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Grey Havens (World Builder & Game Mods)
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Topic Subject: Resources/FAQ [World Builder]
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posted 04-01-06 10:14 PM EDT (US)   
World Builder Scenario Design FAQ
Maintained by Pulkit
Special thanks to former staff member FD2 and our contributors

The Battle for Middle Earth 2 World Builder, although complicated, is a powerful tool enabling designers to create new maps for the game. This thread is to teach the basics, and to ask questions, which will then be added to the continually expanding FAQ.

To start, get yourself acquainted with the Worldbuilder by exploring the various tools and options in the program. Take your time, and learn the structure. You can then read the tutorials to get set for map-making. Tutorials and Guides by EA or submitted by users, all can be found in the Tutorials and guides section below!

If you have any questions, then in your browser, press Ctrl+F to open the Find toolbar in which you may type the keywords of your question. Search for your keywords and locate the right question. If no such question exists, then ask it here.


Basic FAQ
Tutorials and Guides

Basic FAQ

Q. How do I get to the scenario editor?
A. Unlike games like the Age series, the editor is a seperate program. It can be accessed by your personal directory or the default: C://Program Files/Electronic Arts/Battle for Middle-earth 2/Worldbuiler.exe You can also try this on your 'run' section.

Q. How do I start a new map?
A. In the Worldbuilder, go to File -> New (or Ctrl+N)

Q. How do I save my map?
A. In the Worldbuilder, go to File -> Save (or Ctrl+S)

Q. Where do I place downloaded maps?
Go to My Computer -> C: -> Documents and Settings and enter the folder with your user name. If a folder titled 'Application Data' is visible, then enter it. If it is absent, then goto Tools -> Folder Options and under the 'View' tab, select the 'Show hidden files and folders' option.
In the Application Data folder, goto My Battle for Middle-earth(tm) II Files -> Maps and place the folder containing the downloaded map here.

Q. I saved my map, but it isn't showing up.
Make sure you saved your map in the correct folder. While saving, make sure the 'User Maps' tab is selected. Donot forget to enter a name and description for your map in the Map Settings found in the Edit Menu in the Worldbuilder.

Q. Where will my map show up in the game?
The map is added in the maplist present in the game. Custom-made maps have a 'hammer' icon next to them. You can find your map in the list of skirmish maps.

Q. The AI isn't building any resource structures.
The AI will only build economy structures on Farm Templates. You need to place down Farm Templates by clicking on 'Place Objects', then going to Objects -> ByNativeType -> Neutral -> Structure and select Farm Template. Place the Farm Templates on the map. Make sure you space them out so that there's minimum overlap of the white circles. The AI will build economy structures on these spots. Also, place the AI structures a little away from the Player start point, since the AI needs space to build Production Structures close to the start point.

Q. Are there any tutorials? Where can I find them?
EA and our contributors have written many tutorials and guides, all available in the Tutorials and Guides section at the bottom of this FAQ.

Q. How can I rotate buildings?
First place the bulding, then return to the normal mode by selecting Select and Move tool or simply by right-clicking on the map. Then, select the building by either select the spot it's built on or by dragging a box around it. Once selected, you'll notice a colourful circle at the center of the building, showing it is selected. The circle will have a short line protruding from it, this is the direction of the building. Zoom in, and carefully place your mouse pointer over this line, click and hold, and move your mouse to rotate the building. Release the hold once your building is facing the desired direction.

Q. I cannot see whether a building is selected.
Make sure the 'Show Objects Icon' option is enabled in the 'View' menu.

Q. What are waypoints? How can I make a waypoint path?
Waypoints are location markers that you can place on the map for your facility, as well as for using in triggers (for example, to mark a place to spawn new units). You can also make a path using waypoints to facilitate patrolling, movement etc. To make a waypoint path, place a waypoint, then click on it and drag to the next point. A brown line will show the path. You may continue this to make a path of any number of waypoints, and you may also connect it to the first to form a cycle.

Q. How is terrain height altered? (Raising or lowering)
Use the Terrain Brush tool in the toolbar to raise or lower the ground. Select the desired options in the Terrain Brush Options dialog box and apply the height changes on the map. Click and brush the region with your mouse pointer to cumulate the raising or lowering effect.

Q. How can I create hills and mountains?
To create hills, just use the Height Brush and select a height that is not much heigher the the map height. Select cell and feather size as per choice, preferably large. To create mountains and sharp heights, use the Mound tool in the toolbar. However, to create good mountains, use the Height Brush first to create the base for your mountain(s). Once a basic shape has been created, use the Mound tool to make the finer details.

Q. How can I create valleys and canyons?
Use the Dig tool in the toolbar to create deep depressions in the ground. Adjust the Brush Size, Feather Size and the Height to lower as desired. Use the Height Brush if you wish to lower the ground for shallow depressions.

Q. How are Rivers created?
Rivers can be created using the River tool in the toolbar. First, use the Dig or Height Brush tool to make the river channel. Next, select the River Tool, then click and hold the mouse button on any location of the map. Now, drag the mouse pointer to another location and release the hold. You will see a black line connecting two points. Click and drag the black line to another location. A new black line will be created connecting two points, thus forming a rectangle. The four points will be connected by flashing blue lines. Adjust the height of the water in the Options box, till it is visible on the ground. You can move the river by moving the individual four corner points. You can create more points in between to create curves, by selecting the River tool and clicking on one of the blue lines. Create as many points as desired, and move them to make the desired shape of the river. You may need to modify the terrain for improving the river's appearance.

Q. How are Lakes made?
Lakes can be made using the Lake/Oceans tool in the toolbar. First use the Dig tool to dig the lake bed. Next, select the Lake tool and click around the lake perimeter to create points that encompass the lake and complete a polygon. Create as few points as possible, to prevent excess load on the game. Once the lake polygon is complete, adjust the water height in the Options box, till the lake is visible and is at the desired level. You may have to modify the terrain to improve the lake's appearance.

Q. Can you use the World Builder to make RPG scenarios?
Yes. The Worldbuilder 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.

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?
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, however, 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?
You'll need scripts to run the animation. For the effect, choose 'Move using Camera Animation' in the Camera effects and select your animation (don't forget to name it first).

Q. How is text displayed in maps?
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:
"Your text here"
Then, use the Script Interface -> Display Text and enter the Headline in the space provided.
If you wish to change the line (the Enter key) in your text, then write /n.

Q. Are there triggers in the World Builder?
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. How do you change the command points using World Builder?
You can change the command points by using scripts with the Action Player -> Command Points -> Override player command points filling the appropriate values for this action. However, there may be errors in-game, such as Command points being reset to their original values on certain occassions. If something similar occurs in your game, you can prevent it by setting the script to be active forever (by unchecking the 'Deactivate' option) and also to prevent taxing the game, choose about 5-10 seconds under the 'Evaluate script' field.

Q. How do I place textures or make my terrain look more realistic?
Use the 'Single Tile' or 'Large Tile' tool in the toolbar. Select the type of texture you want to apply, and paint over the desired location. Use 'Flood Fill' tool to fill a large area of map. For more details and help, see the Terrain Mixing Guide.

Q. How are the realistic (3D) waves added to oceans and seas?
For this, you'll need to extract W3D models for water. The main W3D file in your BFME2 folder is a .BIG file. Open the .BIG file in FinalBIG. Check the Mini Guide Series for instructions on that, and the download link to FinalBIG.

In FinalBIG, open this W3D.BIG file, and you'll see a vast list of .w3d files. Scroll down to the files that begin with 'w' (they are arranged alphabetically). You'll see the various water files titled wtr_arnor, wtr_ettenmoors etc. To extract a model, just click on the file and goto Edit -> Extract.

Then, create your ocean using the Lake/Ocean tool. In the Options box, under FX Water Options, uncheck the Enable FX Shaders option. Then again click it, and this time a dialog box will open asking you to locate the W3D files. Select your extracted W3D files and click OK. Your new textured ocean should be visible. Then use the Wave tool to create your wave. Click on the 'Enable PCA mode' to enable it. You should now see not the ordinary 2D waves, but realistic 3D waves.

Out of all the W3D water files, only a few have waves, such as Ettenmoors, Forlindon and Gondor W3D water models (wtr_ettenmoors, wtr_forlindon, wtr_gondor).

Q. Is there a way to prevent the Fortress from being created at the Player Start Point?
Yes, there is one way to avoid Fortress from being spawned. When you have placed the Player Start Point, in the Options box, set the Waypoint to 'Beacon'. This way, a fortress will not spawn. However, remember that the player must have atleast one starting building or else the player will be defeated.

An alternative is to create the Player Start Point outside the border of the map. The fortress then cannot be seen or selected. You can use Camera scripts to change the view from this Start Point to someother point present inside the map borders.

Q. Is there a way to remove the workers (or builders, porters) from being spawned at the start point?
This can be done using scripts. Make the first script with the Action: Scripting -> Object List -> Add object to list. Choose a name for the list, say 'Porters', and in the type of unit, choose MenPorter for Men, WildPorter for Goblins, etc. Create a new action for each builder type, but keep the same Object list name.

Next make a script on looping, and set the action to: Scripting -> Rferences -> Set Reference to object type of player nearest team. For the object type, look for a folder named 'Object List' in the list that comes up, and select the object 'Porter' in it (the name of your object list). Select the player and the team as the team of the player (for eg. teamPlayer_1 for Player_1) and create a name for this reference, say, 'ThePorters'. Create new actions or new scripts for each player, and set different reference names for each.

Next create a third script on looping. For the action, choose: Unit (includes Structures) -- Other -> Damage or Remove -> Delete a specific unit. For the unit, locate the reference name for your Porters, in this example 'ThePorters'. You should find your Builders destroyed in the game.

You can also remove the Builders' dying sound effects by creating another script, and setting the Action as: Audio -> Sound Events -> Sound Events -- disable type. Choose the sounds, such as the 'MenBuilderVoiceDie', and in a new script 'CampSoldierDieBuilder' for the Men of the West builder sounds. This will disable these sounds for added effect.

Q. How can I place fortress like in Minas Tirith, Helm's Deep maps etc.?
There are special fortresses other than each faction's fortress that can be placed on maps as an alternative. Such fortresses appear in Minas Tirith, Helm's Deep, Isengard, Minas Morgul, Erebor, Rivendell and Dol Guldur maps. Simply create one of such fortresses found in ByNativeType -> WOR -> STRUCTURES and assign it to the desired Player. However, the player's original fortress will spawn nonetheless. To prevent that, look for the question, "Is there a way to prevent the Fortress from being created at the Player Start Point?"

Q. How is the terrain made impassable?
In the Terrain tools section of the toolbar, you'll find the Single Tile and Large Tile tools. Using either of these, a box will open. You will recognise this as the tool with which you paint the terrain. However, at the bottom of the box you'll find a section titled Terrain Painting Mode. In this section, select Passability. It will bring forth on their right-hand side a new set of options. Select Impassability and then paint over the map where you want it to be impassable.

Q. How is the terrain made flammable?
In the Terrain tools section of the toolbar, you'll find the Single Tile and Large Tile tools. Using either of these, a box will open. You will recognise this as the tool with which you paint the terrain. However, at the bottom of the box you'll find a section titled Terrain Painting Mode. In this section, select Flammability. It will bring forth on their right-hand side a new set of options. Select Grass or Highly Flammable and paint over the part of the map where you want flammability.

Q. How can objects such as units and buildings be placed?
You can place units, buildings and other objects by using the Place Objects button in the toolbar. The button possesses the symbol of the 3 dimensional axes. Clicking on this brings up a box containing a vast categorized list of objects for you to choose from. Simply click on the map to place the selected object.

Q. How do I play a Camera Animation in the game?
Create a script with the default settings and desired conditions. For the Action, choose: Camera -> Move -> Move using camera animation. Select your camera animation for this.

Q. How do I detect whether a Camera Animation is over?
Create a script with the default settings. For the Condition, choose: Camera -> Camera movement has finished. Choose the actions as desired.

Q. How can I block user input during a game?
Use the following actions in a script: Interface -> Input -> User input -- disable and Interface -> UI HIde..

Q. What is the meaning of "Interpolation?"
Interpolation means the path taken by the camera from one keyframe to another in a Camera Animation. The motion of the camera between keyframes can be tweaked using the Interpolation option in the main Camera Animations window. Selecting Smooth at any keyframe will make the motion of the camera from that keyframe to the next smooth, oriented according to the position of the camera in both the keyframes. Selecting Linear will make the motion of the camera rigid and straight from that keyframe to the next.

Tutorials and Guides

Tutorials by EA
Basic Map Designing Tutorial - A basic tutorial for beginners. Learn how to make your own Skirmish Maps in just 8 steps!
Map Design Tips - Important and useful tips on map designing.
World Builder Manual - The manual for BFME1 World Builder. Though the Worldbuilder has been modified for BFME2, there are still many similarities and the manual can be very useful for reference.
Advanced Features Tutorial - An extremely useful tutorial to the new features of BFME2 Worldbuilder that enable some advanced designing, including such effects as falling snow, fog, wave and ocean coastlines, terrain flamability, and much more.
Sample map.ini - A map.ini file containing the exact code for adding in Fog, Water Reflections, Tree Detail, and most importantly, Falling Snow. (If you'd like to create a snow map, it is highly reccommend you DO NOT change the Falling Snow ini code provided, but simply copy and paste it in to your map.ini file.)
Basic Scripting and Singleplayer Mission Guide - Advanced tutorial on creating your own Singleplayer mission, with great emphasis on Scripting. Also introduces map.ini and map.str files.
Rivendell Mission Tutorial - A technical step by step account on how first good mission in The Battle for Middle-earth 2, Rivendell, was created. It gives you some insight in to their basic map design practices, the concept and thought process behind scenario making, furnished with invaluable tips and tricks, and examination of the scripts involved.

Mini Guide Series - A guide for extraction of .BIG files, useful for extracting game maps, texture models etc. By BloodPhoenix
Terrain Mixing Guide - A useful guide for painting textures and making terrains look more realistic. By FD2
Creating Water Bodies - A guide to the basics of creation of water bodies such as rivers, lakes and oceans and their associated options. By Pulkit
Guide to MAP.STR: Displaying Text and Objectives - This guide discusses MAP.STR and its uses, detailing the method to display text in maps, and to make objectives for your missions. By Pulkit
Guide to Camera Animation - A comprehensive guide to using the Camera Animations feature, exploring its various nuances and learning how to implement them in creating movies or cutscenes. By Pulkit

[This message has been edited by Pulkit (edited 06-17-2007 @ 10:58 AM).]

posted 05-12-06 02:37 AM EDT (US)     26 / 55  
Indeed it is frighteningly complex, but then even the world is confusing for a baby! Start by restraining your impatience, and exploring the Worldbuilder inside out. That'll get you comfortable, and once you're over, you'll feel more confident and comfortable with working around it. Next, catch up with all the tutorials and you should be past the state of fright!

And on that note, I've added the latest tutorials to the topic post. Details on them can also be found in this thread.

Tales of Middle-Earth | Don't miss it
posted 07-09-06 04:10 PM EDT (US)     27 / 55  


[This message has been edited by ooutroll (edited 07-09-2006 @ 04:10 PM).]

posted 07-10-06 07:35 PM EDT (US)     28 / 55  
Is it possible to make a Balrog regenerate health?
posted 07-10-06 10:28 PM EDT (US)     29 / 55  
Possibly, you have to edit the ini file for that, or (I think) you can set his health in scripts.

posted 07-11-06 10:11 AM EDT (US)     30 / 55  
Also, how can I use the ini file to change a hero's abilities?
posted 09-09-06 05:14 PM EDT (US)     31 / 55  

I have made a map, then i added a map.str and a map.ini, and now it doesnt show up in game, on the game list. I made sure i could see other custom maps, i went into map settings and gave it a name and description, so why cant i see it?

posted 09-10-06 07:29 AM EDT (US)     32 / 55  
here are some of my self-made tutorials:



1: go to edit-edit animation clips (something like that). now you got the movie maker opened.

2: make the movie with the movie maker on wb.

3: when you are done exit the window and go to scripting-newscript-actionsiftrue-new-;camera-move-move camera by using camera animation "NAME OF THE MOVIE".


Do exactly the same as above but make the pitch be
minus(-). example: pitch = "-35.84".

please dont steal or copy this tutorial


How to make creeps on a map:

1: First you must make the team for the creeps, or they wont be controlled by anything, they will just stand there and do nothing. so go to Edit-Edit Player List.
now click "New Player" and call it "PlyrCreeps", then click on the other name tab and call it "PlyrCreeps".
now you have done the team itself.

2: start finding the Unit,Building etc. you want to be on the plyr creeps. then place it wherever you want.

3: now we will place it on the team, find a name tab where you got different options for teams. make it be PlyrCreeps.


dont copy this tutorial and paste it somewhere else.


then you got different options for different counters.


if you want to display a text you got 2 ways to do it. 1: with an image bside the text. 2: just normal text on top of screen.

you must name the text something so write whatever you want as a name.
then do a " and write the text you want to display and then a " again to end the text
then add a End

here is an example:

name of the text
"the text itself"

save and go to wb-scripting new script, and then the 2 options come:

1: go to conditions if true,new, interface-display notification box with image
an you got some options. you understand what they are but the name must be the name of the text.

2 the same as above but this time you navigate to interface-display text (something like that).

please dont steal or copy this tutorial


1: find the background and copy paste it to paint
2: find the pic of what should be on it and copy paste it to paint
3: cut the nr 2 to the bacground and stretch the background to a nice size
4: cut the pic and paste it to irfan view
5: add the text and save

please dont steal or copy this tutorial


Ok here is my tutorial of making a map:

1: you must add the Players so go to Edit-Edit Player List.

2: now that you got the player window up klick on the "Add Skirmish Players" button, then you will get Player1 to Player4.

3: if you want more players klick on "Add New Player" and it will come a new player in the window called "Player0001" klick on the "Change Name" button and name it Player_5 and Player_5 on the "Display Name" window. keep doing this to how many players you want, and when youre done klick the "OK" button.

4: now that you are done with the Players you must Place Waypoints to say where they will start, to place a waypoint you must klick "W" to open the Waypoint put waypoints around in the map and name them Player_1_Start Player_2_Start etc.

5: now you might want to add some texture to the map. klick "F" to open the Flood Fill tool that will fill the whole map with a Terrain that you chose from the tool.

6: now you might wanta add some Hills and Mountains, to do this klick "Shift-H" or "H" to bring up 2 different Tools that make hills, just experiment with these tools and you will quick learn how to use them.

7: to add some texture to the hills klick "Y" to open a Terrian Tool, then go to "Type-Cliff" and find the cliff you want and brush the hills with it.

8: now you see that its alot of Squares on the Texture, to make this go away klick "Shift- E" to open the Auto Edge Out Tool, then klick on the different Terrains to make the Terrains to lose their Squares.

9: now you might wanta add trees so klick on the Little Tree on the tool bar, and you get a list off different trees now again experiment with the tool and find out how it works.

10: on almost every map are Outposts and Inns, to make these you must klick "P" and the Object Tool opens (this is the main tool in WorldBuilder)
now klick on ByNativeType- Neutral-Structures- and find the Outpost/Inn/SignalFire etc.
now place these around the map and when you're done go to the MiscManMade option and find the "Capture Flag" and place it near the inns and it shall automaticly be together to the closest Inn/Outpost etc.

11: Creeps are on all the skirmish maps so to place them go to the place where you found the Inn/Oupots etc and find Goblin Lairs/Cave Troll Lairs/ Fire Drake Lairs etc, and place them. when placed klick on it and change the team to "PlyrCreeps/teamPlyrCreep s" that means it will be a neutral unit that attacks everything that comes close.

12: rocks are also inportant to maps to add texture, to find the rocks once again go to the "Object List" tool and go to "Region" and click on one of the options. many of them should a have a "Props" option and if it do klick on it and there you got the Rocks!

13: if you have done everything i guess you are DONE!!! yey! and if you got a question just ask.

Good Luck With Your Mapping

please dont steal this tutorial and put it on another page


Number1 is the scripting way and does not make OOS
Number2 is the ini way and will make the chanse for OOS bigger


to remove the workers go to scripting, and make a new script called Referece,
put the "disable script when used" to be off. ok go to actions if true and add
a script, this is where you want to navigate to: Scripting-Reference-Add a
reference to the unit nearest team. and click ok. the things you must fill out is this:
team> this is the team that you want to remove the workers to. object>
this is where you add the workers. Reference> this is where you add the
name to the worker that will be removed. once filled out do it 5 more times
with the other types of workers. and when you are done with that you have
removed starting workers for the player you selected
Starting Citadel:
to remove a starting citadel you simply click the
Player_#_Start waypoint and make it be "beacon".
ps: you should also add a gondor keep on the same
team outside the border of the map to make sure the
player doesnt die once in the game.


Workers: get an ini file and name it "map.ini" and put it in your maps folder. now add this to the ini:

PlayerTemplate FactionMordor
StartingUnit1 = NONE
StartingUnit0 = NONE
PlayerTemplate FactionGoblins
StartingUnit1 = NONE
StartingUnit0 = NONE
PlayerTemplate FactionIsengard
StartingUnit1 = NONE
StartingUnit0 = NONE
PlayerTemplate FactionMen
StartingUnit1 = NONE
StartingUnit0 = NONE
PlayerTemplate FactionDwarves
StartingUnit1 = NONE
StartingUnit0 = NONE
PlayerTemplate FactionElves
StartingUnit1 = NONE
StartingUnit0 = NONE

please dont steal this tutorial and put it on another page

How to make a River/Lake

1: start with finding the river/lake tool on the toolbar.

2: then you click and hold the mouse down and drag the other side of the river to the other side, now you got both sides of the river.

3: now start draging it around where you want the lake to be, when you are done open the -terrain tool. (dont know name)

4: now you must make - where the river is.

5: when you are done with that click on the river and make the hight be so much that it will come up from the ground.

6: now you can customize the river on the river options.

ps: if you want fog, you do it with the river tool.

please dont steal/copy this tutorial and use it anywhere else.


1: go to scripting on wb and click new script.

2: go to actions if true and click new.

3: navigate to Player("or")Team-CommandPoints("or")Money.

4: then you got the place where you change it

please dont steal/copy this tutorial and use it anywhere else.

... hope it helped :P

the 1st place on the contest will never be me when jbv is here xD
posted 09-10-06 10:18 AM EDT (US)     33 / 55  


I have made a map, then i added a map.str and a map.ini, and now it doesnt show up in game, on the game list. I made sure i could see other custom maps, i went into map settings and gave it a name and description, so why cant i see it?

ignore that it's working now

EDIT: dam, now i am getting different errors! When i start the game, it works for about 20 seconds, and then the game shuts, and this comes up:


============================================================ ====================
The thread tried to read from or write to a virtual
address for which it does not have the appropriate access.
Access address 0xfffffe84 was read from.

Exception occured at
0069b37e game.dat+0x29b37e, FXParticleSystem::CategoryModuleClass ::getName+0x38cc3.

Version: 1.04.2290.27391 internal 7569EB58-3C80-47bb-A8B3-6C228E244ADF release build 2006-05-10 14:50:14

EAX:0x04e12900 EBX:0x00000058 ECX:0xfffffe84
EDX:0x00000040 ESI:0x037d3ae8 EDI:0x00000018
EIP:0x0069b37e ESP:0x0012e8f4 EBP:0x0012e924
CS:0x001b DS:0x0023 SS:0x0023
ES:0x0023 FS:0x003b GS:0x0000

ErrOfs: 0x4fe7b757 ErrSel: 0x0085001b
DataOfs: 0x0022ea58 DataSel: 0xffff0023
Cr0NpxState: 0x00000000
ST(0) 00000000000000000000 0.000000
ST(1) 000000000000e0f70940 1983.000000
ST(2) 000000000000e0870940 1087.000000
ST(3) 000000000000e0870940 1087.000000
ST(4) 0000000000000080ff3f 1.000000
ST(5) 0000004025ab2af50040 3.830729
ST(6) 0000000000e673fdfebf -0.990050
ST(7) 00000000000000800040 2.000000

10 addresses:
(unknown)(0): game.dat+2732926 FXParticleSystem::CategoryModuleClass ::getName+232643
(unknown)(0): game.dat+305604 Region2D::height+33603
(unknown)(0): game.dat+312317 Region2D::height+40316
(unknown)(0): game.dat+2344263 Region2D::Region2D+32897
(unknown)(0): game.dat+2253438 LineSegment2D::LineSegment2D+139309
(unknown)(0): game.dat+2253752 LineSegment2D::LineSegment2D+139623
(unknown)(0): game.dat+270302 Debug::PostStaticInit+31854
(unknown)(0): game.dat+12581 operator +2084
(unknown)(0): game.dat+6459707 Xfer::~Xfer+118229
(unknown)(0): kernel32.dll+94167 RegisterWaitForInputIdle+73

Bytes around EIP:
0069b35e 45 ff 8b 5d e8 83 c4 14 c1 e0 18 6a 08 89 7d f8 E]..j.}
0069b36e 89 7d f4 89 45 e4 5f 8b 86 f0 07 00 00 8b 0c 07 }E_.....
0069b37e 8b 01 8d 55 e8 52 8d 55 f8 52 89 5d e0 ff 50 3c .URUR]P<
0069b38e 8b 86 f0 07 00 00 ff 75 e4 8b 0c 07 ff 70 40 8b ...u..p@
0069b39e 11 ff 52 28 8b 86 f0 07 00 00 8b 0c 07 8b 44 07 .R(.....D.

Anyone know why it is saying this, and how i can stop it saying this?

[This message has been edited by jamjam525 (edited 09-10-2006 @ 03:10 PM).]

posted 09-12-06 11:18 AM EDT (US)     34 / 55  
it could have something to do with the ini, i have got that error cuz it was a unallowed (something like that) thing on my ini o.0

the 1st place on the contest will never be me when jbv is here xD
posted 09-12-06 02:03 PM EDT (US)     35 / 55  
i solved the problem, it was the .str
posted 04-17-07 02:26 AM EDT (US)     36 / 55  
Is there a way that I can copy a map already in the game so that I can create a mission using that map? I can't seem to find the game maps in the game folders. Thanks.

Beneath the tides of wisdom spins the undertow of hate.
posted 04-17-07 07:24 AM EDT (US)     37 / 55  
It's in the Maps.big folder in Program Files. You'll need FinalBIG to open it. (look at the Resources thread)
posted 11-16-07 05:19 PM EDT (US)     38 / 55  
how do u get 2 C://Program Files/Electronic Arts/Battle for Middle-earth2/Worldbuiler.exe
because i dont no how
posted 10-29-08 11:27 AM EDT (US)     39 / 55  
Hi all
I hope there is still someone on this topic
because: when I open worldbuilder and I try to load the map, there is nothing (i gave the map a name and a description and putted it into the right tab)(and I only have a .map file). When I try to open the .map file with WB then it says this:

============================================================ ====================
The thread tried to read from or write to a virtual
address for which it does not have the appropriate access.
Access address 0x000037e0 was read from.

Exception occured at
0065a19d Worldbuilder.exe+0x25a19d, Matrix4D::Matrix4D+0x24d6b3.

Version: internal

EAX:0x00000000 EBX:0x00408fd5 ECX:0x00000000
EDX:0x0012f908 ESI:0x00000000 EDI:0x0a9177d8
EIP:0x0065a19d ESP:0x0012f998 EBP:0x0012fb14

[This message has been edited by Masterbadeend (edited 10-29-2008 @ 11:28 AM).]

posted 10-29-08 03:21 PM EDT (US)     40 / 55  
Try deleting your map.str, or map.ini, and trying again.
I need to rename my map.str every time I open it on the editor, but in the game it works fine.
posted 10-30-08 09:39 AM EDT (US)     41 / 55  
Tnx for ur fast reply, but I didn't put a .ini or .str file in it, the only thing in the folder is the .map file
posted 11-23-08 11:22 AM EDT (US)     42 / 55  
Hi all

I already found a solution for my problem, just paste the map with the file in it on the desktop and load it from there.
posted 02-10-09 04:22 PM EDT (US)     43 / 55  
Could somebody give me an exact rundown of how to create that builder-elimination script? The WorldBuilder for RotWK is somewhat different than the WorldBuilder for BFME I. :P
posted 10-27-09 05:11 PM EDT (US)     44 / 55  
I don't plan using the wb, but I just started it up to see what it is and I encountered this very annoying problem I could find no answer too in this faq...
How do you move around the map? As Idk :S
posted 11-03-09 03:34 PM EDT (US)     45 / 55  
Lol sorry, but you aren't really trying, are you? You hold the right mouse-button and move the mouse ot the desired location .
posted 05-07-11 09:24 PM EDT (US)     46 / 55  
How do I get to use the LA units

LA Gondor Soldiers
LA Elven Warriors
LA Gondor Archers

in the Worldbuilder
posted 06-01-11 03:11 PM EDT (US)     47 / 55  
Hey there, need some help not covered in FAQ's anywhere. I've made a map in Worldbuilder, have placed it in the appropriate folder as directed by the forums, but am still unable to play the map in-game (I am using BFME2, not ROTWK). Folder in question contains following files:

-MapCache (Configuration settings)
-Misty Mountains.tga
-Misty Mountains_art.tga
-Misty Mountains_pic.tga

Is there anything missing from this, or is my computer just being annoying? Thanks in advance for any help
posted 06-14-11 11:23 PM EDT (US)     48 / 55  
I have the same problem. I saved my map I built in the Wordbuilder (to user maps, system maps, bases and libraries), but I can't play in-game. Why? And where can I find the map in-game?
posted 09-03-11 10:07 AM EDT (US)     49 / 55  
I'm new here but i think this Question is legit. I'm trying to build a hero vs waves map. I don't know if you've seen missing's hero arena but its a lot like it.

So i want the waves to attack a hero but if its an elf and he is invisible ( already removed stealth from hero unit ) the wave stops and doesn't attack anymore.

I've tried putting the script to not deactivate when he is invisible but the troops bug between each hit!

So, how do i remove the invisible ability from a specific unit. (a create a hero)

thx already pullkit! This was really helpfull!
posted 09-03-11 10:58 AM EDT (US)     50 / 55  
Personally I would do it in Map INI than scripting.

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