Welcome Guest ( Log In / Register ) |
Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Creating an asset.… Proper Fire Arrow… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
||||||||||||||||||||||||||||||
Register and log in to move these advertisements down ModCompiler.exeTutorial for BFME
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:
It will give the .big file the name of your mod folder with an underscore before (_mymod) If changes are detected in your art folder, mod compiler will create a new asset.dat in your mod folder. 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
|
||||||||||||||||||||||||||||||
"One site to rule them all, one site to find them, © All Rights Reserved Eric Edwards ©2013. |