Jump to content
dvs1

cant create .big file only .babproj

Recommended Posts

I follow everything to the letter in the tutorial, yet when I run the mod studio, I get a mod.babproj and that's all she wrote. I've checked and rechecked, counted the letters backwards, and hell, I even copy/paste everything *just in case* I did something wrong.

 

I even tried it on the unaltered, unedited SampleMod and got the same thing. I'm using the last/update/patch/stable etc you name it I got it before even trying this. I got several hours over a week's time into this mod.babproj problem and now its getting to where its really aggravating.

 

I was doing this for Kane's Wrath.

 

I made my own mods and skins for WarCraft 3 for years and never had this much grief.

 

So let's first start with why the EALAModStudio will not create a .big file for the SampleMod and go from there. I'm on Win 7 Pro 64-bit with only basic system functions running.

Share this post


Link to post

Are you trying to compile a kanes wrath mod with the ealamodstudio?

Share this post


Link to post

Yes.

 

I was under the impression that the SimpleMod example could be compiled to a .big and then actually selectable for play via the WrathEd Mod Launcher. However, I get a mod.babproj file.

 

So I looked at other tutorials, just simple how-to's about creating a wall. Or making GDIRifleSquad cheap. I follow exactly everything as written and yet, every time I use the EALAModStudio, I get a mod.babproj file.

 

I did download KWEnhanced, but there was no .big or .skudef with it. Magically, I was able to produce the .big and .skudef I did myself. But when ever I try it for anything that I personally do, the build fails.

 

The code is easy enough to read and modify.

 

 

Here's an example to work with of something I'd like to do.

 

I get the Mod.xml and mod.str files, both are in the MyMod/data folder, I edit them to reflect the changes I'm going to make to a single file.

 

MyMod/data/GlobalData/LogicCommandSet.xml is the file that I'm altering. I got the xml file from the CnC3xml folder that came with the MOD SDK.

 

<Include type="all" source="DATA:MyMod/data/GlobalData/LogicCommandSet.xml" /> is the line I add to the Mod.xml file.

 

Should the type be "all" or "reference"?

 

There are only 3 files. MyMod/data/Mod.xml & /mod.str & /GlobalData/LogicCommandSet.xml

 

Read through the documentation with the mod studio, a few times now, and I don't know what is missing that would make the build fail without even a single error to clue me as to what's going on. I've googled repeatedly until I don't know what to google anymore.

 

Here's the changes I made the LogicCommandSet.xml file under the GDI faction.

 

--Removed Predator, Mammoth, and Juggernaught from Weapons Factory

--Copied and added the Golum, Guardian, AA Battery, and Terraforming lines from the MVC to the Crane

 

Because not being able to build defensive from the crane is really annoying... and I want to split the light and heavy vehicles between the weapons factory (light) and reclamator hub (heavy) to start, but I'm more interested in just working through this one step at a time.

 

But that was all. I have 3 files, a few lines edited to see how it works, and no .big is the problem. I found it to be really curious that it wouldn't even work on the SampleMod. So what am I missing?

Share this post


Link to post

EALA's studio was made for RA3, Bibber converted it for use with TW iirc, but not for KW....To compile mods in KW you need to use the buildmod.bat file that came with the KW sdk.

 

Also do realise that KW has had some changes since vanilla TW. So looking at the TW xml's is a good place to start...along the line you are better off using the WE tool to browse the KW xmls and read them directly from the big. Due to changes where KW deviates from TW.

Edited by Ravendark

Share this post


Link to post

Also you Need to use wrathed to get the xml files for kanes wrath, you should not just use xml files from tiberium wars sdk (cnc3xml folder).

Share this post


Link to post

Alright, so cnc3_modsdkexpandsion.rar is only for CnC3 and the expansion part is just for the expansion of the CnC3:TW mod sdk; it is not the KW expansion

 

I have the WrathEd 1.07 gamme download, but I merged all the sdk's together. I deleted all the folders, art packs, everything.

 

I'll give it another whirl and see how it works. Til then, thanks for clarifying the difference.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×