The 3rd Age

MasterHero Mod 1.8.1

MasterHero Mod 1.8.1

Modifications&Additions@RingHeroes+Heroes+Factions+Units+System+SpellBook+Theme+AI+new play-style

Button for The 3rd AgeButton for The Dwarf HoldsButton for The Elven AllianceButton for Helm's Deep Last HopeButton for GothmogtheOrcButton for BFME+Button for The Four AgesButton for HDR HeadquartersButton for Middle Earth CenterButton for Project Perfect Mod

Become an affiliate!

   

Quick Lists

Top Rated Popular New Updated Last Comments Users

Register and log in to move these advertisements down

ModCompiler.exe

Tutorial for Battle for Middle-earth BFME

Avatar of Mathmaj

Mathmaj

Category: Code
Level: Beginner
Created: Monday September 2, 2024 - 4:47
Updated: Wednesday September 4, 2024 - 10:15
Views: 286
Summary: Compile and update your mod into a .big file in one click.

Rating

Staff says

-

Members say

-

Average

-

0 votes

Hello!

Here it is: ModCompiler (versions 1.1.1 2024.09.04)

I've built this little .exe with Claude dev (Claude AI) to compile and update your mod into a .big file in one click.


If I understand correctly, to use a Mod, you can either create a shortcut with a target to your mod folder, or create a .big file of your mod in the game folder. In both cases, there are pros and cons. But without the .big file present in your game folder, you can't use your own assets in the worldbuilder for instance.

If you use the big file method, you can:
-Keep the original game structure in your mod folder (gamedata.ini for instance)
-Have more flexibility with the INI structure. You can, for instance, divide some big ini files for easier usage.
-Use your assets in worldbuilder.

The problem until now with the .big file method, was that you had to update/recompile your .big with finalbig each time you've made a modification.

BUT with "Mod Compiler", you can easily create or update your .big file in one click.


It's very simple:

  • Drag and drop your mod folder path
  • Drag and drop your game folder path
  • Create Button: For your first use, press the create button:
  • it will create a .big file of your mod in the game directory.
    It will give the .big file the name of your mod folder with an underscore before (_mymod)
  • Update Button: Once your .big file exists, you can just press the update button.
  • If changes are detected in your mod folder, mod compiler will update these modifications in the .big file.
    If changes are detected in your art folder, mod compiler will create a new asset.dat in your mod folder.
  • Play Button: You can right clic on the play button for assign a shortcut or an exe of the game,
  • and left clic to launch it.

It's all you have to do if you planned to make INI modifitcations.

If you planned to modificate textures or w3ds, you will have to add one step for the 'asset.dat' file.

I recommand to use assethelper.exe (linked on this page) to merge the original game 'asset.dat'
with the one of your mod each time you do a texture or w3d change or add new ones.

You can actually avoid this step by creating a shortcut for your game with your .big file mod as target:
("C:\Program Files (x86)\EA GAMES\La Bataille pour la Terre du Milieu(tm)" -mod "pathOfYourBigFileMod")
and you won't have to touch the asset.dat eachtime. But you won't see your objects in worldbuiler.



Voilà!

Don't hesitate to write your comments and suggestions.
Good modding to everyone!

Mathmaj


-Thanks to Clementj18 for its Finalbigv2 project on Github: https://github.com/ClementJ18/finalBIGv2
-I don't know who's the assethelper.exe creator. But Thanks to him so much!

Links / Downloads

 HitsAdded
For ModCompiler: link in the description43September 3, 2024 - 10:16
assethelper.exe90September 2, 2024 - 5:36

Go to top

 

"One site to rule them all, one site to find them,
one site to host them all, and on the network bind them."

 
6:27:06