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Modifying an existing unit, and putting it ingame.


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#26 Slye_Fox

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Posted 02 September 2007 - 10:44

upload your code
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#27 Henners

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Posted 02 September 2007 - 10:48

View PostSlye_Fox, on 2 Sep 2007, 20:44, said:

upload your code


Roger that..

Thankyou :P I've finally found some peeps who actually can help me out instead of directing me to useless threads! :/

What we gotta do?

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#28 Slye_Fox

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Posted 02 September 2007 - 11:27

change
	<Tags></Tags>
	</Includes>


to
	<Tags></Tags>
	<Includes>
		<!--Base Object -->
		<Include type=&#34;instance&#34; source=&#34;DATA&#58;BaseObjects/BaseVehicle.xml&#34; />
		<!-- Defines -->
		<Include type=&#34;all&#34; source=&#34;DATA&#58;GlobalData/GlobalDefines.xml&#34; />
	</Includes>

Edited by Slye_Fox, 02 September 2007 - 11:27.

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#29 Henners

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Posted 02 September 2007 - 11:38

View PostSlye_Fox, on 2 Sep 2007, 21:27, said:

change
	<Tags></Tags>
	</Includes>


to
	<Tags></Tags>
	<Includes>
		<!--Base Object -->
		<Include type=&#34;instance&#34; source=&#34;DATA&#58;BaseObjects/BaseVehicle.xml&#34; />
		<!-- Defines -->
		<Include type=&#34;all&#34; source=&#34;DATA&#58;GlobalData/GlobalDefines.xml&#34; />
	</Includes>


Okiwa

mod compiles ok.. I can see the new costs like before.. builds ok.. invisble unit :(

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#30 Golan

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Posted 02 September 2007 - 11:50

So you DID delete all the art-includes... try this header:

Quote

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<Include
type="all"
source="ART:NUFlameTank.w3x" />
<Include
type="all"
source="ART:NUFlameTank_FP.w3x" />
<Include
type="all"
source="ART:NUFlameTankR.w3x" />
<Include
type="all"
source="ART:NUFlameTank_K.xml" />
<Include
type="all"
source="ART:NUFlameTankD_K.xml" />
<Include
type="all"
source="ART:FXInvisBone.w3x" />
<Include
type="instance"
source="ART:EXTnkTrack.xml" />
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>

<GameObject[...]

Now go out and procreate. IN THE NAME OF DOOM!

#31 Henners

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Posted 02 September 2007 - 12:03

View PostGolan, on 2 Sep 2007, 21:50, said:

So you DID delete all the art-includes... try this header:

Quote

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<Include
type="all"
source="ART:NUFlameTank.w3x" />
<Include
type="all"
source="ART:NUFlameTank_FP.w3x" />
<Include
type="all"
source="ART:NUFlameTankR.w3x" />
<Include
type="all"
source="ART:NUFlameTank_K.xml" />
<Include
type="all"
source="ART:NUFlameTankD_K.xml" />
<Include
type="all"
source="ART:FXInvisBone.w3x" />
<Include
type="instance"
source="ART:EXTnkTrack.xml" />
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>

<GameObject[...]



Yes I did.. I also tried Sly fox method.. still nothing

I tried yours & the ..big file wont build + critical errors attachement :P

What we gotta do?

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#32 Slye_Fox

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Posted 02 September 2007 - 12:06

did you put the [...] in?
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#33 Henners

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Posted 02 September 2007 - 12:14

View PostSlye_Fox, on 2 Sep 2007, 22:06, said:

did you put the [...] in?


Yeah :P

i attached buildmod error + xml update

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#34 Slye_Fox

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Posted 02 September 2007 - 12:16

Well, there's your problem

remove the [...]
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#35 Golan

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Posted 02 September 2007 - 12:19

Simply forget about the whole line , it´s just to show where to put the text. Do only paste the bold lines in the xml.
Now go out and procreate. IN THE NAME OF DOOM!

#36 Henners

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Posted 02 September 2007 - 12:29

View PostSlye_Fox, on 2 Sep 2007, 22:16, said:

Well, there's your problemremove the [...]
Ok, removed it :)looky Batch file + invicible screenshot nowNow where do i go?

View PostGolan, on 2 Sep 2007, 22:19, said:

Simply forget about the whole line , it´s just to show where to put the text. Do only paste the bold lines in the xml.
Yeah, it is :P

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#37 Golan

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Posted 02 September 2007 - 13:30

Please attach the complete Mod-files so that someone else can compile them. I´d bet it´ll work for others...
Now go out and procreate. IN THE NAME OF DOOM!

#38 Slye_Fox

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Posted 02 September 2007 - 13:32

are you useing low details?
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#39 Henners

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Posted 02 September 2007 - 13:42

View PostGolan, on 2 Sep 2007, 23:30, said:

Please attach the complete Mod-files so that someone else can compile them. I´d bet it´ll work for others...
OkiwaWill I get the files back if they get changed? :P

View PostSlye_Fox, on 2 Sep 2007, 23:32, said:

are you useing low details?
Yeah :)Thats why I got mod_l.xml because the game reads mod.xml for normal/high details.. so its reads mod_l for low settings I haven't got an up-to-date graphics card Nvidia 5500 256.. which cant handle the game above low.. I need to upgrade my motherboard later on to be able to get pci-e graphics.. :(

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  • Attached File  NEW.rar (3.57K)
    Number of downloads: 1

Edited by Henners, 02 September 2007 - 13:50.


#40 Golan

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Posted 02 September 2007 - 14:51

Works fine for me. :P
All I "changed" was copying the mod_l.xml to get a mod.xml and fix an incorrectly placed character (it says " </GameObject" in your file while it should actually just be" <GameObject".
Now go out and procreate. IN THE NAME OF DOOM!

#41 Henners

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Posted 02 September 2007 - 15:05

View PostGolan, on 3 Sep 2007, 0:51, said:

Works fine for me. :P
All I "changed" was copying the mod_l.xml to get a mod.xml and fix an incorrectly placed character (it says " </GameObject" in your file while it should actually just be" <GameObject".


Ok, I done that & tested..

No critical errors but it cant find any of the art files + treats them as empty + invisible unit in-game.. I don't understand why it wont work on my end.. :(

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#42 Golan

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Posted 02 September 2007 - 15:29

You don´t need those art-files. Believe me, I get the same error message as you do. Now see, the point of this "test" was just to show you that the problem is not caused by the xmls or missing content - same as with the problem of Natalie73.

BTW, if you´d really want those art files shown on your first picture to be included (which is only needed when you´ve modified them), you have to place them in the correct folders. All art files must be placed in a subfolder of the art-directory that is named after their first letters. For example, nuflametank.tga must be placed in "[...]\MOD SDK\Art\NU".
Now go out and procreate. IN THE NAME OF DOOM!

#43 Henners

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Posted 02 September 2007 - 15:42

View PostGolan, on 3 Sep 2007, 1:29, said:

You don´t need those art-files. Believe me, I get the same error message as you do. Now see, the point of this "test" was just to show you that the problem is not caused by the xmls or missing content - same as with the problem of Natalie73.

BTW, if you´d really want those art files shown on your first picture to be included (which is only needed when you´ve modified them), you have to place them in the correct folders. All art files must be placed in a subfolder of the art-directory that is named after their first letters. For example, nuflametank.tga must be placed in "[...]\MOD SDK\Art\NU".


So if that isn't the problem, then why doesn't my units show up?

#44 Slye_Fox

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Posted 02 September 2007 - 17:03

Do what's said in here:
http://forum.cncrene...h...st&p=329360
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#45 Henners

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Posted 03 September 2007 - 04:18

View PostSlye_Fox, on 3 Sep 2007, 3:03, said:



Already checked that one :P

Still no good.. I guess I'll just have to abort trying to use sdk 'cause it just wont work for me.. :(



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