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Tutorial: Putting new textures/models in BFME 2


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#1 Bart

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Posted 13 March 2006 - 01:43 PM

This is my second tutorial, I kinda like writing them. This time I'm going to explain how to add new models and texture to your BFME II mod.

For this tutorial you need Sy's Asset Builder, so download it if you don't have it already.

1. Make sure all your files are in the right folder. If your mod is located in C:\Jack\mymod, for example, you have to put your files like this:
- For textures, put them in C:\Jack\mymod\art\compiledtextures\<first two letters of your texture>\. For example, if your texture is called mbwall.tga, save it as C:\Jack\mymod\art\compiledtextures\mb\mbwall.tga
- This is the same for models, only compiledtextures must be w3d

2. Open up Asset Builder and select Create asset.dat from files in list only. Now drag the art folder from Windows Explorer into the Asset builder.

3. Save the file as C:\Jack\mymod\asset.dat

4. Run your game with -mod "C:\Jack\mymod"

Thanks a lot to Morgoth946 for helping me with this

Edited by 2playgames, 13 March 2006 - 01:59 PM.

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#2 Mathijs

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Posted 13 March 2006 - 05:23 PM

What about the data folder when you have inserted new code? (I have never done anything but modelling and skinning, so I kinda think that question is extremely n00bish..)

Edited by Matias, 13 March 2006 - 05:32 PM.

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#3 Bart

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Posted 13 March 2006 - 06:40 PM

well, you put that in C:\Jack\mymod\data, but that's not the focus of this tutorial
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#4 Master Windu

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Posted 12 July 2006 - 05:54 PM

Thats cool, it also works the same in EAW, so you could write a tutorial there too.
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#5 Cobra

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Posted 14 July 2006 - 09:36 AM

does it really?!?!? i always just overwrote my game files lol. Petroglyf > EA, didnt expect them to have the same way of running mods so didnt even bother testing. Meh im gonna try it.

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