works.

Robert J.

Links / Downloads

 HitsAdded
Sample Finished Mod2397July 2, 2007 - 21:22
Morthond Bowman model & Texture5015July 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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