This is a discussion on CNC3 Modding tutorial within the CnC Modding, Mapping and Editing forums, part of the Command and Conquer Series category; Scratch my last post, i was looking through the command prompt and i see this Code: Error: Input file 'art:gupitbull_skn.w3x' ...
| |||||||
|
#101
| ||||
| ||||
| Scratch my last post, i was looking through the command prompt and i see this Code: Error: Input file 'art:gupitbull_skn.w3x' not found (referenced from file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. Loading 'file://c:\program files\electronic arts\command & conquer 3\modsdk\art\gu\gupitbull_skn.w3x'. Error: Input file 'art:gupitbulld_skn.w3x' not found (referenced from file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. Loading 'file://c:\program files\electronic arts\command & conquer 3\modsdk\art\gu\gupitbulld_skn.w3x'. Error: Input file 'art:gupitbullr_skn.w3x' not found (referenced from file://c:\ program files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. Loading 'file://c:\program files\electronic arts\command & conquer 3\modsdk\art\gu\gupitbullr_skn.w3x'. Error: Input file 'art:gupitbull_idla.w3x' not found (referenced from file://c:\ program files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. Loading 'file://c:\program files\electronic arts\command & conquer 3\modsdk\art\gu\gupitbull_idla.w3x'. Error: Input file 'art:gupitbull_mova.w3x' not found (referenced from file://c:\ program files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. Loading 'file://c:\program files\electronic arts\command & conquer 3\modsdk\art\gu\gupitbull_mova.w3x'. Error: Input file 'art:gupitbull_atka.w3x' not found (referenced from file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. Loading 'file://c:\program files\electronic arts\command & conquer 3\modsdk\art\gu\gupitbull_atka.w3x'. Error: Input file 'art:gupitbull_fp.w3x' not found (referenced from file://c:\pr ogram files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. Loading 'file://c:\program files\electronic arts\command & conquer 3\modsdk\art\gu\gupitbull_fp.w3x'. Error: Input file 'art:fxtracer.xml' not found (referenced from file://c:\progra m files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. Loading 'file://c:\program files\electronic arts\command & conquer 3\modsdk\art\fx\fxtracer.xml'. Error: Input file 'art:fxspotlight.w3x' not found (referenced from file://c:\pro gram files\electronic arts\command & conquer 3\mod sdk\mods\oblivion\data\gdipitbull.xml). Treating it as empty. as the last one says: Input file 'art:fxspotlight.w3x' not found TREATING IT AS EMPTY. i think thats whats wrong except i don't know how to fix it |
|
#102
| ||||
| ||||
| Okay, I just don't get it. CMD always starts with "C:\Documents and Settings\Adam" and NOTHING I do makes it change to any other directory. Help??? |
|
#103
| ||||
| ||||
| Windu, i can help you with this, i had the same problem for a moment What are you typing in to get to the MOD SDK folder? tell me the exact file path as well, for example, what i had to type in was cd "C:\program files\electronic arts\command & conquer 3\MOD SDK" at first, i did it without the quotation marks, then tried it with them, and it worked, so try adding quotation marks around the file path |
|
#104
| ||||
| ||||
| Yeah I FINALLY figured it out, took me a while though. A new problem I have though is that I've edited the units and buildings, compiled the mod with no errors, done everything in the guide - and it doesn't work! Not in skirmish, not in campaign. |
|
#105
| |||
| |||
| When I'm trying to make a mod, I can't quite get past the Command Prompt part. I start up the BuildMod.bat and everything looks ok until the end when is says this: Creating Mod Big File... Copying built mod... The filename, directory name, or volume label syntax is incorrect. The filename, directory name, or volume label syntax is incorrect. The filename, directory name, or volume label syntax is incorrect. 0 file(s) copied. I'm running Vista so maybe that's a problem. I've also re-installed the SDK and I'm sure the required applications are all installed. Do you have any ideas what the problem might be. Thanks |
|
#106
| ||||
| ||||
| bare-ney, Im not sure about Vista, but you did use BuildMOD.bat Yourmodname right? Darth-Windu, that happened with me and i don't know how to fix it, and Sedistix is done with this game, so im trying to find someone to help. |
|
#107
| ||||
| ||||
| I figured it out. The mod builder won't accept mods named 'GDI', and I'd forgotten to re-do the mod.xml after changing the name of the mod. All good now, works in campaign and skirmish |
|
#108
| ||||
| ||||
| Quote:
well THATS odd. none of the mods i tried to compile were named GDI, it just plain wouldn't work.... -_- |
|
#109
| ||||
| ||||
| Well yeah, as said it all worked when I changed the mods name to 'Golf' and then edited the mod/xml to reflect the name change. I just followed all of the instructions in the tutorial here and it finally, after a long period of trial and error, worked. |
|
#110
| |||
| |||
| Hello, I've been having issues modifying the Super weapons. All I am trying to accomplish is removing the build limit on them, but everytime I run the game it crashes right before loading with an error from cc3game.dat Code Attached, ignore the [code] blocks, they are not in the real code, nor the name above them no errors when built. |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
| |