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Getting new units to show up in WB lists

Tutorial for Battle for Middle-earth BFME

Avatar of GothmogtheOrc


Category: Worldbuilder
Level: Beginner
Created: Sunday July 19, 2009 - 20:32
Updated: Tuesday July 21, 2009 - 13:42
Views: 6779
Summary: A brief how-to on getting new models, artwork, and units to show up in WB


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3 votes

This is a very basic, and possibly covered elsewhere, issue but since there aren't any obvious articles on it yet that I could find, here we go.

This tutorial will show you how to get your new artwork, models, and units to show up properly in World Builder. This is useful for modding the AI, creating a new base, or anything else where you need to access a new unit for your mod in WB.

Using the -mod method:

1) create your mod and put it into a .big file like normal (see tutorial about that if you aren't sure how to do it)

2) Make a new asset.dat using Sy's AssetBuilder and select "add to existing". Save it to the desktop or your mod folder.

3) Now move the original EA asset.dat file out of your BFME main directory to a safe place (i.e. do NOT overwrite it!).

4) Copy the yourModNameHere.big file and the new asset.dat into the main BFME directory

5) Now you need to rename the yourModNameHere.big file so it starts with an A (i.e. AyourModNameHere.big) so that it will load your files before the EA files (thanks to Arborlon Elf for pointing that out). It may crash or not load world builder if you don't do this.

6) Open WorldBuilder. You should be able to find your new units in the proper lists. Also their new artwork or models should show up correctly.

7) to remove your mod from the root BFME directory delete the AyourModNameHere.big and the new asset.dat file (or you can move them somewhere else) and return the original EA asset.dat file to the BFME main directory.

Very simple really. But can be confusing if not explained :)



Display order: Newest first

GothmogtheOrc (Team Chamber Member) - Tuesday July 21, 2009 - 13:45

Your right Rob, in the sleep deprived state that I wrote this up in I mistakenly wrote up the version for just editing the scripts and AI. Fixed ;)

And I tested it both ways and discovered that (at least for me/my mod) world builder wouldn't load if I didn't have the 'A' in the mod name. I've added that to the tutorial as well.

Rob38 (Team Chamber Member) - Monday July 20, 2009 - 19:35

Are you sure the models show up in WB? With your method, the names will show up, but you do not see any of the models (at least for me). I have to add my models and such in the original asset using SY's Asset Builder "add to existing asset.dat" function.

{AE}Manveru - Monday July 20, 2009 - 7:52

Rename it so it starts with an A (i.e. AMyMod.big) (not sure if this is necessary)

All the rename does is make sure your .big file is read before the vanilla files. Renaming it to start with A or _ makes WB read it before the other files because WB reads the .big files in alphabetical order.

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