Want to add new art to BFME?
The easiest way to do it right now is to download TibEd 2 beta 3 (
http://www.tibed.net ), and look for instructions on page 6/7 of this thread. I'll quickly repeat the info:
- start TibEd 2 with a BFME project.
- go to the "Project Explorer" and add all your models (*.w3d) into the "Art\W3D" folder. Also, the textures go into "Art\Textures"
- you can also put all your INI files in there, if you want.
- Close the Project explorer
- Press the "Export mod" button... this will take some time
- if you have BFME Mod Launcher installed, you can now use your mod through it. BFME Mod Launcher can be downloaded from
http://www.tibed.net as well.
Extra details
TibEd basically makes an asset.dat file out of your models (W3D files). This file is put into the BIG file in which your entire mod is packaged. You can find the BIG file in C:\Documents and settings\<your account name>\Application Data\My BFME files.
BFME Mod Launcher automatically extracts the asset.dat of your mod to the game folder while backing up the original file. When the game exits, the original asset.dat is restored.
Original initial post
I noticed there is a problem with asset.dat and how everyone seems to need it, so I've been working on reverse-engineering the format. My problem right now is that I don't know what all these strings mean exactly and what their relationship is. So, I will post part of the asset.dat file as I have found it and hopefully we'll be able to find the missing things together.
General: there are 2 lists of 'things' in asset.dat. I have termed the first one entries and the second ones 'stringentries'.
Entries (8460 total, I have made a selection):
Code:
Entry #0: 201_wp_01.tga 1280822537 94 201 452
Sub #0: TEX 0 0
Entry #1: 204_wp_01.tga 1281291272 94 201 452
Sub #0: TEX 0 0
Entry #2: 205_wp_01.tga 1281291272 94 201 452
Sub #0: TEX 0 0
Entry #3: 208_ad_01_r1.tga 1281603762 94 201 452
Sub #0: TEX 0 0
Entry #4: 211_ad_01.tga 1281760007 94 201 452
Sub #0: TEX 0 0
Entry #5: 212_ad_01_r1.tga 1281916252 94 201 452
Sub #0: TEX 0 0
Entry #6: 214_wp_01.tga 1282228742 94 201 452
Sub #0: TEX 0 0
Entry #7: 215_ad_01_r1.tga 1282384987 94 201 452
Sub #0: TEX 0 0
Entry #8: 218_ad_01_r1.tga 1282697477 94 201 452
Sub #0: TEX 0 0
Entry #9: 222_ad_01_r1.tga 1283009967 94 201 452
Sub #0: TEX 0 0
Entry #10: 223_ad_01_r1.tga 1283322457 94 201 452
Sub #0: TEX 0 0
Entry #11: 226_ad_01.tga 1283478702 94 201 452
Sub #0: TEX 0 0
Entry #12: 227_ad_01_r1.tga 1283634947 94 201 452
Sub #0: TEX 0 0
Entry #13: 230_wp_01.tga 1283947437 94 201 452
Sub #0: TEX 0 0
Entry #14: 231_ad_01_r1.tga 1284103682 94 201 452
Sub #0: TEX 0 0
Entry #15: 232_ad_01_r1.tga 1284416172 94 201 452
Sub #0: TEX 0 0
Entry #16: 234_wp_01.tga 1284572417 94 201 452
Sub #0: TEX 0 0
Entry #17: 235_ad_01.tga 1284884907 94 201 452
Sub #0: TEX 0 0
Entry #18: 238_wp_01.tga 1285353642 94 201 452
Sub #0: TEX 0 0
Code:
Entry #56: abridge.tga 1297853242 94 201 452
Sub #0: TEX 0 0
Entry #57: aicamp_skn.w3d 2423910957 94 201 452
Sub #0: MESH 0 79007
Sub #1: HLOD 79007 124
Entry #58: apt_CampaignReview_1.tga 878022927 94 201 452
Sub #0: TEX 0 0
Entry #59: apt_CampaignReview_41.tga 878022927 94 201 452
Sub #0: TEX 0 0
Entry #60: apt_CampaignReview_51.tga 878022927 94 201 452
Sub #0: TEX 0 0
Code:
Entry #399: archrnget.tga 1300821897 94 201 452
Sub #0: TEX 0 0
Entry #400: armyants.tga 1194785427 155 202 452
hmm
Sub #0: TEX 0 0
Entry #401: armyantsa.tga 1301134387 94 201 452
Sub #0: TEX 0 0
Entry #402: armyantsb.tga 1301915612 94 201 452
Sub #0: TEX 0 0
Entry #403: armyantsglow.w3d 2424067202 94 201 452
Sub #0: HIER 0 284
Sub #1: MESH 284 7914
Sub #2: HLOD 8198 124
Entry #404: armyantsloc.w3d 2424223447 94 201 452
Sub #0: HIER 0 284
Sub #1: MESH 284 853
Sub #2: HLOD 1137 124
Entry #405: armyantsm_gm01.w3d 2424379692 94 201 452
Sub #0: HIER 0 716
Sub #1: ANIM 716 8724
Sub #2: MESH 9440 1781
Sub #3: MESH 11221 1781
Sub #4: MESH 13002 1421
Sub #5: MESH 14423 1781
Sub #6: MESH 16204 1781
Sub #7: HLOD 17985 300
Entry #406: armyantss_gm01.w3d 2424692182 94 201 452
Sub #0: HIER 0 500
Sub #1: MESH 500 1421
Sub #2: MESH 1921 1781
Sub #3: MESH 3702 1781
Sub #4: HLOD 5483 212
Entry #407: banner_glow01.tga 1302384347 94 201 452
Sub #0: TEX 0 0
Entry #408: banner_glow01.w3d 2425004672 94 201 452
Sub #0: HIER 0 1256
Sub #1: ANIM 1256 2044
Sub #2: MESH 3300 96562
Sub #3: HLOD 99862 124
Entry #409: banner_glow02.tga 1302696837 94 201 452
Sub #0: TEX 0 0
Entry #410: banner_glow02.w3d 2425160917 94 201 452
Sub #0: HIER 0 1256
Sub #1: ANIM 1256 3132
Sub #2: MESH 4388 10290
Sub #3: HLOD 14678 124
Entry #411: barad-durtoplightingmap.tga 1303009327 94 201 452
Sub #0: TEX 0 0
Entry #412: bibl.tga 1303790552 94 201 452
Sub #0: TEX 0 0
Entry #413: bone_01.tga 1196504144 155 202 452
hmm
Sub #0: TEX 0 0
Entry #414: bowl.w3d 2689110231 95 201 452
Sub #0: MESH 0 30346
Entry #415: buildingradialbuttons_001.tga 1304884267 94 201 452
Sub #0: TEX 0 0
Entry #416: buildingradialbuttons_002.tga 1305040512 94 201 452
Sub #0: TEX 0 0
Code:
Entry #498: buildingradialbuttons_084.tga 1343945517 94 201 452
Sub #0: TEX 0 0
Entry #499: buildingradialbuttons_085.tga 1344726742 94 201 452
Sub #0: TEX 0 0
Entry #500: camp_flag.w3d 2425473407 94 201 452
Sub #0: HIER 0 284
Sub #1: MESH 284 2011
Sub #2: HLOD 2295 124
Entry #501: camp_flag_tex.tga 1345351722 94 201 452
Sub #0: TEX 0 0
Entry #502: castle_flag_netex.tga 1345820457 94 201 452
Sub #0: TEX 0 0
Entry #503: castle_flag_nwtex.tga 1346914172 94 201 452
Sub #0: TEX 0 0
And StringEntries (more than 14000 in total, format fully known. It is two strings (on the line after string entry) and then a variable number of strings after that):
Code:
StringEntry #:0 aicamp_skn.w3d AICAMP_SKN.STUFF 1
ncampsite.tga
StringEntry #:1 aicamp_skn.w3d AICAMP_SKN 2
aicamp_skn.stuff
h*ncampsite_skl
StringEntry #:2 armyantsglow.w3d ARMYANTSGLOW.CYLINDER01 1
exlightstreaks3.tga
StringEntry #:3 armyantsglow.w3d ARMYANTSGLOW 2
armyantsglow.cylinder01
h*armyantsglow
StringEntry #:4 armyantsloc.w3d ARMYANTSLOC.PLANE01 2
exgradient2.tga
sfe_bluernga.tga
StringEntry #:5 armyantsloc.w3d ARMYANTSLOC 2
armyantsloc.plane01
h*armyantsloc
StringEntry #:6 armyantsm_gm01.w3d ARMYANTSM_GM01.A8 3
armyants.tga
armyantsa.tga
armyantsb.tga
StringEntry #:7 armyantsm_gm01.w3d ARMYANTSM_GM01.A4 3
armyants.tga
armyantsa.tga
armyantsb.tga
StringEntry #:8 armyantsm_gm01.w3d ARMYANTSM_GM01.A2 3
armyants.tga
armyantsa.tga
armyantsb.tga
StringEntry #:9 armyantsm_gm01.w3d ARMYANTSM_GM01.A1 3
armyants.tga
armyantsa.tga
armyantsb.tga
StringEntry #:10 armyantsm_gm01.w3d ARMYANTSM_GM01.A7 3
armyants.tga
armyantsa.tga
armyantsb.tga
StringEntry #:11 armyantsm_gm01.w3d ARMYANTSM_GM01 6
armyantsm_gm01.a1
armyantsm_gm01.a2
armyantsm_gm01.a4
armyantsm_gm01.a7
armyantsm_gm01.a8
h*armyantsm_gm01
StringEntry #:12 armyantss_gm01.w3d ARMYANTSS_GM01.A2 3
armyants.tga
armyantsa.tga
armyantsb.tga
StringEntry #:13 armyantss_gm01.w3d ARMYANTSS_GM01.A1 3
armyants.tga
armyantsa.tga
armyantsb.tga
StringEntry #:14 armyantss_gm01.w3d ARMYANTSS_GM01.A7 3
armyants.tga
armyantsa.tga
armyantsb.tga
StringEntry #:15 armyantss_gm01.w3d ARMYANTSS_GM01 4
armyantss_gm01.a1
armyantss_gm01.a2
armyantss_gm01.a7
h*armyantss_gm01
StringEntry #:16 banner_glow01.w3d BANNER_GLOW01.LINE04 1
banner_glow01.tga
StringEntry #:17 banner_glow01.w3d BANNER_GLOW01 2
banner_glow01.line04
h*banner_glow01
StringEntry #:18 banner_glow02.w3d BANNER_GLOW02.PLANE04 1
banner_glow02.tga
StringEntry #:19 banner_glow02.w3d BANNER_GLOW02 2
banner_glow02.plane04
h*banner_glow02
StringEntry #:20 camp_flag.w3d CAMP_FLAG.CYLINDER01 1
camp_flag_tex.tga
StringEntry #:21 camp_flag.w3d CAMP_FLAG 2
camp_flag.cylinder01
h*camp_flag
StringEntry #:22 castle_flagne.w3d CASTLE_FLAGNE 1
castle_flag_netex.tga
StringEntry #:23 castle_flagnw.w3d CASTLE_FLAGNW 1
castle_flag_nwtex.tga
StringEntry #:24 castle_flagse.w3d CASTLE_FLAGSE 1
castle_flag_setex.tga
StringEntry #:25 castle_flagsw.w3d CASTLE_FLAGSW 1
castle_flag_swtex.tga
Can anyone with W3D knowledge link entries and stringentries together? What does it all mean? As I have absolutely no knowledge about that. And suggestions for what the numbers in the entries (and subentries) can mean are welcome.
Relax everyone, asset.dat is not going to keep us from modding BFME

.