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How to add assets to the Age of the Ring?


Best Answer Dúnedain76, 03 October 2020 - 02:45 AM

For the base SDK BFME Asset Builder you need to move the compiledtextures folder into the textures folder and then run the .exe in the base mod directory (where the asset.dat is located.) Run it two or three times to clear out any compiling errors and then move the whole compiled textures folder back to it's normal location.

As for sounds, you're correct. You do not need to run any asset for sounds. All you need to do is make sure your sound files are exported as 16-bit .wav in Audacity and they should work fine ingame. I also highly recommend joining the T3A Modding Discord! It is much easier and faster to get an answer to these kind of questions there, as it is much more active than the forums now.

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#1 Goldo

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Posted 30 September 2020 - 11:16 AM

I am working on a submod for the BFME 2 campaign skirmish maps. I want to add dialogue to Bofur for the good Erebor campaign, but I am at a loss when it comes to adding new assets. My old asset builder only worked if I renamed "compiled textures" to "textures" before I run it and then I would rename "compiled textures" back. But AotR already has both "compiled textures" and "textures" . So what do I do? I can't seem to be able to find a new asset builder for the job.



#2 Goldo

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Posted 30 September 2020 - 09:01 PM

Apparently I don't need to add Bofur's quotes to the asset.dat. So long as the wav files are in the correct format he will say them.

Still it's a useful question for later.



#3 Dúnedain76

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Posted 03 October 2020 - 02:45 AM   Best Answer

For the base SDK BFME Asset Builder you need to move the compiledtextures folder into the textures folder and then run the .exe in the base mod directory (where the asset.dat is located.) Run it two or three times to clear out any compiling errors and then move the whole compiled textures folder back to it's normal location.

As for sounds, you're correct. You do not need to run any asset for sounds. All you need to do is make sure your sound files are exported as 16-bit .wav in Audacity and they should work fine ingame. I also highly recommend joining the T3A Modding Discord! It is much easier and faster to get an answer to these kind of questions there, as it is much more active than the forums now.






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