Posted: Tue Aug 12, 2008 5:31 am Post subject:
Help with compiling mod
Subject description: buildmod.bat returns error :(
can someone here help me with compiling my mod?
when i start the buildmod.bat, i get the following log:
BinaryAssetBuilder started\par
Cached session data not available. \par
Session cache age is 0 days, 0 hours, 0 minutes. \par
Loading 'file://c:\\program files\\cnc3\\mod sdk\\mods\\cgfavynerfv10\\data\\mod.xml'.\par
Loading 'file://c:\\program files\\cnc3\\mod sdk\\mods\\cgfavynerfv10\\data\\armor.xml'.\par
armor.xml: Compiling ArmorTemplate:NoArmor [3a6c5e8e:a42cae23] \par
\cf2\b\f1 Critical: Failure to commit asset ArmorTemplate:NoArmor [3a6c5e8e:a42cae23] from memory: \par
Could not find a part of the path. \par
\cf0\b0\f0\par
}
---- x-----------
why does it give me a "Failure to commit asset from memory" error?
theres nothing wrong with my file paths :/
perhaps theres something wrong with my compiler?
heres my mod data... i would be grateful if someone tried compiling the mod to see if the data is alright
whatever xml it compiles first, it always returns the error when processing the first item in the xml
the Noarmor is the first item in the armor.xml
if i placed my Weapon.xml entry above the Armor.xml in my Mod.xml so that it compiles the Weapon.xml first, i get a similar error that (coincidentally?) refers to the GDI harvester gun weapon.... which happens to be the first weapon in the xml. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Aug 12, 2008 10:49 am Post subject:
Then I think the mod name is too long. I can't think of any other problem atm. I haven't modded TW in months, and I've only done some basic modding... QUICK_EDIT
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