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Any BFME Mod

with orcwarrior armour

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#1 JUS_SAURON

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Posted 30 March 2020 - 04:10 PM

So I decided to play BFME1 ,

I kinda like it more than BFME2 now

i have a simple question , is there a MOD for BFME1 that has a new version of the Orc Warrior ?

specifically I am looking for a model with Amour and new weapons 

Don’t worry , it’s for personal play 

 

Basically I envisioned an Orc Warrior that can have upgraded Armor , or upgraded Weapons 

 

I have this in my own BFME2 mod , but cannot seem to add the model into BFME 1

 

so rather than learn modeling for BFME1 , or even the complicated asset system , which is clearly different than BFME2 

 

I just want to use an existing model , or at least see how someone achieved this (a new orc warrior model and textures ), sub objects would be nice .

 

I may be in the wrong section , it’s been a while 



#2 Miraak5

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Posted 31 March 2020 - 12:03 PM

i edited all mordor units model for my bfme1 patch to give them upgrades

and it include upgrades for orcs warrior

u can use them if u want


Edited by Miraak5, 31 March 2020 - 12:13 PM.

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#3 JUS_SAURON

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Posted 01 April 2020 - 04:51 PM

Hi , thanks ,

do you have a download link ?

what is the name of your MOD for BFME1



#4 Miraak5

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Posted 01 April 2020 - 04:53 PM

here https://www.moddb.co.../bfme-patch-108


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#5 JUS_SAURON

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Posted 01 April 2020 - 07:36 PM

So forgive in in advance , I am good at BFME2 , but BFME1 is not the same

I 100% believe it is the asset.dat file not properly loading 

 

I can add textures just fine , I am seeing new load screens etc 

In fact , this does not depend on the asset.bat file , as renamed load screen textures show up fine 

 

So I have existing ( working ) bfme 2 models i.e models that work just fine in BFME2 , it is specifically the Orc Warrior model , 

I have new models , named differently , that show up in BFME2 , using the asset builder 

 

I cannot add these into BFME 1 , using the same method , of creating a W3D folder , added all W3D models , and the creating an asset.bat file .

 

So I tried models from other MODS , but I cannot add these as well .

I am even using their asset.dat file and models , but no luck

 

Simply put , I need step by step help with adding new models , and having them be NOT INVISIBLE 

 

I first thought it was the model itself , but I cannot add any models , from any source 

 

BFME1 is not like BFME2 when it comes to new models ( new names for existing models , they use existing Skeletons )

Seems to be the asset.dat file not creating properly , or being loaded , or having any effect when it comes to registering models 

 

 

If you want to look at the models ,I have a MOD , but for BFME2 , check my signature

 

I use the -BIG mod method to add all my files 


Edited by JUS_SAURON, 01 April 2020 - 08:28 PM.


#6 JUS_SAURON

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Posted 01 April 2020 - 09:42 PM

So I fixed it ,

I had to add to BFME1 game folder , basically remake the W3D existing file 

Adding the new model and re-saving the W3D file 

something I never had to do in BFME2 

 

So I can assume that either the asset.dat file does not work , or I am using it wrong 

but saving the W3D file into the main W3D Big file in the game directory works , so at least I have that option 


Edited by JUS_SAURON, 02 April 2020 - 01:37 AM.


#7 Miraak5

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Posted 02 April 2020 - 01:29 PM

my files work for bfme1
if like me you are using EAassetcachebuilder

for bfme1 you need to directly run the .exe

the .bat is only for bfme2/rotwk

 

bfme1 art folder look like

art\textures\all your .dds/tga files

art\w3d\all your .w3d files

 

you don't create mu, gu... folders


Edited by Miraak5, 02 April 2020 - 01:32 PM.

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#8 JUS_SAURON

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Posted 02 April 2020 - 03:20 PM

Thanks ,

I figured out more stuff

the last step was to create a big file and drop that into the my BFME files folder

I never had to do this for BFME2 , as it could read the assets from a folder in the desktop ,which makes quick mod changes easy

but it works and I don't have to modify any existing game files 

thanks again 



#9 JUS_SAURON

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Posted 08 July 2020 - 03:02 AM

Here is a more detailed answer

So the major problem with BFME 1 style maps is that Buildings cannot be built , as this is controlled by a Porter

So you have to code each Skirmish Player to build , at varied amounts , and times 

Then there is the small issue with hunting for Econ plots and Expansion plots 

 

To fix it , you give the skirmish player a unique Upgrade - Men Boromirlaststand etc ,as a PLAYER upgrade

this then hooks into the game ini for coding 

Add a do-command upgrade Behavior and it will unpack the farm etc

 

Hunting 

This is achieved by spawning a unit ( I used Temp_Dragon strike )

This is coded to be invisible , except to AI , and has Capture flag behavior 

So the AI will always go to this thing 

now just add scripts to spawn at the beginning to waypoints at each Econ plot and Expansion plot 
 

Unpacking 

For farms , use the Do-Command behavior and AI will unpack

For Expansion outposts , use scripts

The Expansion Flags are each named ,so you unpack and reference them

Vary build time and build amount as you desire , I tried to stagger it to be realistic as original 

 

Issues which have been solved 

1. The Castle flag object and the Expansion flag object is originally coded to never be destroyed 

The AI will not use it if it has been used and destroyed , it only ever uses it if it’s fresh 
So you have to code it to be destroyed totally , like a fortress 

Then code in scripts to spawn a new one at that same location 
How it looks is very close to original , as the previous Outpost is destroyed and a new flag is born 

Just keep the WayPoint on the EconFlag object when setting up a map
 

2. To get the AI to re-use a Castle is fairly easy , but the build may be obstructed by map objects , and a wall will be missing

I somewhat perfected the delayed geometry code , so this works flawless so far 

 

3. AI clump up when a farm is unpacked , fix this with Delay geometry 

It seems the AI does not expect the farm (lumbermill) , so they can’t path normally 

but if the object unpacking is small , it’s fine 

 

If you open a map and look at the scripts 

You notice a few in civilian , which handles the spawning of the Fake Capture flag and its fake Linked to flag object 
Then in each Player folder , that handles base buildup at start

 

The true bit of coding is in the Skirmish folders , to get AI to function 
This was pure torture , I gave up years ago , then had a breakthrough after a breakdown 

All Factions are basically copy/paste , just change each building as needed 
 

I fully tested and I fixed as many issues as I could see 

 

To implement as a Template

 

1. Get a BFME 1 Map

2. Set all start position waypoints as beacon

3. Rename Gondor and Rohan folder to Player_5 and Player_6

4. Import the all important script (which I will have available )

5. Drop in Wayponts at each location , ECON1 to ECON14 for Econ plots 

6. Drop in Waypoints at each location , BASE5 to BASE10 for Expansion plots

7. Drop in Waypoints for Gollum , see a guide on 3rd age

 

Mod Ini files

civilian buildings , Gondor buildings , Rohan Buildings , camps and castles , and some new farm and Lumbermill object files 

A few upgrade changes and a few command set and command buttons 
A few objects added for fake Capture flag hunting 
And each map has the map.ini file (same file)

this is to keep the Main files as vanilla as possible 

 

Also proper base files and I left my few models that I plan to use for future coding , I just have to copy paste some old code from my BMFE2 eventually , or never 

I may just go back to playing and modding my BMFE2 MOD as it’s also implemented there 
 

PS , because I hated Angmar as a faction I never played ROTWK much , but I recoded it so it is Harad 






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