The 3rd Age

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MasterHero Mod 1.9

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Creating an asset.dat using EA's AssetCacheBuilder

Tutorial for Battle for Middle-earth BFME, Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of Kwen


Category: Graphics
Level: Beginner
Created: Friday May 15, 2015 - 15:04
Updated: Saturday May 16, 2015 - 13:10
Views: 8488
Summary: A method to create your asset.dat using the asset builder that is provided in EA's BFME mod SDK


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Hello everyone,

Here I will explain the method of using the AssetCacheBuilder.exe provided by EA in the BFME2 Mod SDK as an alternative (and arguably more reliable) method of creating your asset.dat for every day modding, as oppose to using Sy's Asset Builder as most people are used to.

The reason I am creating this tutorial, is because I have noticed in the recent months/years a number of people struggling with creating their asset.dat, and also there has been many complaints about incompatibility with Sy's Asset Builder as the newer versions of Windows become available.

Quick disclaimer:

This tutorial is assuming you know the basic principles of the -mod command. The primary portion of the tutorial is based on the BFME1 method, though I will show the necessary changes to make it function just as well in BFME2/RotWK

Also, I am using Windows 7 Ultimate x64 bit, so there is still a chance that there may be incompatibility issues.


This tutorial will be structured based on a standard -mod command setup of a BFME1 mod. Every part is the same for BFME2 and RotWK with the exception of a change in the folder structure for BFME2 and RotWK, and also a preliminary setup for the AssetCacheBuilder.exe which will be explained on page 3.

Links / Downloads

BFME 1/2/RotWK Mod SDK1745May 16, 2015 - 13:10
Beginner Modelling Tutorial1411May 15, 2015 - 18:32
Setting up your mod, with the -mod command1193May 15, 2015 - 18:31


LauriMind behind the "makeasset.bat" method.

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