This is mainly adressed to the owners of the ROTWK extension pack.
I was interested in knowing EA incorporates their extension packs with the existing BfME2 game.
Does it get installed like a regular game, in its own separate folder ? How does it interact with BfME2 files ?
I'd love it if anyone could detail as much as possible on the way ROTWK files are set up, and how they interact with the BfME2 ones
thanks in advance
Setup of ROTWK files
Started by ched, Jan 03 2007 12:06 AM
4 replies to this topic
#1
Posted 03 January 2007 - 12:06 AM
Software is like sex; it's better when it's free ~Linus Torvald
#2
Posted 03 January 2007 - 01:42 AM
Well i have the EA-Link version of the extension, and what i can tell is that you NEED to have BFME2 installed. You have to install RoTWK in another folder (or under the BFME2 folder but it won't stack, the install engine will put it in a folder "EP1".
It seems RoTWK loads more or less like a mod, but a hardcoded way. BFME2 files are loaded first, then those of RoTWK.
I had a big pain trying to start modding it, because i tried to unpack the .bigs around and remove them, without success, or very limited one.
For all modders, the best way to manage files is really to use the -mod <mod folder> method, with the RoTWK shortcut.
With the assetbuilder of the SDK in there, it's really easy.
I don't know what else you need...
I'll add that the file structure in the RoTWK folder is the same as BFME2, some things are missing, and are loaded from BFME2, but others come by pairs, like the .inis.
Ask if you need something else.
It seems RoTWK loads more or less like a mod, but a hardcoded way. BFME2 files are loaded first, then those of RoTWK.
I had a big pain trying to start modding it, because i tried to unpack the .bigs around and remove them, without success, or very limited one.
For all modders, the best way to manage files is really to use the -mod <mod folder> method, with the RoTWK shortcut.
With the assetbuilder of the SDK in there, it's really easy.
I don't know what else you need...
I'll add that the file structure in the RoTWK folder is the same as BFME2, some things are missing, and are loaded from BFME2, but others come by pairs, like the .inis.
Ask if you need something else.
#3
Posted 03 January 2007 - 01:56 AM
mm hardcoding is bad news, I was hoping to gather some useful info that'd allow launching mods just like extensions, somewhat independent to the vanilla game.
thanks a bunch Grim
thanks a bunch Grim
Edited by ched, 03 January 2007 - 01:56 AM.
Software is like sex; it's better when it's free ~Linus Torvald
#5
Posted 03 January 2007 - 10:22 AM
Yes, RotWK-exe totally leans on bfme2.
I find it particular difficult because now all models and textures, etc, are splitted into two maps.
I find it particular difficult because now all models and textures, etc, are splitted into two maps.
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