Battle for Middle Earth 2
physics work, just about everything can be found in the .Big files.
your replay that is saved it\'s so handy, this is what probably most clanwars cc admin use to see who\'s who in the replays when you file an AR.
folder. You make the mod and all changes it needs to do eg, Search and Replace, Add After, Add Before. You then activate/deactive the mods of your choice and all the changes needed to the .ini files are done automatically. The readme tells you how to install it although its pretty obvious the program +mod folder goes into BFME2 data folder. You must extract the big.ini of course though. It comes with 32 mods for BFME2 1.0 (i never got around to playing 1.06 but i assume converting the mods to 1.06 would be very easy. Thats not the point though the mods are there to show you how to use it!) Thanks, Divine Shadow
commandbutton.ini to save you the effort of coding the extra buttons you will need to create and revive them from the fortress. On its own, it causes no visible change in the game, except by allowing ring heroes and create-a-heroes from old citadel buildings (probably obselete now anyway). The following changes have been made: - The command set for every fortress, citadel, monument, and so on, has had its number of hero revival slots increased to 16, usually from 7 or 8. - The corresponding command buttons to show the heroes have been slightly recoded to show all the new buttons. ***** INTEGRATING THE CODE ***** 1. Extract the two ini files from this folder. 2. Open up the BIG file for your mod, or the INI.BIG file if you\'re editing it directly. 3. Select Edit, then Add File. 4. Find commandbutton.ini and commandset.ini in the locations you extracted them to. 5. Select one of them and choose open. 6. Do stages 3-5 for the other file. 7. Save the BIG file.
advanced scripting. Tutorial 3 will show you how to use the various texturing tools, as well as how to add realism using textures on your maps. Info about the WBTs The tutorials can be downloaded using the link above. Save them on you computer, and it is recommend that you Print Them Out. Jumping windows to read the tutorials will slow down your computer a lot, so this is very important. At the end of each tutorial, there is a list of things you should do to make sure you are using Worldbuilder correctly. In the later tutorials, it is recommended that you upload these maps so you can get constructive critisim about your mapping.
advanced scripting. Tutorial 1 will show you the very basics of Worldbuilder: how to navigate within the program itself and how to add/modify objects placed within the map. Note: Updated 6/23/2006 Info about the WBTs The tutorials can be downloaded using the link above. Save them on you computer, and it is recommend that you Print Them Out. Jumping windows to read the tutorials will slow down your computer a lot, so this is very important. At the end of each tutorial, there is a list of things you should do to make sure you are using Worldbuilder correctly. In the later tutorials, it is recommended that you upload these maps so you can get constructive critisim about your mapping.
location 3) Find a replay on the site, click it and instead of saving it to disk, select \"Run\" or \"Open With\" and select this program (bfme2rep.exe). It\'ll download, then automatically be transferred to your replay directory. It\'s nothing big, but I find it useful for saving time Only tested on my machine, and you\'ll just have to take my word for it that it doesn\'t format your disk or steal your serial or anything To that end, I\'ve also included the complete source code (all 20 lines of it ). Hope someone finds this useful EDIT: I\'m not sure if Win98 even supports BFME2, but this won\'t work on it. AFAIK, this should only work on XP and possible 2000.
shellmap, video, etc...).
modified or deleted by the ModManager. He\'ll only create one file called \"1ModManager.big\" The ModManager automatically extracts all needed data from B4ME\'s BIG files, modifies them with the data provided by the mods and creates a new BIG file containing all the changes. Modders don\'t need to include whole original INI files into their mod anymore. They just need to include all new data and the ModManager will automatically join these files together.
CONVENTIONS 5 BEGINNING MAP DESIGNERS 6 ADVANCED MAP DESIGNERS 6 GETTING STARTED 7 ELEMENTS OF A MAP 8 THE DESKTOP 11 WORKING WITH MAP FILES 14 COMMAND REFERENCE 16 MENUS 16 TOOLBAR 27 STATUS BAR 33 LAYERS LIST 33 OBJECT PROPERTIES 34 LAYING OUT A MAP 36 BASIC DESIGN DECISIONS 36 MAP DESIGN ISSUES 40 GAME BALANCE: THE FUN FACTOR 41 LAYOUT DO’S AND DON’TS 43 CREATING A MULTIPLAYER MAP 45 A FEW EXTRA STEPS FOR SKIRMISH MAPS 52 BUILDING SINGLE-PLAYER MAPS 53 TUTORIAL: HOW TO 54 PLAYERS, TEAMS, AND THE BUILD LIST 66 PLAYER LIST 66 BUILDING TEAMS 68 SCRIPTS 72 CREATING AND EDITING SCRIPTS 72 ORGANIZING YOUR SCRIPTS 76 SCRIPTING VARIABLES 78 SCRIPTING TUTORIAL 83 DEBUGGING 93 DEBUGGING OBJECTS 93 FIXING TEAMS 94 REPAIRING TEXTURE ERRORS 95 SCRIPT DEBUGGER 96 OPTIMIZING YOUR MAP 97 ELEMENTS TO OPTIMIZE 97 IMPROVING PERFORMANCE IN WORLDBUILDER 100 GLOSSARY 101