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#1 centurionbc

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Posted 22 September 2007 - 12:19 AM

ok well i finnally learned how to use the tools mostly but the thing is i dont know how to make a xml file i read sdk doc and didnt understand very well. so i took an xml file and deleted everything but the top, i got that as my mod.xml and put all my xml files on there like i was supposed to and i got all my xml edited files in my mods folder as well. the only thing is i dont know how to originaly from scratch make a str file or xml file PLS HELP

#2 user_unknown

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Posted 22 September 2007 - 12:50 AM

Open notepad, save the file as .xml

#3 centurionbc

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Posted 22 September 2007 - 12:58 AM

thx that helps now for the mod.str file, how do you make one i mean i know how to make a big file and sku dif but the game wont run and its because i need a mod.str file right?

#4 centurionbc

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Posted 22 September 2007 - 01:25 AM

i dont know whats wrong i am sending what i did pls help i cant seem to send my mod.str file so pls tell me how to create one right.

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#5 Phil

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Posted 22 September 2007 - 10:06 AM

Your Mod.xml file is way off. You need an xml declaration at the beginning, plus another bunch of elements (like the root element). Take a look at the SampleMod's Mod.xml file to see how it is supposed to be done.
Should you want more information about XMl in general, I can recommend W3Schools.

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#6 centurionbc

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Posted 22 September 2007 - 05:22 PM

yea i made some changes to mod.xml gave it declaration, but my mod still dont work so i am going to send you a copy of my mod files so i can find out what i am still doing wrong. i also have given you my mod.str in txt form because i cant get it on here with it as a str file but its not a text file in my mods folder just so you should know.

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#7 Phil

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Posted 23 September 2007 - 11:58 AM

I wonder why you attach static.xml and global.xml. They should actually not even be part of your mod, only included by mod.xml.

Speaking of which, it seems fine now, only that you missed a quote (") at the end of one include. Mod_l.xml is still off though. Use a web browser or a special text editor to find that kind of error yourself from now on.

And your string file is uninteresting aswell, strings do not make the game crash or prevent the mod from working. The only problem you may encounter with it are some missing strings if you mess things up.

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#8 centurionbc

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Posted 23 September 2007 - 04:47 PM

alright thx thats good to know i will see what i can fix with the mod_l.xml thx again i will report what my progress is once i do what you just explained.

Edited by centurionbc, 23 September 2007 - 05:08 PM.


#9 centurionbc

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Posted 23 September 2007 - 05:08 PM

well i changed my mod_l.xml file it is an atachment pls look at it and tell me what i am still doing wrong other than that i added the " to my mod.xml file and created a skudef file and .big file , i am using the build mod express could that be the problem?

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  • Attached File  Mod_l.xml   845bytes   123 downloads
  • Attached File  Mod.xml   845bytes   110 downloads


#10 Phil

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Posted 23 September 2007 - 05:54 PM

As I said, get yourself some XML validation tool (I'm just using Opera atm) and you'll see that for example you must not have any spaces before the xml declaration.
Those are only XML wellformedness errors though, you need to check out what the buildmod.bat says when it aborts the compiling process and then fix those errors.

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#11 centurionbc

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Posted 23 September 2007 - 06:47 PM

is there a certain type of validation tool you would recomend?

#12 Phil

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Posted 23 September 2007 - 06:49 PM

... (I'm just using Opera atm) ...


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#13 Mastermind

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Posted 23 September 2007 - 07:59 PM

Why are you creating a mod_l.xml? You do not need to create one, and shouldn't be creating one. The SDK will properly build a low LOD version of your mod for you.
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#14 centurionbc

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Posted 23 September 2007 - 11:16 PM

ok well then i deleted the mod_i.xml from my mod and i remade my skudef and .big file, and every time i try to star the mod it tells me it has stopped working, what am i doing wrong?

#15 Phil

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Posted 24 September 2007 - 04:07 PM

What it says when it crashes.

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#16 Guest_Guest_*

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Posted 24 September 2007 - 06:20 PM

well i am using windows vista, but it says tha tiberium wars has stopped working and then it closes. whats the poblem still, i am using patch 1.07 btw

#17 Guest_Guest_centurionbc_*_*

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Posted 26 September 2007 - 01:39 AM

its been about a day since i have heard back from any1, my question still stands

#18 Phil

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Posted 26 September 2007 - 01:27 PM

Well, does the compiling process work then? But as soon as you're ingame that game crashes?
If so, you've most likely made a coding mistake that the BinaryAssetBuilder does not recognise but when the game tries to execute whatever you've modified, it crashes.

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My Political Compass

Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.


#19 Guest_Guest_centurionbc_*_*

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Posted 26 September 2007 - 11:07 PM

well i am using the binnary asset builder express its a tool made by a privite person, anyways it makes a big and skudef file how could i fix this error?

#20 Phil

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Posted 27 September 2007 - 03:57 PM

We can't help if we don't even know what kind of error it is.

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Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.





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