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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 12-19-2004, 08:16 AM   #11 (permalink)
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Just restating Hostile's question: can you edit the assets.dat to a bigger file number?
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Old 12-19-2004, 01:25 PM   #12 (permalink)
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Quote:
Originally Posted by DeeZire";p=&quot View Post
IF
asset is listed in asset.dat file
THEN
fetch asset from BIG file (nowhere else) and use it in game
ELSE
you're screwed
lol, ok... shit. Rage... building... can't contain.... anger. WTH would EA put Blitz3 on their website if they are trying to crush the mod community o_O wtf!? How in the %&#^ are we supposed to make a WW2 TC without custum art!? Did Germans use Nazguls!? Why the &#$^ is there a -mod command line parameter is any real mods are impossible? Aaarrgh... EA's lack of in house communication and respect for mod support is boggling my mind. I... can't... comprehend...
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Old 12-19-2004, 03:05 PM   #13 (permalink)
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Is there any chance of this issue being resolved with a patch at all or is there any way to alter asset.dat to read our new files?
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Old 12-19-2004, 03:56 PM   #14 (permalink)
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That's a good point! Time to flood EA's Boards with some common sense!

I bet LORT license probably dictate that those items can't be changed perhaps.
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Old 12-19-2004, 07:11 PM   #15 (permalink)
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^ There may be some truth in that but I have made this point to the team, hopefully they can fix it even if it means only through the -mod switch.
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Old 12-19-2004, 08:03 PM   #16 (permalink)
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So I take it the team is well aware of the issue. Can they provide some reason for it. It seems from thier interviews that modding wasn't going to be an issue.

Can the asset.dat file be edited without screwing up the game?
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Old 12-19-2004, 11:45 PM   #17 (permalink)
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But here's another thing:

Why would exporting overtop existing models cause them to not appear? Technically the model is still present, its just different.
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Old 12-20-2004, 02:39 AM   #18 (permalink)
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I wouldn't be surprised if this was some twisted method of protecting their liscense. They even slapped "tm" onto the default folder name for gods sake. The folder name.... that just sad
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Old 12-20-2004, 03:47 PM   #19 (permalink)
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DeeZire, can we be 100% sure that this is the only reason new w3d models fail to appear? I just tried to export a new model, I saved it as gbcastkeep.w3d (the gondor citadel model), I then saved it into the game's W3D.big, I saved all the textures into Textures.big and when I ran the game, the building was invisible as always. If what you are saying is the only reason new art doesn't appear, then wouldn't what I just did work?
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Old 12-20-2004, 05:10 PM   #20 (permalink)
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Was the texture the same name also? I assume it was but just checking.
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