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Forum Members: 18,673
Total Threads: 8,779
Posts: 95,701
Administrators:
DeeZire, Redemption
There are currently 29 users online.
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| 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. |
01-25-2005, 04:46 PM
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#11 (permalink)
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Member
Join Date: May 2004
Posts: 42
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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.
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01-25-2005, 04:51 PM
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#12 (permalink)
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Junior Member
Join Date: Jan 2005
Location: Rochester, NY
Posts: 28
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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.
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01-25-2005, 04:55 PM
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#13 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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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...
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01-25-2005, 04:56 PM
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#14 (permalink)
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Member
Join Date: May 2004
Posts: 42
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Quote:
Originally Posted by Lord Arkaine";p="
Changing what already exists is child's play, but I would really like to know what you did, Deezire.
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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.
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01-25-2005, 05:04 PM
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#15 (permalink)
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Junior Member
Join Date: Jan 2005
Location: Rochester, NY
Posts: 28
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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.
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01-26-2005, 04:01 PM
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#16 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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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.
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01-26-2005, 05:32 PM
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#17 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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Anything will help Deezire, don't be afraid to post at our forums. We don't bite.
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01-27-2005, 03:11 AM
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#18 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
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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?
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01-27-2005, 04:10 AM
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#19 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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Click my banner below for some intro tutorials.
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03-08-2005, 05:41 PM
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#20 (permalink)
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Member
Join Date: May 2004
Posts: 42
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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
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