The 3rd Age



A mod that intends to bring back the fun to BFME1

Button for The 3rd AgeButton for The Dwarf HoldsButton for The Elven AllianceButton for Helm's Deep Last HopeButton for GothmogtheOrcButton for BFME+Button for The Four AgesButton for HDR HeadquartersButton for Middle Earth CenterButton for Project Perfect Mod

Become an affiliate!


Quick Lists

Top Rated Popular New Updated Last Comments Users

Register and log in to move these advertisements down

Living World Map Graphics Deconstruction

Avatar of Nertea


Category: Graphics
Level: Expert
Created: Sunday April 26, 2009 - 23:46
Updated: Sunday April 5, 2015 - 15:28
Views: 22447
Summary: Some notes on the function of various graphical parts of the Living World Map


Staff says


Members say




14 votes

Page 1 2 3 4 5 6 7 8

Land is pretty simple. It covers the land surface and the sea floor. Shaders for this are standard opaque shaders, no need to get out WDump to check. All land is contained in livingmap.w3d .Original LWM subobjects are:
LM_01, LM_02, LM_03, LM_04, LM_05, LM_06, LM_07, LM_08, LM_09, LM_10, LM_11, LM_12

The land is split into such a set of objects because extremely high vertex counts and large textures make SAGE choke. Therefore, EA split them up. Each subobject corresponds to a .dds file that can be found in Textures.big ( to

In terms of replicating this, there are a couple things to pay attention to

  • Armies on the map cannot vary their z-height. Therfore everywhere you want armies to path on the map should be at equal elevation
  • The map edge extents control, to some extent, the camera zoom. If possible, stick to EA's original rectangular world, as the viewing is optimized for it.
  • Ocean borders. Though this is discussed more extensively on the following page, the ocean object is seperate from the land object and has distinctly different shaders and textures. Therefore, plan your coastline to have a minimum of fjords and the like. If you want your map to look as good as EA's your coastline has to be defined by the mesh, and defining, say, Norway's coast by mesh would need thousands of polys.
  • Depth: the map object with the lowest z-extent will define the object placement grid for armies and regions. Though you can easily offset this in code, it's a good thing to keep in mind.

Land Code

Specifying a new living map in code is relatively easy. In livingworld.ini, find the following code
MapObject = LivingMap

And replace with the name of your W3D.


Display order: Newest first

Sulherokhh (Team Chamber Member) - Tuesday April 28, 2009 - 9:26

Whosoever dared to rate this at '4' now has to explain what is missing for it to be rated '5'.
Or else the Lord of Skies shall smite him with Thunder and Lightning until only coals and ashes remain ....

Yup. You know that i am talking to ... :-#

Námo - Tuesday April 28, 2009 - 1:59

Excellent! and MOST welcome - lots of thanks to both of you!

Go to top


"One site to rule them all, one site to find them,
one site to host them all, and on the network bind them."