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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 12-11-2004, 07:41 PM   #1 (permalink)
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Default A Few Starting Notes

Just a couple of notes to give you the heads up on some changes that have resulted from the SAGE enhancements.

- Videos in the game have been changed to a compressed version of AVI files that use the VP6 codec. You can use a program such as VirtualDub ( http://www.virtualdub.org/ ) to compress your AVI files, and grab the required codec for free from http://www.on2.com/vp6.php3

- I think it was Smurf who pointed out the scripting sections within the art parameters of some objects. The scripting uses a high level programming language called LUA which is cake to learn but quite powerful. The control file is in the Data\Scripts\Scripts.lua file which you can open in any text editor. Theres full online documentation for LUA over at http://www.lua.org/

- Pretty sure I already shared the command line params but for the sake of it here they all are;-
-win
-scriptDebugLite
-scriptDebug2
-xres
-yres
-noshellmap
-noaudio
-Watchdog
-noWatchdog
-preferLocalFiles
-fullVersion
-mod
-automatch
-DX
...and for the record theres no particle editor inherent this time round, nor does -useWaveEditor work with World Builder either. Im asking for them to be included in a future patch but the first one will address gameplay and technical issues only so dont stress out yet!

- World Builder can use the mesh mould tool for pre-fab terrain features but it wont work as they left the required files out, you can use the ones I posted for Generals/Zero Hour (same method, put them in the Data\Editor folder)

More later, hope youre all enjoying the game!!
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Old 12-12-2004, 02:25 AM   #2 (permalink)
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Default Re: A Few Starting Notes

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Originally Posted by DeeZire";p=&quot View Post
The scripting uses a high level programming language called LUA which is cake to learn but quite powerful.
Looks like you got one of your wishes at least Could you give us some general idea of what kind of things this will allow us to do which we couldnt before?
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Old 12-13-2004, 12:58 PM   #3 (permalink)
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Yup it looks cool if you can say thay and dee thanks for the tool support ern ad i enjoy this game very much mostly the DVD version with multilanguages
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Old 12-14-2004, 05:58 PM   #4 (permalink)
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Default Re: A Few Starting Notes

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Originally Posted by key0p";p=&quot View Post
Quote:
Originally Posted by DeeZire";p=&quot View Post
The scripting uses a high level programming language called LUA which is cake to learn but quite powerful.
Looks like you got one of your wishes at least Could you give us some general idea of what kind of things this will allow us to do which we couldnt before?
My question is, can we use the new script tags in areas other than the art parameters?
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Old 12-15-2004, 03:31 AM   #5 (permalink)
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No, these types of scripts can only be employed in the W3DScriptedModelDraw module.
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Old 12-15-2004, 11:52 AM   #6 (permalink)
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So what's the deal with -preferLocalFiles not working for some control files?
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Old 12-19-2004, 11:25 PM   #7 (permalink)
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Have you tried removing the BIG file associated with it entirely? Than it would have to use the INI files. Unless of course it's the ART folder.
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Old 01-03-2005, 01:35 PM   #8 (permalink)
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I would like to add my own factions to the game, based on the warhammer armies. I'm no stranger to modding Generals and Zero Hour.

However, today I started with BFME and having extracted and modified some files, adding my faction...I tried to test it, so far I have created my own BIG file which contains only some modified INI's.

I used the -preferLocalFiles switch as so: -preferLocalFiles e:\ogre-dev

e:\ogre-dev is the path containing my files. However nothing happend, game launched without error, my faction did not appear.

Any suggestions?

Also, whats the deal with the asset.dat file, I read the thread relating to it, but cannot see any explanation as to why you need it.
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Old 01-03-2005, 04:16 PM   #9 (permalink)
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I didn't know the preferLocalFiles switch takes parameters? I thought it simply told the game to prefer files under the directory structure under the game dir. As in X:\gamedir\Data\INI\weapons.ini instead of X:\gamedir\INI.big (then Data/INI/weapons.ini inside of it). I may not be explaining it correctly... or completely wrong...
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Old 01-03-2005, 04:30 PM   #10 (permalink)
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The game is very picky about what it uses.
For me, it will only use files inside a BIG file when the BIG file is located in
"C:\Documents and Settings\<account name>\Application Data\My BFME Files\TheBig.BIG"
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