logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,673
Total Threads: 8,779
Posts: 95,701

Administrators:
DeeZire, Redemption

There are currently 29 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

Reply
 
LinkBack Thread Tools
Old 01-25-2005, 04:46 PM   #11 (permalink)
Member
 
Join Date: May 2004
Posts: 42
Default

Just finished it coincidently. I just did the basics of editing existing spell books and adding a new 8 spell spellbook for multiplayer using a new faction science. Its nothing really that complex, just want to give people a way of customising their own faction, not adding anything that exciting.
AdmiralGT is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-25-2005, 04:51 PM   #12 (permalink)
Junior Member
 
Join Date: Jan 2005
Location: Rochester, NY
Posts: 28
Send a message via AIM to Lord Arkaine Send a message via MSN to Lord Arkaine
Default

Changing what already exists is child's play, but I would really like to know what you did, Deezire. Adding extra selectable options would indeed be worthwhile to learn, especially when the game seemingly limits you to eight in multiplayer, as I have no idea how to force it to think in singleplayer terms. There are two options for point costs in each entry, so they seem to act independently.
Lord Arkaine is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-25-2005, 04:55 PM   #13 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default

Well childsplay is where we start and then go from there. When we made the site we agreed to cator to the newbie masses first. Now it's time for us to grow beyond that.

I'm sure you see the natural progression of the site. For advanced modders, I'm not promising something you don't already know.

But given 3 months I believe you'll see tutorials that are in great demand.

Let's just enjoy what we have and keep an open eye and mind on what's coming...
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-25-2005, 04:56 PM   #14 (permalink)
Member
 
Join Date: May 2004
Posts: 42
Default

Quote:
Originally Posted by Lord Arkaine";p=&quot View Post
Changing what already exists is child's play, but I would really like to know what you did, Deezire.
It may be child's play but we all started somewhere. Not everyone knows how to edit sciences etc. I remember when I didn't know the first thing about generals modding and a lot of the tutorials helped me a lot to understand what everything does and what was needed to do the simple stuff. These tutorials aren't aimed at the experienced modders of the community. Its aimed at those who want to add something to their game and don't have the first clue where they need to start.

I too would also like to know how D got 12 Sciences. I'm guessing he used the .wnd file from the singleplayer in multiplayer and then just added the necessary buttons to the CommandSet since the singleplayer and mutliplayer use different spellbooks and stores.
AdmiralGT is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-25-2005, 05:04 PM   #15 (permalink)
Junior Member
 
Join Date: Jan 2005
Location: Rochester, NY
Posts: 28
Send a message via AIM to Lord Arkaine Send a message via MSN to Lord Arkaine
Default

Ack, but playtime has extended too long now. Catering to newer populationg is doing little for the guys who are in need of assistance with more. I can't even find someone with a solution to my camera angle problem, Generals experienced or no. The majority of the ones who ask questions in the MEMW forums lack even the will to actually become modders, despite their sunshine enthusiasm. Every time a new game engine comes out, we ALL revert back to noobs, trying to learn the ins and outs. What separates us from them is we actually try to do it, instead of simply having our hands held for us while we get spoon fed beginner tutorials. Modding, for me at least, can't be accomplished with just tutorials. Most of the things you discover you learn by doing and experimenting. The code's not THAT hard to interpret.

But before I resume any further the rant I started two months ago, I'd like to know Deezire's trick.
Lord Arkaine is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-26-2005, 04:01 PM   #16 (permalink)
Administrator
 
DeeZire's Avatar
 
Join Date: Dec 2002
Posts: 1,913
Send a message via ICQ to DeeZire
Default

I may do a tutorial soon, its a tricky process.

I cant share the reources I needed to do it, but I could share the relevant files required to make it work in game.
DeeZire is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-26-2005, 05:32 PM   #17 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default

Anything will help Deezire, don't be afraid to post at our forums. We don't bite.
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-27-2005, 03:11 AM   #18 (permalink)
Senior Member
 
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
Send a message via MSN to ChrisBlitz
Default

Excuse the so called newbie here, but I am one of the guys who doesn't know where to start. I have made very nice mods for RA2 ,YR, and TS. I intend to go a long way, and not get "spoon fed." Any how I am looking for good tutorials, and Deezire.net doesn't have BFME tutorials. Do you intend to publish some soon Deezire?
ChrisBlitz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-27-2005, 04:10 AM   #19 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default

Click my banner below for some intro tutorials.
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-08-2005, 05:41 PM   #20 (permalink)
Member
 
Join Date: May 2004
Posts: 42
Default

Yes, I know, I'm reviving an age old topic but I've got a few questions which are related to the subjects discussed here and am hoping someone can answer them.

1. I'm guessing the 8/12 buttons thing is an issue with the APT files which we currently can't edit. However, should we be able to, how many buttons are we looking at max, in fitting in the Spellbooks? Also, is it possible to use the 12 button setup in Multiplayer, what should I be looking to edit to enable it?

2. The commandset switching from Zero Hour still exists. Is it possible to have one of the spellbook icons "cycle" through several spellbook commandsets with the upgrade/commandset switching? I'm not all that wise to these "ChildObjects". Do they behave the same as normal objects and if so, can I add behaviour modules to them?

3. Do either of these Sciences work? SCIENCE_Plus100CommandPoints and SCIENCE_Plus1Nazgul. They're tagged onto the end of Science.ini but don't seem to be referenced anywhere. I'm trying to look at a way of increasing the Command Point limit in game, was wondering if this could be achieved.

Any help is much appreciated, as always.

GT
AdmiralGT is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
adding a new faction scoobasnacks Generals & Zero Hour Editing 7 10-26-2005 08:20 PM
Some questions about adding a new faction. Musou LOTR: Battle For Middle Earth I & II Editing 0 03-12-2005 08:25 AM
Part III of Adding a New Faction is Complete Hostile LOTR: Battle For Middle Earth I & II Editing 11 03-06-2005 04:51 PM
[Solved]Adding a new Faction Sy LOTR: Battle For Middle Earth I & II Editing 18 01-24-2005 02:59 PM
Adding New Music to a New Faction Carbon Generals & Zero Hour Editing 11 05-25-2003 08:46 PM


All times are GMT -4. The time now is 06:36 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.