Description

Hello, today I have decided to give away an entire set of Iron hills models, inspired by the hobbit trillogy. They all come with their own Ingame portraits, and if you're wondering what skl they use, the one they use is in the file with them :P. Make sure you read the model information files, so you can scale their size down correctly! :P. I do not request credit if anyone uses any of these models,or uses anything from them in their own models. It's 100% okay to edit them. Anyways, if anyone has any trouble adding them send me a private message, or just post it in the comments below :P.

Preview
Bfme2/rotwk: free Iron hills models.
Comments
Guest
Guest

How can I setup this pack

Reply Good karma Bad karma+1 vote
LordofAngmar Author
LordofAngmar

Okay, so first you need an asset builder, which I put in this download (Most of the stuff such as w3d, compiled textures,etc stuff I am talking about should come with it)

Moddb.com


Before I start, I am going to let you know that the skl's that are in each models file are what skeleton (What animation set) they use.

The folder called art (Along with all the asset.cache builder stuff) goes into your mod's file, right next to data.

Now,how I use the Asset builder is like this:

So, since the basic Iron hills models start with IH, you'll want to create a folder called Ih, and place it in w3d(And then put all the iron hills models that are not Dain in there), and since their textures start with Ir in their name, you'll want to create a folder called Ir, and put it in compiled textures(Then place all the basic Iron hills textures in it).

For Dain's model, create a folder called DU and place it inside w3d(Same thing, put his model into DU), and for his textures create a folder called KI, and place the textures for him that start with KI into it, then put that into compiled textures. And create one more folder called 'Du' and place the texture that Dain uses called duIHDainspigtexture inside of it, then place the file called du inside compiled textures.

Once you got that done, put compiled textures into w3d then press the assetcachebuilder shortcut (Then after that you put compiled textures back into Art, right next to w3d)

And that's it on getting their models to show up ingame.

And if you don't know how to add new units into the game, check out these tutorials.

The3rdage.net

The3rdage.net

I hope you find this helpful :P .

Reply Good karma+2 votes
LordofAngmar Author
LordofAngmar

This can also be found on

The3rdage.net

Reply Good karma+2 votes
HalbaradTheDunedain
HalbaradTheDunedain

really good models, I must say :)

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.