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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 02-06-2005, 06:00 AM   #1 (permalink)
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Default BFME UI

I thought I'd edit the controlbar of BFME for the Warhammer mod. I extracted the Windows.BIG contents and opened the viewed the windows.

I don't know why they bothereed including Windows.BIG at all, it just includes the original Generals windows and not the BFME windows at all.

The question is where are the BFME windows defined?
Is it possible to edit them?
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Old 02-06-2005, 06:47 AM   #2 (permalink)
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You should look in the APT subfolder I think, there is all the UI stuff located in loads of BIG files. It is quite complex by the looks of it.
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Old 02-06-2005, 07:40 AM   #3 (permalink)
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Ty, I'll check it out now.

[Edit] Dam...more new file formats.

[Edit2] Anyone have a clue what this stuff is?
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Old 02-07-2005, 07:09 AM   #4 (permalink)
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Nope.

I'm still staring at the BSE files...
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Old 02-07-2005, 11:32 AM   #5 (permalink)
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The window/shell/UI system in BFME is no longer WND based like Generals/ZH was - it is now comprised of 'applets' instead of WND files. Each BIG file in the Apt folder is a 'self-contained' applet, comprising of the required textures, a resource (file that works little bit like a mapped image file pointing to each texture) and the applet itself.

The applets run in tandem with the game code, exchanging information such as global variables and some INI settings, and its them that control the display of each screen in the UI - pretty much the same principles as Generals/ZH but implemented much differently.

HTH
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Old 02-07-2005, 12:18 PM   #6 (permalink)
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there is a controlbar scheme in the ini files if this helps.

the .bse files are opened with worldbuilder but have to be heavily hex edited to be usable, so unless u are a demi god u shud just specify an existing base in the ini
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Old 02-07-2005, 12:40 PM   #7 (permalink)
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HTH?

Hmm... Guess the UI will have to wait a while for Blitz3.

And I need other types of BSE files, a lot of them. Good thing I choose the nick of a Greek God :P
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Old 02-07-2005, 02:48 PM   #8 (permalink)
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I think you'll find the controlbar scheme in the INI is a left over from Generals and ZH and actually is redundant for BFME like so many other bits of the INI.

Deezire, are these files the result of a compilation process? Is it going to be possible to create our own custom User Interfaces?
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Old 02-07-2005, 07:35 PM   #9 (permalink)
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Quote:
Originally Posted by Sy";p=&quot View Post
I think you'll find the controlbar scheme in the INI is a left over from Generals and ZH and actually is redundant for BFME like so many other bits of the INI.
Some aspects from this file are still used, such as the color definitions for button border types.

Quote:
Originally Posted by Sy";p=&quot View Post
Deezire, are these files the result of a compilation process? Is it going to be possible to create our own custom User Interfaces?
A specialist program suite was used for making them, they are not technically part of the compilation process. Most of the files are editable in a text editor, only the .apt files themselves are the actual applets.
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Old 02-07-2005, 09:49 PM   #10 (permalink)
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And how do we edit/modify the applets? To, for example, enable 12 spells in multiplayer?

Take care.
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