Posted: Thu Oct 11, 2007 1:08 pm Post subject:
Help!!
Subject description: buildmod.bat
Build Mod.bat doesn't sem to be working right
It only creates a shader file(and it can't find the _L files)
I'm using v2 of the SDK
does anyone know how to fix this? QUICK_EDIT
Have you read the documentation on how to work the buildmod.bat?
I'm not sure, but it sounds like there is an issue with some of your xml files.
I'd suggest getting CodeCat's buildmod.bat, as its very useful for finding errors.
Find it here. _________________ If there is a problem on the forums, PM me. Last edited by Muldrake on Fri Oct 12, 2007 6:29 pm; edited 1 time in total QUICK_EDIT
mod.xml is not found, because its looking in a directory which doesn't exist.
Have you included your mod name in the running of the buildmod.bat?
as in run -> "C:/blah/buildmod.bat yourmodname"
Or better yet, use the extra script included on the link I gave, just fill out the details (mod name, version, game version, etc) and place it in the your mod folder (but not the data folder). _________________ If there is a problem on the forums, PM me. QUICK_EDIT
why cant people just read the doku and use the sample mod as a base?...
1. You dont need to include global.xml and static.xml in your mod.
They have to be included in mod.xml, everything else relating them is done by the compiler.... so remove these 2 files from your mod .
2. You dont need a mod_l.xml.
Everything relating *_l files is handled by the SDK2 compiler,so delete this useless file.
3.Compare this:
your mod:
source="DATA:Alien/Units/AlienBuzzers.xml
And why the hell are you including nearly every unit in the game?? Thats the best way to make sure that you get errors....
And believe me, there are tons of it in your mod :/
You only include files you edited, so only change something small (like a weapon or a low tech unit) and see if this works before you add more.
Adding tons of files just leads to "dummy" error massages and compiling takes way more time. QUICK_EDIT
Edit units one or 2 at a time when you compile, then test it, then you can add another unit or 2. Because as Chriz said, if you try to do all of them at once you probably will have a whole bunch of errors and won't know where to start with fixing them. _________________ WOL nick: migtybob
Ok i'm having the same problem, i'm only editing the commando unit to test but when i make the .big file it only copys the shaders. The same happens with the sample mod, not all files are copyed.
So far I have the buildmod.bat copying the files now. I noticed it reads from the incorrect path. It should read the files from Mod SDK/Mods/ModName but it reads from Mod SDK/BuiltMods/Mods/ModName
Anyway now I got that sorted the simple changes I make to the gdi power plant and rifle soldier don't work, is there somthing wrong with my data paths?
uhm, SDK/BuiltMods/Mods/ModName is the RIGHT path.
The compiler should read your files from Mod SDK/Mods/ModName , then compile those and put them into SDK/BuiltMods/Mods/ModName.
Then, the BIGmaker will put all files from SDK/BuiltMods/Mods/ModName into a new BIG file.
And thats why your changed didnt work: your files are not compiled, they are just inside a BIG. :/
Well I guess it doesn't compile the files correctly if I have to manually move them to builtmods folder for them to be added to the big file. uhh I don't know.
it does compile correct, but it encounters an error in your files (something in GDIRifleSoldierSquad.xml) und stops compiling the xml files and only compiles the shader.
best thing would attaching your GDIRifleSoldierSquad.xml here.
btw, "adding to the BIG" is not the same as compiling _________________
All I changed is the cost and build time of the power plant and gdi rifle squad. Don't forget it does the same with the sample mod, so I don't think theres anything wrong with my mod files. When I launch the sample mod I see the new menus but the elfwarrior doesn't show in the gdi barracks. QUICK_EDIT
if you compile the sample mod with your modified buildmod.bat, then your right, there should be no elf warrior.
But with the default buildmod the samplemod should compile perfectly, I have no idea whts wrong with it :/ _________________
Not sure what your talking about with the "modified buildmod.bat". Anyway I blame the shitty tools since I have done exactly what the documentation says. QUICK_EDIT
Anyway I blame the shitty tools since I have done exactly what the documentation says.
Hundreds of people did exactly what the documentation told them and it worked for them. Seriosly, the compiler even TOLD you WHERE you mistake is (gdiriflemansquad.xml).
If you cant get it to work, its defintaly not because of the tools...
"modified buildmod.bat"
I thought you edited it as you said it red from the wrong directory, so I guess I misunderstood it.
Nevertheless, just copying your files to Mod SDK/BuiltMods/Mods/ModName does not work. It will include them, but they need do be compiled before including them.
like I said, the easyiest solution would be to attach all you mod files in a zip here.... QUICK_EDIT
Well here you go. Also I don't know if this matters but I have to temporarily re-name my Command & conquer 3 folder because dos doesn't allow the '&' symbol and thanks for trying to help.
Not sure what your talking about with the "modified buildmod.bat". Anyway I blame the shitty tools since I have done exactly what the documentation says.
I blame the shitty thing between your ears, that is colloquially known as a brain. For your gratification, I will post a shiny screenshot, showing your mod working in the game, and a quote from the SDK documentation which you either misunderstood, or didn't bother to read.
SDK Documentation wrote:
Type in cmd, and hit enter. From there, use the cd
(change directory) tool to get to your mod directory. Once you are there, type in the following command line:</p>
Installation Folder:\> BuildMOD.bat SampleMOD
Which part of the above were you missing when you built your mod? I'll give you a hint, it was the second part, where you give the SDK the mod that you want to build. I guess the documentation could have been a tiny bit more explicit...
SDK Documentation a little later wrote:
The MOD SDK installer creates a .bat file in the root of your install directory. To build your MOD simply run this from a command prompt and pass it one parameter which is the name of your MOD. You can test this on the Sample MOD by running BuildMOD.bat SampleMOD from the command line:
Installation Folder:\> BuildMOD.bat SampleMOD
Or maybe not. Please try to actually understand the tools you're using before slagging them off as shit. Oh, and command prompt is quite fine with & in paths, you just need to wrap it in quotes.
mastermind2004 I did exactly what the documentation said, great it works for you but it doesn't for me, perhapse my builmod.bat is corrupt or somthing like that, it's not since I have done several reinstalls.
Where are you getting this information that I didn't type in the correct commands because I did. I don't get why you assume I didn't and you get pissy about it. QUICK_EDIT
I'll tone down my attitude when people stop blaming tools that do work (as is obvious from the fact that it worked fine for me) for their own failings.
I don't see why it doesn't work for you, considering that all I did was download the zip file of your mod, and build it with buildmod.bat. Did you edit anything else, such as configuration files? I'd recommend completely uninstalling the SDK, then reinstalling it. Then just open up command prompt, navigate to the folder using "" around the path, and run buildmod.bat from the command line. There's obviously something wrong, since it should not be trying to compile BaseSquad.xml, and other files like that. They are referenced in the static or global streams, and don't need to be found. QUICK_EDIT
Well that post wasn't so harsh, and a damn load more productive. Most of the time, you use a harsh tone, people get defensive and aggressive. Rather than towards fixing the damn problem in the first place.
Terror, I could compile the mod too, there doesn't seem to be anything wrong with the files you've uploaded here.
Stupid question, but did you get the required files needed for the SDK before installing the SDK? QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Oct 31, 2007 8:43 am Post subject:
I'm thinking i'm having the same error as TerroR... My file also compiles, but doesn't work ingame (with my own mod and SampleMod). I do have all the required files though... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Oct 31, 2007 3:30 pm Post subject:
Well, i will try to explain it. When you normally build the SampleMod, you should get a 22 mb file. If the compiler doesn't work, you get a 5 kb file. And guess what i get: a 12 mb file I had installed all the files before installing the sdk, atleast, i thought. Maybe a re-install of the sdk might work
[stupid question]how do you uninstall the sdk, i can't see any uninstaller...[/stupid question] QUICK_EDIT
Thanks godsun that worked. I did read up in the documentation about the 'required files' but I couldn't fine the dll files so I gave up and forgot about them since. QUICK_EDIT
LOL this is why I hate C&C3 Tiberium Wars. In almost all C&C Games before this you could just edit the Rules.ini or the other documents with ".ini" extension if you where able to extract it from the ".mix" or ".big" file with 3rd party tools like RAMIXER, XCC Mixer, and the countless BIG file editors/extracters for Generals/BFME but noooo EA had to change this and required the modders to wait untill patch 1.07 or whatever it was. And now you also need to compile the good damn mod in a special way that and not just edit your .ini file like in the older games.
Even in Supreme Commander by GPG/THQ that is just as new as C&C3 you can edit the text files (in this case .lua) just as easily as in the previous C&C games and just put the files loose in a directory or zip them up with a .Zip file utility like WinRAR/WinZip (and rename to .scd) QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Nov 02, 2007 11:44 am Post subject:
I thank you for the link too godsun
Maybe a hint to any mod to add this to a list of usefull Modding Tools (if they are going to make a topic about it)
EDIT: ehhm, i'm having a small problem now: When you install TW, it automaticly creates the folder "Command & Conquer 3" to install the game there. But if you try to use the BuildMod.bat with that folder, it doesn't work.
Now i have changed the "&"-sign to "and", and the BuildMod.bat does work now (creating a 22mb file with the SampleMod). But then the problem is that when you put in the game dvd, it says that c&c 3 isn't installed and asks if you want to install the game.
I can run the game, but i can't get the menu to appear, where i can go to the Game Browser to start the mod...
Does anyone else have this problem, or anyone else have a solution
EDIT 2: now i'm thinking of it, the mod is already compiled, so when i change the "and" back to "&", it should work. But still, it is quite irritating if you are modding and you need to keep switching between "&" and "and" to compile and run your mod QUICK_EDIT
Or maybe not. Please try to actually understand the tools you're using before slagging them off as shit. Oh, and command prompt is quite fine with & in paths, you just need to wrap it in quotes.
Quoted for truth...
godsun wrote:
But IDK Why no-one saw the missing .dll stuff...
When someone claims he has read the documentation, I expect him to install the required files.
You know, theres a reason thes are called "required" and not "useless stuff to fill your HD" files... Last edited by Stygs on Sat Nov 03, 2007 10:49 am; edited 1 time in total QUICK_EDIT
Mastermind posted up a utility on cnc3.net which installed all of the C&C3 required programs and files in one go. Which I've found very useful, and have linked to in at least one other bug-fix topic in C&C3 editing forums here.
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Nov 03, 2007 10:30 am Post subject:
Thanks for quoting Chrizz/Stygs, i forget to read that part
I will try it after i get The Orange Box (HL2) to work (which could take ages because of Steam...). QUICK_EDIT
Well, i use CodeCats buildmod.bat.. wich really owns.. it creates a folder called : Whereeveryouremydocumentsfolderis ... and the mod is in there! QUICK_EDIT
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