The 3rd Age

RJ - RotWK

RJ - RotWK

A mod that combines the best of BFME1 and BFME2 - living world campaign, factions, AI, bases, etc.

Button for The 3rd AgeButton for The Dwarf HoldsButton for The Elven AllianceButton for Helm's Deep Last HopeButton for GothmogtheOrcButton for BFME+Button for The Four AgesButton for HDR HeadquartersButton for Middle Earth CenterButton for Project Perfect Mod

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Clank's ultimate beginner tutorial

Avatar of clank234

clank234

Category: Code
Level: Beginner
Created: Friday January 14, 2011 - 6:37
Updated: Friday January 21, 2011 - 8:00
Views: 10430
Summary: Almost everything a beginner wants to know about coding

Rating

Staff says

-

Members say

3.5

Average

3.5/5.0

6 votes

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--------------Creating a mod using the ini--------------

You should now have finalbig open with a long list at the side with all the ini files. To make a mod, most people make a whole new file with everything necesarry in it. What I do is create a folder in your desktop, let's say we'll call it SwitS (as it is my current mod) and extract these files:

-ini
-textures
-w3d
-bases
-maps

It's not advised that you add the bases, maps, w3d and textures unless you're going to edit them. (They can all be found in the main directory) and put them in the new mod file you created. Now create an asset by dowloading Sy's or EA's asset (the readme will tell u how to use it). Normally people create an asset once they've added new stuff ingame.
Now it is time to use the mod command. Unlike bfme2, bfme1 uses the mod command differently. I would advise you to now edit what you would like to edit in the ini (read further to learn some coding)
Now that you have all files necesary in the folder. Open up finalbig, go to file and then new. The whole side should be empty. Drag your new folder (SwitS for me) and put it into the blank part of finalbig to the left. Click file, save as. Then name it as your file name and save it Thats it. Remember that this must be done so you may see new artwork, new models, new maps, new bases and to get the gamedata working.

I will now show you what each file does that is necesarry,

ini = codes which the game reads
textures = skins, colours, (skins is wht the unit wears etc.)
w3d = models
bases = camps, castles, economy places. In bfme1 we use flags to buy camps, castles etc.
maps = what levels you play with in ingame
audio = the sound of music, and characters voices
csf/str = the text of the game

Now before you try to play your mod, you need to make a shortcut for it. So what you do is get the original games shortcut on your desktop. Copy and paste it. Now rename the new into whatever you like (mine will be called "Play SwitS")
Right click on the shortcut and click on properties. A window should pop up. Click on the shortcut tab. Where is says target, add -mod to the end of the it. Then next to the "-mod" part, put your mod name that you named. So mine would look like this:
              
Code
"D:\Program Files\EA GAMES\The Battle for Middle-earth (tm)\lotrbfme.exe" -mod SwitS.big
Now play your mod and see what happens :)
If your mod is just editing the ini, don't do any of the mod command. Just edit your INI file however you want ;)

Now read more to find out how to do basic coding.

Links / Downloads

 HitsAdded
Every article and download to help u in modding1759January 14, 2011 - 7:11
Winrar to will allow you to download many files1190January 14, 2011 - 7:07
FinalBig2200January 14, 2011 - 7:07

Comments

Display order: Newest first

SaadZulfiqar - Wednesday December 26, 2012 - 15:32

PLEASE CAN YOU GUYS TELL ME HOW CAN I CHANGE THE RANK OF HEROES .. LIKE.. GANDALF IS LEVEL 5 HOW CAN I MAKE HIM 10 ? WHEN I BUY HIM FROM THE CASTLE PLEASE HELP :)

Berethomb - Wednesday November 23, 2011 - 21:20

I can't get it to work! I removed the two Fell Beasts and the Witch Kings and added nine EvilMenBlackRiders, but when I play the game the witch king and fell beasts are still there and the nine Black Riders are gone! I guess it's got something with my mod not being used correctly but I can't get it to work properly! EXACTLY what should I do to play my mod?

Irenë Hawnetyne - Sunday November 20, 2011 - 12:47

@clank234, having written a tutorial on how to start modding, I think you've missed the point of writing the article. Articles should be clear and easy-to-read. You may want to correct your use of language and grammar, so people do not have to translate your article ere reading it. I'm not trying to flame or offend you, but it is very unhelpful for newbs trying to start off by using an article where every other word is ... unclear. Also, put in specifics, such as 'INI.BIG', not 'ini', and 'somewhere in Boromir's animations' should probably state WHERE his Animations are.

Unknown - Saturday November 19, 2011 - 21:46

@Mr.IAmHere,
1) Are you using finalbig?
2) Are you spelling the names correctly?

clank234/unknown,

Mr.IAmHere - Sunday September 18, 2011 - 15:07

I get a game.dat error everytime I added aragorn to gondor
why does this happen?

modboy451 - Monday February 14, 2011 - 8:43

You forgot to but how to add other OCL's to the balrog summon

for example elven wood...20 trees...
I know how to do this already, but you should either add that stuff to the last page
or remove that stuff on the first page

Elric - Sunday January 23, 2011 - 19:27

Sorry Clank but you need to check some of your spelling and grammar... Also if you would like to improve it use some pictures as examples for the -mod command and final-big stuff, and coding etc.. and you might not want to use texting language. Hint HINT: "Every article and download to help =>u<= in modding" I will give a better rating if improved with photos and grammar. I was going to make a guide like this but i have been busy (RP) aka Rider Productions.

MorguLord - Saturday January 22, 2011 - 18:30

:D

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