but why it said can't find GUPredator_SKN.w3x model??
it's strange


a dumb CC3 modding question
Started By n5p29, Jun 20 2009 11:38
32 replies to this topic
#27
Posted 16 August 2009 - 08:20
Well, because it can't. The SDK can only access the uncompiled files it ships with - it cannot the compressed game files where the models are located. As the XMLs are the original ones used by EA, they still have the includes for all ART files. Thus, unless you manually remove these includes, the compiler is told to process the models but will come up with the error as it can't find the (uncompiled) files.
Now go out and procreate. IN THE NAME OF DOOM!
#28
Posted 17 August 2009 - 04:45
So what should I do? I want to change each units build cost, time, weapons, etc.
And how if I want to make a new unit with existing models that not included in the art packs?
And how if I want to make a new unit with existing models that not included in the art packs?

NProject Mod -- Recolonize -- Tidal Wars
#29
Posted 17 August 2009 - 05:59
Remove the includes? It doesn't matter if the compiler cannot find the original models, because the game can 
And if you want to put in new models, you need 3ds max.

And if you want to put in new models, you need 3ds max.
#30
Posted 18 August 2009 - 05:21
Sargeant Rho, on 17 Aug 2009, 12:59, said:
It doesn't matter if the compiler cannot find the original models, because the game can 

But, the BIG file can't be compiled. After the compiler giving me "model not found" errors more/less five times the compiler give me an error that the BIG can't be compiled. But I really just make changes in locomotor sppeed, build cost, and time.
Have tried it three times and with same problem.

NProject Mod -- Recolonize -- Tidal Wars
#31
Posted 18 August 2009 - 07:34
That's not the cause for the problem. I've had the compiler run into several hundred missing ART errors when debugging someone else's mod and it worked fine. I'm also quite sure that the compiler doesn't tell you that the "Big can't be compiled" because it will never attempt to do so (it really wouldn't make any sense) so perhaps you should take a closer look at the compiler output.
If your mod isn't too big, you can attach your uncompiled files (mod.xml and all other modified files) here in order to allow people to debug it properly.
If your mod isn't too big, you can attach your uncompiled files (mod.xml and all other modified files) here in order to allow people to debug it properly.
Edited by Golan, 18 August 2009 - 07:36.
Now go out and procreate. IN THE NAME OF DOOM!
#32
Posted 21 August 2009 - 12:27
oops, it works now.
it's not a missing art problem. Somehow in my CommandSetLogic.xml there are missing ">" character.
sorry all.
it's not a missing art problem. Somehow in my CommandSetLogic.xml there are missing ">" character.

sorry all.

NProject Mod -- Recolonize -- Tidal Wars
#33
Posted 26 October 2009 - 03:52
one last question:
is there a way to extract ALL sounds from CNC3 at once? Johnwil audioextract is useful indeed, but I must extract them one by one. it's not very effective.
is there a way to extract ALL sounds from CNC3 at once? Johnwil audioextract is useful indeed, but I must extract them one by one. it's not very effective.

NProject Mod -- Recolonize -- Tidal Wars
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