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Help with asset.dat in Mac

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#1 Felipe Roll-st

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Posted 07 October 2017 - 01:13 PM

Hi, I am trying for very first time to add new models and skins to my personal mod, I've done so far just coding modifications but never was interested in modelling and skinning till now, I know there's plenty of tutorials and topics for this here and in the3rdage.net and yes I have read them but as I play on Mac is really difficult for me because they're meant for windows and I always have to find out how to do it on Mac so, said that my question is:

 

Is there a way of adding new models and textures to the game without the -mod command method? and if so how can I do it, thanks if you can help me



#2 Echo

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Posted 08 October 2017 - 12:16 AM

Not sure if someone will be able to help you. I don't think anyone here uses a Mac for modding.. there's reason behind that too. BFME was made for Windows.. and while I got BFME to work on Linux in some way, there were certain limitations to it that made me go back to Windows. 

 

I hope I'm wrong, and that someone will be able to help you, but just a warning that you might not get a positive response here. 


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#3 Felipe Roll-st

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Posted 08 October 2017 - 05:41 AM

you could've not said it better Echo :(, I'm sure I am the only one using Mac lol, I used to play it years ago in windows but is there I way to do it in windows though? and if so I could maybe try to replicate it for Mac as I've been doing all this time, who knows.



#4 zephyr23

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Posted 08 October 2017 - 02:40 PM

Not saying this will work, but you could try the Worldbuilder trick: replace the BME asset.dat with your new asset (keep the BME asset.dat), making sure the new asset has all of yours and BME's art. Your mod should go in file called _Atest.big in the BME program folder. Then run BME hoping it regards your mod as a patch. Again I am not saying that this will work.



#5 Bofur

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Posted 14 October 2017 - 08:52 PM

How on earth did you get BFME to work on Mac?

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#6 Felipe Roll-st

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Posted 17 October 2017 - 03:14 AM

hahaha :D  oh it was a dilemma but I got it to work with a program called Wine, it runs windows programs in Mac, anyways I know how to add new models now :), now I have another problem, I dunno what I messed up but I got an error, it says Microsoft Visual C++ Runtime Library​, I've attached it with this, if anyone knows how to solve it... I try to put back my back up files ( ini.big, patches, game.dat, asset.dat) and see if it was some error I created but didn't work so I dunno what else to do and I don't wanna reinstall cos I would maybe have to add all my new models again :(



#7 Felipe Roll-st

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Posted 17 October 2017 - 03:18 AM

I added gothmog, he uses the peasant skeleton but for some reason he doesn't have an arm xD, what could be the problem? it looks ok in W3D.big



#8 zephyr23

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Posted 19 October 2017 - 02:52 PM

Do your skin/textures together with BME's skeleton/animations look right in W3DView.exe?



#9 Felipe Roll-st

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Posted 23 October 2017 - 12:04 PM

i don't use W3D viewer program, neither Gmax or Renx since I'm limited due to I play on Mac, so my way of seeing them is through W3D.big, and yep they look right :D, problem I'm having now is trying to find some of the textures the model use and incorporate them, some models only need one textures while others need a texture for some parts of it :/, is there like a something in any of the ini files that says what textures the model uses? I can only know when a horde uses the randomtexture code but I dunno e.g for a hero cos it only says what model he uses, anyone who knows?







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