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kobalaraasit
08-30-2007, 05:59 AM
Hi all,
I am currently using windows vista home premium . I have installed patch 1.08 and the mod sdk as instructed. I also have .net that comes with the os and installed C++ 2005. But when I try to compile the SampleMod, I got the following error. Can someone kindly guide me how to resolve this?


Critical: System.IO.FileNotFoundException: Could not load file or assembly 'antlr.runtime, Version=2.7.5.2, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.


Thanks In Advance.


kobalaraasit

CCA
08-30-2007, 07:33 AM
You need to download the ANTLR v2.7.5.2 runtime .dll files. Go to the ANTLR2 website (I think its www.antlr2.org (http://www.antlr2.org)) and download the v2.7.5.2.msi installation file, install it, and the copy the two .dll files from the lib directory in the ANTLR installation, and place them in the tools sub-directory of the MOD SDK. You will also need the mvp.xml.dll file, check the SDK readme on how to obtain it. Oh, and whilst you're at it, read the SDK readme.

KayakerUK
08-30-2007, 07:45 AM
Yeah, and when you've done that, make sure you get a FinalBig, and open your mod. Duplicate all files in the data dir, and add _l. to the file names, then resave them into your big file. Or the sample mod wont work on machines running low textures.

(or alternatively, edit your build batch file, to do it before the big file is created)

Those two issues caught me out yesterday.

kobalaraasit
08-31-2007, 04:39 AM
Thank you so much for your useful replys. After I set up the MOD SDK,

I try to change the value of the GDI powerplant from 800 to 700 just for testing. I took the following steps.

1. I create a Mod.xml.
Inside I put

<code>
<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags></Tags>
<Includes>
<!--
mod.xml is the central include for mod setup data.
-->
<Include type="reference" source="DATA:static.xml" />
<Include type="reference" source="DATA:global.xml" />
<Include type="all" source="DATA:p/Data/GDIPowerPlant.xml"/>
</Includes>

</AssetDeclaration>


</code>


and I put the GDIPowerPlant.xml in the Mod's data folder.
When I try to compile this using BuildMod.bat, I got the following error. I have already download all the SampleArts from the EA website and copy them into Arts folder of the MOD SDK.Can someone kindly guide me through this again. Thanks in advanced.


Error: Input file 'art:gbpwrplnt.w3x' not found (referenced from file://c:\progr
am files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerplant.x
ml). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art
\gb\gbpwrplnt.w3x'.
Error: Input file 'art:gbpwrplnt_idl.w3x' not found (referenced from file://c:\p
rogram files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpla
nt.xml). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art
\gb\gbpwrplnt_idl.w3x'.
Error: Input file 'art:gbpwrplnt_asn.w3x' not found (referenced from file://c:\p
rogram files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpla
nt.xml). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art
\gb\gbpwrplnt_asn.w3x'.
Error: Input file 'art:gbpwrplnt_aan.w3x' not found (referenced from file://c:\p
rogram files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpla
nt.xml). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art
\gb\gbpwrplnt_aan.w3x'.
Error: Input file 'art:gbpwrplntd2_sn.w3x' not found (referenced from file://c:\
program files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpl
ant.xml). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art
\gb\gbpwrplntd2_sn.w3x'.
Error: Input file 'art:gbpwrplntd2_an.w3x' not found (referenced from file://c:\
program files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpl
ant.xml). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art
\gb\gbpwrplntd2_an.w3x'.
Error: Input file 'art:gbpwrplntd3_sn.w3x' not found (referenced from file://c:\
program files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpl
ant.xml). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art
\gb\gbpwrplntd3_sn.w3x'.
Error: Input file 'art:gbpwrplntd3_an.w3x' not found (referenced from file://c:\
program files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpl
ant.xml). Treating it as empty.

CCA
08-31-2007, 01:13 PM
Thats fine, don't worry about that. The mod will still work and the art assets will show up in game.

Darthllama226
08-31-2007, 05:33 PM
This is the same error I am now getting, but I am also getting a error on top of this.
The builder is saying that the error is the third character on line 192 of GDICommando.xml. For reference here is the line;

<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDICommando</DisplayName>

The "<" at the beginning is the third character in the line. I didn't mod this part at all. It is the source xml code.

CCA
09-01-2007, 02:38 AM
What program were you using to edit the xml file?

Darthllama226
09-01-2007, 08:11 AM
Scintilla - An xml based editor.

Darthali
09-01-2007, 09:10 AM
Hello,

I also made a very basic modification of the GDI engineer, I changed the cost and build time. While creating this simple mod I made the following steps:

1) Created a new folder in ...\MOD SDK\Mods with the name CheapEngineer.

2) Created a subfolder called data.

3) In the subfolder data I created the file Mod.xml (an updated copy of the xml file from the example mod).

4) Located the xml file for the GDI engineer (GDIEngineer.xml) and made a copy into the data folder.

5) Updated the Mod.xml file, removed all the example include tags and added this one...

<Include type="all" source="DATA:CheapEngineer/Data/GDIEngineer.xml"/>

6) "Compiled" mod by running the bat file (BuildMod.bat GDIEngineer).

Got the same "errors" as posted above, about the references to art files ect, but I belive that is OK?

7) In the same folder as GDIEngineer.big was created, added a file named GDIEngineer_1.00.SkuDef with the following content.

mod-game 1.8
add-big GDIEngineer.big

8) Selected the mod from the Game Browser and clicked "Launch Game". The game starts with no problems, but there is no change. I tried both skirmish and campaign mode, only the old engineer with standard cost and build time is availabale.

What could be wrong?


Oh, and sorry for posting in your thread.. I just thought we maybe have the same problem.

Cheers,
Darthali

CCA
09-01-2007, 11:11 AM
Darthllama - I'm a bit confuzzled myself. I just checked the SDK GDICommando.xml file myself, and I can't see anything that would perhaps cause that problem. I would perhaps try and start again with the SDK Commando file, and see if the problem persists.

Darthali - What graphics settings are you using? If you are on low, then you will need to follow the instructions here: http://forums.ea.com/mboards/thread.jspa?threadID=271843&tstart=0

Darthali
09-01-2007, 11:46 AM
Darthali - What graphics settings are you using? If you are on low, then you will need to follow the instructions here: http://forums.ea.com/mboards/thread.jspa?threadID=271843&tstart=0


Nope, running the game at 1680x1050 with all ultra high / high, except for anti-aliasing for which I set to level 4.

Btw, found a tutorial for basic unit modification on this forum, did exact what it said but still when I run the game it is all standard. The link to the tutorial is:

http://www.cnc3center.789mb.com/startingoff.html

Very strange and really annoying hehe.

/D

noek1993
09-01-2007, 01:29 PM
I got thesame problem
tesame error
when it loads a mod the game dont start
AND
my big dont include all files

ubergeek922
09-01-2007, 04:00 PM
Btw, found a tutorial for basic unit modification on this forum, did exact what it said but still when I run the game it is all standard. The link to the tutorial is:
/D

All that comes to mind for me is to make a "GDI" folder, in your Data folder. Then in the gdi folder make one named "Units" and put you gdiengineer.xml file in there. You'll end up with GDIEngineer/Data/GDI/Units/GDIEngineer.xml
I've found that by sticking to the structure found in the CnC3Xml folder eliminates a lot of issues. And don't forget to change your mod.xml also.

¥¤ Über-Geek ¤¥

Darthllama226
09-01-2007, 05:12 PM
Well I figured out what n00bish error I made with GDICommando. I wanted to be able to make more commandos at once, so I took out the line MaxSimultaneousOfUnit. What I didn't see was the ">" at the end of the line. The program therefore saw two < before one closed, and got scared.

Unfortunatly none of my changes are appearing, but it does get built properly. Is the mod.big supposed to be quite that small (454 kB)?

Darthali
09-01-2007, 09:50 PM
Found the error, was missing one of the dll file of antlr... Not sure how I could miss the error message about the dll, anyways, happy it works :)

Thanks for all replies. Cheers!

dagas
09-01-2007, 10:22 PM
Well I figured out what n00bish error I made with GDICommando. I wanted to be able to make more commandos at once, so I took out the line MaxSimultaneousOfUnit. What I didn't see was the ">" at the end of the line. The program therefore saw two < before one closed, and got scared.

Unfortunatly none of my changes are appearing, but it does get built properly. Is the mod.big supposed to be quite that small (454 kB)?

Yes it's only a few hundred KB usually.

CCA
09-02-2007, 02:42 AM
The fact that your changes don't appear seems to be a similar problem to what I ad at first. Annoyingly, I really can't remember how I solved the problem - i'll have a good think though.

Henners
09-02-2007, 03:00 AM
Error: Input file 'art:gbpwrplntd3_an.w3x' not found (referenced from file://c:\
program files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpl
ant.xml). Treating it as empty.[/quote]

I get these errors too :) An if I try to play the mod with ^^ that they wont show.. However, I found out why! Some of the xml's dont like correctly with their art files - I fixed a few such as Nod harvester, APC, Scorpion Tank.. an got them to load the arts which goes for like 100+ more lines than ^^ yours an they appear in game!

Arts that dont work so far for me = Power plants, Refinery, Obelisk, Predator Tank, Flame tank :(

Badploy
09-02-2007, 10:29 AM
VISTA's stupid security causes issues too. You usually cannot get the Buildmod.bat to run without having to change permissions and such.

Best to create the file structure in either a regular folder outside "program files" or on another drive.

With that said could anyone please post some source code for their Mods so we can get an idea of how to organise multiple files.

Most have been for only single files and such.

Regards

Badploy

JBV3737
09-02-2007, 01:13 PM
Hi all,
I am currently using windows vista home premium . I have installed patch 1.08 and the mod sdk as instructed. I also have .net that comes with the os and installed C++ 2005. But when I try to compile the SampleMod, I got the following error. Can someone kindly guide me how to resolve this?



see the main problem is that you have windows vista, microsoft still need 5 years to work out all the bugs, you should go back to XP pro dude.:p

hellflamee
09-14-2007, 01:13 AM
and I put the GDIPowerPlant.xml in the Mod's data folder.
When I try to compile this using BuildMod.bat, I got the following error. I have already download all the SampleArts from the EA website and copy them into Arts folder of the MOD SDK.Can someone kindly guide me through this again. Thanks in advanced.

Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art
\gb\gbpwrplntd3_sn.w3x'.
Error: Input file 'art:gbpwrplntd3_an.w3x' not found (referenced from file://c:\
program files\electronic arts\command & conquer 3\mod sdk\mods\p\data\gdipowerpl
ant.xml). Treating it as empty.


There is nothin' missing actually...i had the same problem as u...but actually
it works:color3:

but the xml must have a connection with each other...and check y'r mod throughly...make sure there're no missing or extra details...:color4: