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DeeZire Online > Editing Community > LOTR: Battle For Middle Earth I & II Editing » Christmas present: reverse-engineering Asset.dat

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 01-23-2005, 02:05 PM   #101 (permalink)
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I didn't. I just kept the value that was there (258). It is some kind of marker, but things work by not changing it at all.
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Old 01-23-2005, 06:34 PM   #102 (permalink)
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k, ty I will do the same.
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Old 01-25-2005, 08:53 AM   #103 (permalink)
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I've noticed that asset.dat stores all texture file names as tga even if the actual file extenstion for that particular file is JPG. Some of the named tga's don't exist as TGA only as JPG.

Is there a known reason for this or have you done the same?
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Old 01-27-2005, 02:35 AM   #104 (permalink)
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Hey is there any tutorials on asset.dat stuff?
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Old 01-27-2005, 07:52 PM   #105 (permalink)
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A tutorial is unnecesarry. Simply read this thread and download TibEd 2.
Sy, if I had to guess I'd say the extension is irrelevant. You can apply a bitmap, jpg, whatever to a w3d file and the game will just read any texture file of the same name. DDS takes priority over TGA. Not sure about JPG or PNG...
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Old 02-05-2005, 06:17 PM   #106 (permalink)
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Basically you should use the string that is also used in the W3D file.
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Old 04-22-2005, 02:03 AM   #107 (permalink)
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Is there all I need to know on the TIB ED 2 editor?
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Old 07-11-2005, 12:35 PM   #108 (permalink)
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Hello ppl sos im jst trying out somthin
jst leave me alone k
sos
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