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Modding & World Builder IRC Q & A

BFME2H held a Modding & World Builder Q&A on IRC on April 9th, 2006. Blood Phoenix, JBV3737, and Pulkit were available to answer questions. This is a transcript of the questions and answers.

Q: What types of files can you expect to find when you're modding?
A: Blood Phoenix: The main file type you encounter is .BIG. These are the compression files. The other main types you will come across are W3D (model files), INI (Configuration files) and TGA (Texture files).
A: JBV3737: Map_auto_file, (World builder, map itself) TGA files that give minimap pictures, etc. STR files, that also give the map its messages.

Q:Can you use the World Builder to make RPG scenarios?
A: Pulkit: Yes. The WB is power-packed to facilitate RPG gameplay. Maps such as the in-game campaigns can be made, and the WB supports a lot of features like camera animations for videos, closeups, character modifications and a wide range of triggers to make any scenario possible.
A: Blood Phoenix: World Builder is very capable of RPG style scenarios. It is more difficult to learn to start off with, however it does provide some very good results.

Q: What does .ini stand for?
A: Blood Phoenix: .ini files are initialization files. It is a configuration file that contains data for Microsoft Windows applications.

Q: What can be modified in the game graphically speaking? (i.e. skins, animations, models, effects, etc.)
A: Blood Phoenix: We can currently edit the majority of the files. It is possible to import models and edit textures, so a great deal is possible. You can find tools and plugins for importing models etc. in our modding resources thread :).
Q: And terrain textures can be modified as well?
A: Blood Phoenix: Yes they can.

Q: What's the poly (polygon) count for the average unit in the game?
A: Blood Phoenix: Each unit has an individual standard poly count. However for standard units (pikemen, archers, etc.) you can probably expect around the 2000 poly mark. For bigger units, the poly count is obviously going to increase. Your best bet is to import the model you want to edit, and check its count. Really there's no particular limit, however the game does struggle to handle lots of very large poly counts.

Q: Can someone with a mod installed play someone else who doesn't have it?
A: Blood Phoenix: You can play all mods online. If the mod involves code you and the other player will both need to have it installed. If it's a graphical mod (texture or model), the other player does not need to have it installed, however he will see the unit differently than you.

Q: In the evil/good campaigns of BFME2 we saw intro videos at the beginning of each scenario. Any idea how that can be done using the builder?
A: Pulkit: The videos are separate files from the map, and therefore you cannot make them in the WB. You'll need to make separate movie files like the EA movie files externally. You can replicate the videos with in-game camera animations by using scripts for Camera, or using the Camera Animation feature.

Q: I made my animations, but then how do you get it to run on your map?
A: Pulkit: You'll need scripts to run the animation. For the effect, choose Move using Camera Animation in the Camera effects.

Q: What does the BIG format stand for?
A: Blood Phoenix: Sadly I'm not sure what the format name stands for, however what I can tell you is that it's a general compression file.
A: Kester: I think BIG files are specific to EA - they use it to hold their mod files: .big file description

Q: How do we open the .BIG files and how does the extractor work to allow you to see the contents?
A: Blood Phoenix: You can extract the .BIG files using a program such as FinalBIG. A guide for doing this can be found here.

Q: "Making a new unit" means you're replacing an existing one? If yes, is there any known way to add a new unit?
A: Blood Phoenix: You can add new models to the game, however this does require code modifications. An easier option is to replace model files already in existence.

Q:How is text displayed in maps?
A: Pulkit: You can add text to maps by making a notepad file and saving it as .STR in your map folder. In the file, write the text in three lines as:
Headline
"your text here"
End
Then, use the Script Interface > Display Text and enter the Headline in the space provided.
A: JBV3737: The " \n " thing makes the line go down one, it replaces the enter/return key.

Q: Are there triggers in the World Builder?
A: Pulkit: Yes, there are triggers. They go by the name of Scripts. You create scripts using the 'Edit scripts' button in the toolbar. Create scripts in the player folders and choose the conditions and effects from the vast lists.

Q: Can you place a unit on top of a horse?
A: Blood Phoenix: It is possible. However, I'm not totally sure on how to do it as I've not done it myself before. However, I would suspect you would need new animation and positioning model files, which at present we cannot edit. Also you would need to edit code, which could get nasty with online play. However, if you're more of an off-liner, it's well worth it.

Q: What file format does BFME2 use for its models?
A: Blood Phoenix: BFME2 uses W3D file formats. There are various importers/exporters located in the modding resources thread. A prime tool for new modders would be Gmax, as you can edit the models in it and it's free. (www.turbo-squid.com/gmax)
Q: W3D formats? As in .w3d or as in .wings files?
A: Blood Phoenix: .w3d files. However, I would suspect you will be able to find an importer for Wings.

Q: What image format does BFMEII use for textures?
A: Blood Phoenix: BFME2 uses a TGA file format for images most often. The textures can be located in the texture.BIG files.

Q: Does it UV map properly when in use of higher-resolution textures?
A: Blood Phoenix: UV mapping works fine for higher res textures. Also, most heroes have 512x512 pixels textures anyway, so there shouldn't be a problem.
Q: What are regular texture sizes for standard units?
A: Blood Phoenix: 128 or 256, it varies.
Q: And bigger units like the war trolls?
A: Blood Phoenix: 512 or higher. Sadly I haven't checked them specifically, but you should have a pretty high size.

Q: How do you add new abilities to units?
A: JBV3737: Basically you need several things make up a new ability, you need a ability timer, upgrade level trigger, new command button, the command button in the unit's command set, weapon itself, and the add modules to the object, and the FX and FX list, this is only a summary.
A: Blood Phoenix: I'd like to add that some abilities cannot be easily switched as they involve special animations.
Q: Is there a way to copy all of those things from an existing unit and then change them?
A: Blood Phoenix: I would suspect so, as you need to know the structure before you can make any additions to the code anyway.

Q: Regarding the future of modding with BFME2: Is it worth getting started in modding?
A: Blood Phoenix: Getting started with BFME2 modding is well worth it. There's going to be such a long list of possibilities and options eventually, I would suspect it's going to become one of the top games to mod. I suspect in the near future we can expect some total conversion projects to boot up, as well as lots of new units. My advice would be to get stuck in now, and reap the rewards later on ;).

Thank you to Blood Phoenix, Pulkit and JBV3737 for answering the questions, and to all who showed up to ask them!