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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 1/28/10 9:23:30 PM
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magellen
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Joined: 3/18/09 5:51:37 PM
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I tried using Bibbers Future Tank and GigaFortress Mod, but the Mod won't build properly. It runs into an error.
Giga Fortress:
Warning: Unable to identify format of "c:\ra3 mod sdk\audio\sounds\iugigaf_voiattacka.wav"; cannot process. (Error: No Error)
[00:00:03.6960525] Critical: Attempted to commit non-existing asset AudioFile:IUGigaF_voiAttacka [166b084d:66994dfb]
Build failed on step 2
X-1
Warning: Unable to identify format of "c:\ra3 mod sdk\audio\sounds\auftank_moveloopa.wav"; cannot process. (Error: No Error)
[00:00:03.6892170] Critical: Attempted to commit non-existing asset AudioFile:AUFTank_moveLoopa [166b084d:e43f21fb]
Build failed on step 2
Any explanation?
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 1/28/10 9:35:19 PM
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ThaBo$s
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Joined: 3/1/09 12:10:40 AM
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I'm getting the same thing with the Steel Ronin But idk if I'm even trying to do this right lol
This message was edited 1 time. Last update was at 1/28/10 9:36:01 PM
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 1/28/10 9:45:55 PM
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Bibber
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Joined: 11/4/08 12:29:28 PM
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Use my extra files to compile that stuff, especially the defaultscript.cs. Otherwise the paths of audio and art in the mod's folder are not recognized by the compiler and you can't merge the assets into the mod.manifest.
I already mentioned it in the threads.
This message was edited 1 time. Last update was at 1/28/10 9:47:07 PM
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 1/30/10 5:36:01 AM
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ThaBo$s
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Okay, I think i'm figuring this out, but I keep getting a problem when the buildstudio tries to compile the sound files. This is the error I get:
RA3 Mod BuildStudio wrote:[00:00:17.4378348] Loading 'file://c:\ra3 mod sdk\mods\gigafortressmod\data\gigafortress\audiofile.xml'.
[00:00:17.5315866] audiofile.xml: Compiling AudioFile:IUGigaF_voiAttacka [166b084d:66994dfb]
Warning: Unable to identify format of "c:\ra3 mod sdk\audio\sounds\iugigaf_voiattacka.wav"; cannot process. (Error: No Error)
[00:00:17.6097131] Critical: Attempted to commit non-existing asset AudioFile:IUGigaF_voiAttacka [166b084d:66994dfb]
Build failed on step 2
I put the extra files in with the GigaFortressMod mod file, but what else am I forgetting to do?
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C&C 4 Community Remake Mod: Project Leader |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 1/30/10 2:26:12 PM
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Bibber
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Joined: 11/4/08 12:29:28 PM
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You have to extract the extra files to your Mod SDK main folder and overwrite existing files.
Your error tells me that you didn't replace the defaultscript.cs file.
This message was edited 1 time. Last update was at 1/30/10 2:26:33 PM
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 1/30/10 5:02:33 PM
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ThaBo$s
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Okay, Everything works now, since it compiled completely, but now it doesn't show up in the WF
I also get these warnings:
[00:00:33.3906250] Warning: Unknown asset 'AudioFile:MAIn_FutureTank' referenced from 'AudioEvent:MAIn_FutureTank' in 'file://c:\ra3 mod sdk\mods\futuretankmod\data\futuretank\missiondialogue.xml'
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[00:00:33.3906250] Warning: Unknown asset 'BaseRenderAssetType:AUFutureTank_SKN' referenced from 'GameObject:AlliedFutureTank' in 'file://c:\ra3 mod sdk\mods\futuretankmod\data\futuretank\alliedfuturetank.xml'
[00:00:33.4062500] Warning: Unknown asset 'BaseRenderAssetType:AUFutureTank_COL' referenced from 'GameObject:AlliedFutureTank_Collapse' in 'file://c:\ra3 mod sdk\mods\futuretankmod\data\futuretank\alliedfuturetank_collapse.xml'
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C&C 4 Community Remake Mod: Project Leader |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/1/10 3:45:30 PM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 491
Location: Germany
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These warnings are ok. These missing assets will be merged into the mod after compiling.
And when the Future Tank doesn't show up in your WF then check the LogicCommandsets. If you don't find anything, send me a PM with the xml of your mod.
btw: the Giga-Fortress is built as a nano core from Japan's naval yard, not from the WF.
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/3/10 9:38:47 PM
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ThaBo$s
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I might just be not doing it right, forgive my lack of knowlage, but i'm just trying to compile the bare source code from the download you had provided on the other thread. I've checked the stock LogicCommandsets provided, and they read off as this:
Seeing as it should be in there, do I now have to edit the mod.xml, or what is the next step?
This message was edited 1 time. Last update was at 2/3/10 9:43:18 PM
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C&C 4 Community Remake Mod: Project Leader |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 2:38:53 AM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 491
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Seems to be ok. If you use exactly the files I uploaded, it should work. Don't know what's wrong there.
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 3:08:11 AM
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ThaBo$s
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Hm... which boxes for the BuildStudio are suppose to be selected?
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 3:33:18 AM
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huhnu
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Joined: 8/20/09 12:17:16 AM
Messages: 175
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all but fix assets i believe, that's what worked for me
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 4:24:42 AM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 491
Location: Germany
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The first 2 and "fix assets" are optional. The rest should be checked.
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 11:57:04 PM
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ThaBo$s
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Joined: 3/1/09 12:10:40 AM
Messages: 1731
Location: Flint, MI
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Finaly got it to work! just forgot to add a few files from the extra files pack
Thank you all for the help
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C&C 4 Community Remake Mod: Project Leader |
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