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cant understand this error
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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Mon Jul 14, 2008 7:35 pm    Post subject:  cant understand this error
Subject description: i dont know what its asking
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im trying to add the T spike to the GDI build list, getting an error, dont know why.

Critical: XML validation error encountered in 'c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\gditiberiumspike.xml' near line 40:
The element 'GameObject' in namespace 'uri:ea.com:eala:asset' cannot contain text. List of possible elements expected: 'DisplayName, GameDependency, ArmorSet, WeaponSet, LocomotorSet, Buildable, ThingClass, DeadCollideSize, BuildFadeInOnCreateList, BuildVariations, EquivalentTo, DisplayColor, Flammability, SkirmishAIInformation, Draws, Behaviors, AI, Body' in namespace 'uri:ea.com:eala:asset'.

i think the area its talking about, could be wrong, is under the *GameObject* code



GDITiberiumSpike note.txt
 Description:
meh

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 Filename:  GDITiberiumSpike note.txt
 Filesize:  7.33 KB
 Downloaded:  108 Time(s)


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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Mon Jul 14, 2008 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

i should also note that, ive only change the data of side, cost, power needed etc, other than that, the line it is talking about
(xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:TechBuildingTiberiumSpike</DisplayName>)

i left the way it was because i dont know if it needed to be changed in the first place, but that looks like the location it wants me to change some thing

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Mon Jul 14, 2008 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

The line
EditorName="GDITiberiumSpike
Is not part of any element as the GameObject closes before it. Also, the value isn´t closed as the second " lacks.

It should look like this:
Code:
[...]
      SelectPortrait="Portrait_NeutralTiberiumSpike"
                ButtonImage="Portrait_NeutralTiberiumSpike"
                Description="Desc:TechBuildingTiberiumSpike"
                EditorName="GDITiberiumSpike">
    <DisplayName
[...]

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Mon Jul 14, 2008 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you, i would not have noticed that, ive been at this thing for a few months so i knew it had to be some thing simple, just didnt think it would have been that simple.


but now i got this error, not sure what exactly is the problem this time.

Critical: XML validation error encountered in 'c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\gditiberiumspike.xml' near line 45:
The 'uri:ea.com:eala:asset:instance:joinAction' attribute is not declared.

but i think its about here

<GameDependency>
<RequiredObject>GDIRefinery</RequiredObject>
<RequiredObject>GDITechCenter</RequiredObject>
</GameDependency>
<ArmorSet>
Armor="TechStructureArmor"
DamageFX="GenericStructureDamageFX" />

i mostly tend to coppy and past parts that i think are required for things to work, such as the need of both a tech center and refinery to build the spike.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Mon Jul 14, 2008 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh for the love of ... well at least i found one thing before it caused me any problems.

in the XML files, the TechCenter for GDI is called an Armory.

question, am i able to keep the GDI Spike with TechStructureArmor and have GenericStructureDamageFX for what kind of damage it can take or do i have to give it a GDI type of armor and damage FX?

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Kurtisb
Vehicle Driver


Joined: 26 Aug 2007

PostPosted: Tue Jul 15, 2008 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

No. You can keep the armor/damage FX values the same. Of course, you can always change them if you like. (I wouldn't recommend changing the Damage FX unless you know exactly what you're doing)

I've actually made a copy of the Growth Accelerator & moved it over to GDI without changing anything not related to what I was intending.

I've attached an exact copy of part of my GDI Growth Accelerator XML.

EDIT: Although I did change the "Side" value from "Alien" to "GDI', I don't think that was really needed.



AlienSporePod2.txt
 Description:

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 Filename:  AlienSporePod2.txt
 Filesize:  1.08 KB
 Downloaded:  106 Time(s)


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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Tue Jul 15, 2008 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

ok but why am i getting an error telling me that

(the 'uri:ea.com:eala:asset:instance:joinAction' attribute is not declared)

that would be
Armor="TechStructureArmor"
or the
DamageFX="GenericStructureDamageFX" />

i think its directly pointing to the armor set type, but i dont see why, i had kept it the same from the Tib spike XML that i got from the download

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Tue Jul 15, 2008 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

The error refers to the DisplayName module. The problem is that this one is specifically made to replace the display name that is imported from a "base object" - however, you removed the reference to said object.

Insert the line
Code:
      inheritFrom="BaseTechStructure"

somewhere in the GameObject element.

Also, you must again add the include which references said object:
Code:

    Include
         type="instance"
         source="DATA:BaseObjects/BaseTechStructure.xml" /

(opening and closing Brackets are removed to keep the forum from messing it up.)


If you want to avoid missing formating/syntax errors, you might want to use a text editor that supports syntax highlighting and error checking for the XML format. I´d recommend Notepad ++, but there are other good programs out there as well.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Tue Jul 15, 2008 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

im sorry to say ....... it didnt work.

this pain in the ass
Critical: XML validation error encountered in 'c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\gditiberiumspike.xml' near line 47:
The 'uri:ea.com:eala:asset:instance:joinAction' attribute is not declared.

is still here, im attatching my entire GDITiberiumSpike XML to this, im not an experianced moder, let alone with XML files.

i dont see why this is worng

i also have another question and this IS importaint.

in my C:\Documents and Settings there is a folder called Nick, inside it there is another folder called My Documents with a TW folder in it all the way to what looks like my mod .... my busted ass broken mod.

inside there is what im thinking is supposed to be the main part of my mod but i never made it, is this normal?

also, ive noticed that in the browse option of the TW controll center, my mod isnt there, i have the folder with the 2 files in it, the big and what looks like a coppy of what was in the Nick folder, i dont understand this.



note.txt
 Description:

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 Filename:  note.txt
 Filesize:  7.61 KB
 Downloaded:  94 Time(s)


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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Tue Jul 15, 2008 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you also try re-inserting the inheritFrom="BaseTechStructure" line? I can´t seem to find it in the file you uploaded. It seems to be the only thing to me that might cause this error.

When you compile your mod, a .big file for the mod data is automatically generated - regardless whether the mod actually works or not. I´m not exactly sure what the stock version of the compiler/buildmod.bat does, but AFAIK it already automatically places the big in the correct folder. Anyways, for TW to be able to find the mod, you must create a .skudef file - some of the modified BuildMod.bat will do this automatically (browse the forums if you need one), alternatively you can create it manually, the SDK documentation tells you how.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Tue Jul 15, 2008 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes i did add it ....... but to the wrong file, i have the (note) file that i used to upload to this site, then the actual GDITiberiumSpike and the original Tib spike.

so the folder called Nick is supposed to be there then?

also, my mod isnt showing up in the game browser, it used to but its not any more.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Wed Jul 16, 2008 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

is there any way that i could have removed some thing that told the game browser to count my mod in it?

because the option OF the mods is also missing but the folder is still in my profile documents TW and so on and i havent changed any of that stuff.

so why would it be missing?

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Wed Jul 16, 2008 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you attach the file you are using for your mod or even the complete mod (uncompiled xmls) so that we could try to find the error directly?

For a mod to work in the gamebrowser, you only need to have a valid SkuDef in on of the subfolders of
[...]\My Documents\Command & Conquer 3 Tiberium Wars\mods\
and a valid .big it points to (not sure if the big actually has to be accessible in order for the mod to show up).
If the whole mod-tab is missing in the gamebrowser, you should check the version of your game and consider re-installing and manually patching (to .07 then to .09) if it´s already .07 or higher.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Wed Jul 16, 2008 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

in my mod folder in my documents, i have the HellFire_1.0 file with

mod-game 1.9
add-big HellFire.big

i also have the other file with my mods name, it looks ALOT like the one that came with the sample mod, only its from mine.

inside the TW folder inside my documents has 3 folders, mods, Profiles and Replays.

here is my mod XML



Mod note.txt
 Description:
dont think any thing wrng here

Download
 Filename:  Mod note.txt
 Filesize:  661 Bytes
 Downloaded:  95 Time(s)


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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Wed Jul 16, 2008 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does the problem with compiling the Tiberium Spike still persist? It worked for me after adding the InheritFrom line into your code again.

The Skudef must be placed in a subfolder of the mods folder - the name of said subfolder apparently doesn´t matter though (at least judging from my tests). Also, make sure that the Skudef has the correct name of the .big file. I.e., if the big was initially name Hellfire.big and you renamed it to HellFire_1.0.big, the skudef must be updated.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Thu Jul 17, 2008 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

the only error that i have aside from the art ones is

Error: GameObject GDITiberiumSpike has an unnamed module AutoDepositUpdate in file c:\program files\electronic arts\command & conquer 3\mod sdk\mods\hellfire\data\gditiberiumspike.xml

but its yellow just like them ..... so is this one ok?

as for the skudef.

in the HellFire_1.0 file, there is.
mod-game 1.9
add-big HellFire.big

then there is the HellFire file for my mod
*the one that almost looks the same as in the sample mod*

this is the path to the files im editing to make my mod.

C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Mods\HellFire\Data

so you got me on this one.

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Thu Jul 17, 2008 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok im wondering some thing, if i placed a short cut to the CnC3XML folder in the mods folder where my mod is located just so i could go back and forth with out having to open up the path again and again going back and forth etc, might that prevent me from being able to see or have the mod tab in the controll center?

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