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Member Since 30 Jan 2011
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#1105111 SEE "Stumpy" War Troll

Posted by MattTheLegoman on 12 December 2019 - 11:45 PM

Woah. Great job Nazgul and Fjodor. ;D Certainly a unique monster!

#1104010 Rivendell Faction Plan

Posted by MattTheLegoman on 03 October 2019 - 03:04 PM

Open up the menu to select a hero and click on their name and then press the first letter of their name. If you search for it you should be able to find out how to use your custom hero.

#1103718 [CRASH] Besiege: Kingdom of Erebor Keeps Crashing Whenever I Try to Invade Er...

Posted by MattTheLegoman on 17 September 2019 - 06:41 AM

G'day, I am looking into ways to optimise the map itself. I am, however, unable to optimise the AI and would appreciate another map scripter to join AotR to work on fortress map AIs.

#1101215 ROTWK mods

Posted by MattTheLegoman on 06 June 2019 - 05:32 AM

The best I can give you is The Age of the Ring, a diverse mod based on patch 2.02. It has new unit animations. The next version will have Angmar as a subfaction of the Misty Mountains. This is their building, the Ruins of Angmar. Summon long-buried horrors, the rotten debris of a Witch-king's dead kingdom.



#1100555 BFME2 Units Dying

Posted by MattTheLegoman on 14 May 2019 - 08:29 AM

The auto-defeat fix is in the Troubleshooting section of the guide. https://forums.revor...allation-guide/

#1100496 [BFME1/BFME2/ROTWK] Games Download & Installation Guide

Posted by MattTheLegoman on 12 May 2019 - 10:38 AM

PSA you still need WinCDEmu if you're not on Windows 10. Guide should reflect that

You can mount disks to install the game on Windows 10. The latest patches do not require mini-disks. Mini-disks are only required if you use an earlier patch. Mini-disks require WinCDEmu. To simplify the guide I assumed that everyone has Windows 10 and I moved this information to the Troubleshooting section.

#1099359 [Tutorial] Adding your mod to World Builder

Posted by MattTheLegoman on 10 April 2019 - 09:19 AM

First up, a disclaimer: I don't know how to code or mod. I just make maps and art as an environment artist.


This is a guide to adding mods for The Battle for Middle-earth II, The Rise of the Witch King to its World Builder tool. If you've added new assets to your mod like units, rocks, terrain textures or mesh mold models then this guide will help you add those assets to a custom map.



This is what you need before starting:

  • Extracted textures, 3d models, music, audio and code from RotWK. Use FinalBig.
  • An asset.dat builder. I have no recommedations for now.


Method 1: Setting up a custom World Builder - incomplete

Modifying the original game folder is not recommended, which is why I recommend setting up a custom World Builder. EALA's World Builder program does not have the same DRM as the actual game, and you can make a copy of the program on your computer in a different folder.

  • These are all the files and folders that you need to copy into a custom World Builder folder. [image]
  • The art and data folders will be from extracted Extract the RotWK's game and art. I recomend keeping a folder with a copy of RotWK v2.01 and a folder with a copy of RotWK 2.02. Please note that BfME loads .big files backwards alphabetically, so extract them backwards alphabetically so patches overwrite correctly.
    ​For RotWK v2.01 you will need to extract these big files.
    • ​W3D.big
    • Textures4.big
    • Textures4.big
    • Textures4.big
    • Textures4.big
    • Textures4.big
    • Terrain.big
    • Shaders.big
    • Music.big
    • ini.big
    • Audio.big
    • _patch201.big

For RotWK v2.02 (current for v7) you will need to extract these big files. [image] Or you can download RotWK v2.01 v7 from their repository (which I forgot the link to).

  • Delete these files from the code and replace them with the same files from RotWK v2.01.
    • data\ini\gamedata.ini
    • data\ini\experiencelevels.ini
  • Download these files and add them to your custom World Builder folder. It includes a patch to remove the splash screen and the asset builder.


The base game's World Builder should now open from this folder. If not you or my above guide did something wrong. I, of course, have this working, and you can PM me for a copy of my base game World Builder folder.



Method 1: Setting up a custom World Builder - incomplete
Now that you have a custom World Builder folder you can add your mod to it.

  • In your custom World Builder folder copy and replace the contents of the art folder and the data folder with assets and code from your mod.
  • Create an asset.dat file from the contents of the art folder (RotWK + your mod).
  • Delete these files (there may be more) from the code and replace them with the same files from RotWK v2.01.
    • data\ini\gamedata.ini
    • data\ini\experiencelevels.ini
    • And any other gamedata files, for example your mod might use data\ini\object\gamedata.ini or data\ini\gamedatadebug.ini, which do not need to be replaced with the same file from RotWK v2.01, these files aren't from the original game.



Method 2: Creating a game folder patch for World Builder

Simpler? I am working from The Age of the Ring and the process we take to create these.

  • Create a folder with a similar filename so it is first alphabetically in the game folder. Then add the contents of your mod to it.
    Copy these folders from your mod into the folder.
    • data\ini
    • data\audio
    • art\w3d
    • art\textures
    • art\terrain
    • art\​compiledtextures
  • Delete these files (there may be more) from the code.
    • data\ini\gamedata.ini
    • data\ini\experiencelevels.ini
    • For AotR: data\ini\gamedatadebug.ini
    • For AotR: data\ini\object\gamedata.ini
  • Open FinalBig and create a .big archive file from the contents of folder. Click File->New and chose BIG Archive. Then drag and drop the contents of the folder into FinalBig.
  • Save the .big archive file as !!_Mod.big and move it to the RotWK game folder.
  • Create an asset.dat file of your mod and RotWK.
    • First make a backup of your game folder's asset.dat
    • Then make a temporary folder and copy RotWK's art and then copy your mod's art into it. Your mod should overwrite any original RotWK files if there are conflicts.
    • Use an asset.dat generator.
  • Move the asset.dat to the RotWK game foder.



This guide is incomplete and I got bored writing it given how big it is.

#1098139 "Battle for Middle-earth v1.03 Patch" No longer exists in the master...

Posted by MattTheLegoman on 10 March 2019 - 04:39 PM

Thanks for telling me the links are broken. The patches were moved to their own page, so now there is one patch for each patch version in all of it's languages. The links in the guide will soon be fixed.


I checked and the All in One installer just worked for me. (Obviously not for v1.03).

#1097068 [Tutorial] How to fix your map

Posted by MattTheLegoman on 11 February 2019 - 01:07 PM

G'day, this topic is WIP as I compile and find more ways to fix a broken map.


Too many trees and shrubs, they disappear

For whatever reason, you've added too many trees and shrubs, causing them to dissapear in World Builder or the game.

I'd like to test this method to see if it fixes faulty AI on modded and vanilla maps.

  • Open World Builder
  • In one window open your map.
  • Zoom out and select all objects.
  • In the Scripts menu click on Export Scripts.
  • Select all the relevant map features you want to copy over to a new map.
    • terrain texture
    • terrain height
    • selected objects
    • waypoints
    • areas
    • water areas
    • lighting
    • players
    • passability
    • and all scripts
  • Open another window of World Builder.
  • Create a new map with the same size as your map.
  • In the Scripts menu click on Imports Scripts and import your map data.
  • Edit - Map Settings. Re-write your Map Name and Description.
  • Save the copy of the map with a new name (e.g. version 2) and check for any errors.

This method does not work all the time.


I do not know if this will help but perhaps you will decide not to export all the objects or maybe you will decide to set up the players and teams again.


Tip: Please remember which map is which. Opening the scripts window will "edit" map.


Faster Save and Load

While you are testing your new map, save it uncompressed to quicken saving and loading the map, in World Builder and in the game.

  • Edit - Map Settings.
  • In the Compression drown-down menu choose No compression.


Select all and replace objects

  • Select the object that you want to replace all.
  • Ctrl - M will select all the same objects.
  • Edit - Replace Selected to choose a new object.

Worldbuilder has crashed, I was working on a map

  • Worldbuilder has an autosave function, it will save your map every two minutes. The autosaved files are in the userdata folder (same place as your options.ini file). You can get to the appdata folder by pressing Start and typing %appdata%
    C:\Users\MattTheLegoman\AppData\Roaming\My Battle for Middle-earth Files
    C:\Users\MattTheLegoman\AppData\Roaming\My Battle for Middle-earth(tm) II Files
    C:\Users\MattTheLegoman\AppData\Roaming\My The Lord of the Rings, The Rise of the Witch-king Files
  • The most recent autosaved map will be called WorldBuilderAutoSave1.map and you can check the Date modified.


ToDo and Updates

  • How to fix World Builder not opening - reinstall the game. https://forums.revor...allation-guide/
  • How to fix World Builder crashing all the time - use large address aware on it.
  • How to fix water gaps - make the terrain invisible.
  • How the terrain mesh works, why the terrain mesh at the edge of the map is bad - your map is the wrong size, don't use the edge of the map.
  • How to properly resize your map and not ruin terrain textures - its to do with the texture size and texture mapping on the terrain, you'll need to add the full size of your largest terrain texture.
  • I'd like to add some real guidelines about how many of these objects you can have in the map but I have no data about how many you can add. There may be some hints in CnC 3 and CnC 4 World Builder, but I haven't found them out yet.
    • objects - maybe this is to do with memory or textures or materials or meshes
    • trees and shrubs - the same, although perhaps trees and shrubs are unique types of objects (they have their own counter)
    • terrain textures - the textures are placed on a large, square texture atlas (big texture), so there may be a way of optimising the number of textures you use
    • terrain blends - I don't know if these need limiting
    • water areas - I don't know if these need limiting
    • ect

#1092929 Linux and Mac Installation Guide [BFME]

Posted by MattTheLegoman on 05 November 2018 - 05:39 AM

Thank you Before, I will pin this and share it to our social media. =D This is bound to help many players!

#1085427 Update on WOTR

Posted by MattTheLegoman on 25 June 2018 - 02:37 AM

These are my two suggestions for WotR. I've already shown them to MaxHardy and he's told me of a few issues with them.


What I have tried to do is remove maps that were too close to the edge of the world, edit the layout so that there is space in each location. Add important locations (that's subjective) and kept connections between those locations reasonable. The big issue with the region changes I'm suggesting is that it doesn't include all maps.


Green are additions to the layout and map. Red are deletions of lines or maps.





#1084149 SilverBane`s showcase

Posted by MattTheLegoman on 30 May 2018 - 03:21 AM

Your Sea of Nurnen, Trollshaws and Swanfleet are fantastic Silver Bane! You've got mountains and terrain painting perfected. If you'd like to make a map of that calibre for AotR just let me know, there's some Birch trees that I'd love to see on a map like Trollshaws.


The image sizes are fine by the way, they are resized in Revora Forums to fit a standard webpage width, and if the webpage is larger the images scale to fit witdh. Otherwise, I host my images on Imgur and use the large thumbnail as the image and the original as a link.


For those that haven't played the terrible game that is Shadow of Mordor (RIP the lore, RIP MERP, RIP microtransactions and greed) here is a picture that shows how close in style Silver Bane has gotten to the environment design of Nurn.

#1083484 BFME doesn't start/crash after installation? READ THIS.

Posted by MattTheLegoman on 14 May 2018 - 04:01 PM

You can search for how to find the AppData folder. Here is the answer.



Open Explorer and type







#1082189 RotWK Crash on startup

Posted by MattTheLegoman on 18 April 2018 - 12:30 AM

That's patch incompatibility. To play RotWK you need BfME on 1.06.

#1081381 (BFME1) - Are there any mods that can apply the nerf % that exists in BFME2 a...

Posted by MattTheLegoman on 01 April 2018 - 01:50 AM

I can only advertise that AotR will be adding a new campaign with the next version.