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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

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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 Mod2397July 2, 2007 - 21:22
Morthond Bowman model & Texture5016July 2, 2007 - 11:36

Comments

Display order: Newest first | Page: 1, 2

Guess Who - Sunday September 30, 2007 - 19:27

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

lotrfreak - Monday July 9, 2007 - 13:27

thx ill do that. :)

stranger223 - Monday July 9, 2007 - 9:04

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 - 8:13

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

stranger223 - Sunday July 8, 2007 - 11:50

excellent tutorial. i have bfme 2, and it worked perfectly for it

Bart (Administrator) - Tuesday July 3, 2007 - 9:04

textures

*MOUSER* - Tuesday July 3, 2007 - 6:40

"5) Create a new folder in art named compiledtextures. (This is for BFME2 and RotWK. BFME1 uses different names)"
-What is the name for BFME1...?

robnkarla (Team Chamber Member) - Monday July 2, 2007 - 19:10

Yeah, that might fit better, but it's more about a walkthrough on how to add one of Nertea's models in game.

Bart (Administrator) - Monday July 2, 2007 - 15:13

maybe you should give this tutorial a better title, like "copying existing units into new ones"

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