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New Assets in WorldBuilder


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#1 Gumby22don

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Posted 02 June 2006 - 06:41 AM

Hi all,

So I'm trying to re-do the base files for Rise of Rome 2, and I load up the 'AI - MOTW - Archers First.map' to set up the new buildings for build orders... All good, until I remember that we're making new buildings for each this time round, and I can't pick them from the add item window in WB.

Anyone played with getting WB to load up additional assets for putting in maps/ base files? I thought I'd seen someone say how to do it a while back, but can't find the threads (if they exist)

Don
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#2 ched

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Posted 02 June 2006 - 08:13 AM

if you are talking of the actual assets, the W3D files, then you'll need to create a fully new asset.dat with Sy's Asset builder, which can be found in our tools section.
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#3 Gumby22don

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Posted 03 June 2006 - 11:08 AM

ahh, that makes sense. I did manage to get one of the new buildings to show up in worldbuilder by adding the mod files to the main bfme2 dir, fiddling, and deleting a few of the non-essential files, but i'll give that a go this week sometime.

Thanks

Don
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#4 Gumby22don

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Posted 10 July 2006 - 08:59 AM

Bah,

I'm still having trouble with this one, and I was planning on using this week of holidays to work up the base AI. Has anyone actually gotten new assets into worldbuilders object placement or script lists?

I would really appreciate some advice/ experimentation on this for me.

Don
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#5 zimoo

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Posted 10 July 2006 - 09:40 AM

I actually tried to help FlameGaurd with this problem yesterday, and I came up with something. I haven't tested this method yet but here it is:

Anyway, as you probably know "append to existing asset.dat" option doesn't work for BFME2. So basically you drag all the textures and models used in standard BFME2 into the Asset Builder, then also add the files for your mod. Then simply create a new asset.dat. This takes a long time, but as far as I know is the only way to do it
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#6 Gumby22don

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Posted 10 July 2006 - 10:56 AM

How do i access the files in the bfme2 asset.dat file? Asset Builder seems to only build them, not open them like finalBIG. Let me know if i'm wrong though.

Thanks too,

Don
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#7 zimoo

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Posted 10 July 2006 - 10:58 AM

Extract the w3d.big, textures0.big and any other files which normally go in there (I don't know them all). I know its a long winded way of doing things but as far as I know it's the only way
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#8 Gumby22don

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Posted 10 July 2006 - 11:20 AM

Thanks - I'm giving that a try. I'll post here when I get it working.

(Failure is not an option for us borg [or bored...])

Don
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#9 Master Windu

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Posted 10 July 2006 - 08:14 PM

There are actually tons more .BIG files that have the Palantir, and other images and weird types of files. Those are probably added to the asset.dat, so (i'm not sure) but the Palantir may be invisible when you use the asset.dat you made with just the w3d.big and all the textures.big

So it'll work, but there will be alot of missing stuff. So I recommend going back to the -mod command when youre actually playing it.
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#10 Gumby22don

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Posted 11 July 2006 - 12:47 AM

Yeah, I'm assuming i'll need to go back to the original after doing the modding. I just need to get them into worldbuilder for assembling base files.

In actual fact, I'm starting to think that the ini files defining buildings are more important than having the assets loading. It may not be essential to use the asset.dat at all. Once I've debugged the ini files for each building, I think they do load into wb, I just haven't actually seen the AI build from them yet.

More updates as they come through.

Don
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#11 Kelso

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Posted 11 July 2006 - 02:07 AM

Don, what you are doing has nothing to do with the asset.dat file. The asset.dat file only controls art and has nothing to do with the objects actually appearing in the menus of WB. Theoretically you should be able to just dump the object/rome directory into the game folder and it should boot up fine. But what the hell do I know? :mellow:
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#12 zimoo

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Posted 11 July 2006 - 08:32 AM

I may be wrong here, but I thought he wanted the models to appear in Worldbuilder so that he could place them properly
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#13 Pixel

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Posted 11 July 2006 - 09:50 AM

I may be wrong here, but I thought he wanted the models to appear in Worldbuilder so that he could place them properly

Thats what i want to do aswell.

#14 Gumby22don

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Posted 12 July 2006 - 12:27 AM

Yeah, ideally I'd actually see the artwork, not just bounding boxes, which are currently, I think, working...

Don
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#15 Pixel

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Posted 13 July 2006 - 04:03 AM

Would using a lord of the rings model to see it in worldbuilder and then changing the model back to the new one in the object code work ?

#16 ched

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Posted 13 July 2006 - 04:10 AM

yes
Software is like sex; it's better when it's free ~Linus Torvald

#17 Pixel

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Posted 13 July 2006 - 05:57 AM

Great ill just do that then.

#18 Gumby22don

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Posted 24 July 2006 - 12:07 AM

hmm, nice idea :p

Don
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#19 Fingulfin

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Posted 24 July 2006 - 12:42 AM

That does kinda kill the fact that the units I need to see in the WB are walls... I took the Cirith Ungol walls and remolded them (and stuck them on the ground :p ) and now I need them in the WB to make my fortress. However, I got the problem with the asset. I cant exactly extract all my art files for one stupid reason: the FinalBIG editor crashed when I try to extract the W3D Folder. It says: Out of Memory". Kinda annoying...
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#20 Pixel

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Posted 24 July 2006 - 01:27 PM

But u can use a different wall model thats almost the same size to place them and then in the object code simply change the model back to ur new model. Its currently working for me but i still would rather see my new stuff.




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