The big files have kind of a size limit. We encountered errors as soon as the big files were bigger than ~1,5 GB. I know that for example some textures did not show up any more as soon as the file got to big. The problem was solved as soon as we splitted the big file.
Edain is using BFME 2 asset.dat, because there is no asset builder which also adds the specific header the RotWK asset has, which connects it to the original BFME 2 one.
- sigmar.z likes this