This mod tends to follow the lore of books and films along with bringing the realism in the gameplay |
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Register and log in to move these advertisements down Custom art in Worldbuilder
You'll need Sy's AssetBuilder for this, link at the end of the article. Do note, the method is exactly the same for BFME, BFME2 and RotWK, with one difference; BFME2\RotWK: You have to replace the original asset.dat in BFME1's folder with the original asset.dat from BFME2\RotWK before you do point 3. Take backups! The process:
There, that wasn't too hard? Why does your mod need to be named _a.big? Because then it will be read before all the other .big files. It's first in the line! The reason for BFME2\RotWK's extra, is because Sy's AssetBuilder was made in BFME1's time, so it finds that asset.dat, and adds your content to it. Now, if you replace that asset with one from BFME2\RotWK, the problem is sovled, because it only adds your stuff to an existing asset.dat That is also the reason why you currently need to have BFME1 installed, in addition to BFME2 and\or RotWK. It might be possible to simply rename the BFME2\RotWK folders into "The Battle for Middle-earth (tm)", but test it at your own risk. And you NEED to have the original game's assets for Worldbuilder to work! Simple as that! Links / Downloads
CommentsDisplay order: Newest first Rob38 (Team Chamber Member) - Sunday February 13, 2011 - 12:51 Thanks Lauri for putting this together. modboy451 - Sunday February 13, 2011 - 11:55 i have backup asset.dats HERE: |
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