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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 02-24-2005, 08:35 PM   #1 (permalink)
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Default Modding issues to pass onto Aaron

For those of you that don't read the asset builder thread, what I told Aaron I would do is compile a list of issues we have that we can't do anything about that can be passed onto him to see what he can do about them. Just post issues you have here, but please make sure that these are issues that we are truly stuck on, I will post what I can think of as an example:

asset.dat - It would be nice if we could remove this file completely but I doubt this would happen. Aaron already told us he was "close" to getting EA to release their software in the next patch, but we'll see how that goes.

.bse files - WorldBuilder doesn't resave these correctly. The filename is not capatilized correctly in the header information. We have to hex edit the files in order for them to work properly. If someone can be more specific please correct me on this so I can give Aaron the clearest information possible since he specifically asked for this

New file formats for the palantir - These are made in flash but an EA program is used to convert them for game useage, we currently can't directly edit any of the menus

Palantir skin files open with messed up Alpha Channels - I've heard they are rainbow. I haven't been able to open them at all, so something is fishy there.

Out-of-dat RenX - BFME w3d's hold new information that we cannot generate with our current builds of RenX, an update would be nice as we have been lucky with compatability thus far
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Old 02-25-2005, 12:55 AM   #2 (permalink)
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From what I've seen, the BSE files are case sensitive, yet the world builder outputs data in the header that is in all lower case. They do not function due to this.
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Old 02-25-2005, 01:27 AM   #3 (permalink)
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Ok, thanks mastermind, that's more or less what I told him....but it might have taken me a few more words to say it.
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Old 02-25-2005, 05:55 AM   #4 (permalink)
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Editing tools for APT files or publish some information on the file formats so we can create our own. I want to be able to change the look of the game, without this Total conversions aren't really possible.
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Old 02-25-2005, 09:00 AM   #5 (permalink)
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For the w3d tools it could be that they are still compatible. Like I said I can not find any difference in the behavior of models with and without the new chunks. Knowing what their actual goal is could point out if we need them in or not (we also can not make things like prelit faces but that doen't matter also).

I've spoken with Aaron about this a few weeks ago but a clear answer was never given. The bottom line was

Quote:
Unfortunately we have proprietary software and cannot release that right now.
Sounds familiar?
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Old 02-25-2005, 12:07 PM   #6 (permalink)
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Also, can you ask them to make WorldBuilder support the -mod switch, this is the single biggest pain in the ass to me atm.
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Old 02-25-2005, 12:48 PM   #7 (permalink)
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The palantir files are apt are they not? Just want to clarify.
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Old 02-25-2005, 01:10 PM   #8 (permalink)
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Id already pointed out the asset.dat and .bse issues to the guys, they were working on those for 1.02 along with quite a few other things I highlighted.

As for the .apt files, thats proprietary software, so...
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Old 02-26-2005, 04:05 PM   #9 (permalink)
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Well I think I speak for everyone when I say that if they can't release software to edit apt files, it would be nice to at least release some information on the format itself so that we might be able to develop our own software.

And their asset building program is proprietary and word is now that they could release that software with the next patch. Now while this doesn't matter too terribly at this point it does show that there might be hope somewhere down the line.
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Old 02-27-2005, 04:27 PM   #10 (permalink)
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asset.dat file
WorldBuilder resaving .bse files incorrectly
WorldBuilder doesn't use -mod switch
information on the .apt format
RenX update
issues with palantir skin texture files


Is there anything else I should mention before I email this list to Aaron?
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