Jump to content


Photo

Sy's AssetBuilder not working for Windows 7.


  • Please log in to reply
30 replies to this topic

#21 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 23 November 2011 - 11:55 AM

Did you put it in the same folder as the exe file?
That usually tends to work.
Ridder Geel

#22 Titan Cronus

Titan Cronus

    Do unto Others...

  • Members
  • 693 posts
  • Location:Ireland
  • Projects:The Battle of the Pelennor Fields Mod.

Posted 24 November 2011 - 11:30 AM

Did you put it in the same folder as the exe file?
That usually tends to work.


Whay do you mean "it", like did I put what in the same folder as the exe file. Sorry if thats a really dumb question. :facepalm:

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#23 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 24 November 2011 - 11:39 AM

Did you put the dll file you downloaded in the same folder?
Do you have msn? If so PM it to me, and i will help you via msn, we need to get this to work... this is just... well annoying for you, and without a proper asset.dat you cant add any art, so its of quite some importance.
Ridder Geel

#24 Titan Cronus

Titan Cronus

    Do unto Others...

  • Members
  • 693 posts
  • Location:Ireland
  • Projects:The Battle of the Pelennor Fields Mod.

Posted 24 November 2011 - 12:34 PM

Thanks a Million for the offer of help on msn Ridder, your a gentelman and scholar my good man. ;)

Im quite busy atm, re-decorating before we have family come to stay so unfortunatly won't have much time for msn over the next day or two but I'll try message you toight (if I get the time). This forum is perfect really, I can just nip on and check/reply every time we stop for a brew.

Regarding the .dll file; I did not download that file individually because I had a problem with a .dll file before (with the internet explorer) and it totally messed up my LT trying to download and install it (probably over paranoid now i know). Instead I downloaded the whole asset builder from as many different places as possible and from many of them places twice (unnecessary i know but wanted to be sure that nothing had been corrupted while downloading).

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#25 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 24 November 2011 - 01:47 PM

Ok sounds good, I am also working on a small application which may include an assetbuilder, this way we can prevent these issues in the future, they happen a bit too often in my opinion ;)
Ridder Geel

#26 Titan Cronus

Titan Cronus

    Do unto Others...

  • Members
  • 693 posts
  • Location:Ireland
  • Projects:The Battle of the Pelennor Fields Mod.

Posted 08 January 2014 - 11:06 AM

:xx: Thread Resurrection! :xx:

 

Sorry to res a thread from so long back but this problem is still not solved. I have recently got back into my mod and still can't add new art coz still having problems with Sy's Asset Builder. The EA AssetCacheBuilder works but my mod won't use the asset it creates. The problem with EA's assetbuilder is that it makes a new asset with only the art we add and not one by adding our art to an old asset and my mod only seems to work with a full amended asset like the one Sy's assetbuilder makes.

 

To re-cap, the problem im having is when i try to save my new asset, I can't.

I choose the destination and click save, the window disappears but nothink alse happens. I think the problem "could" have something to do with permissions because when I don't have the right permissions, I can't even run the assetbuilder because I get an error saying that some files are not working or what ever it says (can't remember off hand). Ofc, It is possible that now that I have it loading, thats the permissions problem sorted and that the remaining "not saving" issue is something totally different.

Also, I did wonder if that maybe the AssetBuilder can't find the orriginal bfme asset to ammend, like maybe its not in the destination its looking for. In my old com it would have been in "C:\Program Files\etc etc" but in my new com its "C:\Program Files (x86)\etc etc"


Edited by Titan Cronus, 08 January 2014 - 11:08 AM.

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#27 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,852 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 10 January 2014 - 01:48 PM

(not really an SY assetbuilder wiz so can't help much there...)

What do you mean your mod doesn't work with EA's assetbuilder created asset.dat?

Where did you put it in your mod? and are you sure you renamed the compiledtextures to textures before running and renamed it back after?


Ridder Geel

#28 Titan Cronus

Titan Cronus

    Do unto Others...

  • Members
  • 693 posts
  • Location:Ireland
  • Projects:The Battle of the Pelennor Fields Mod.

Posted 15 January 2014 - 09:28 PM

I mean that I get pink objects if I use the EA one. I didn't rename anything though because the readme yoke didn't say anythink about renaming anything. It just says where to put it before running it. It just says: "First grab your textures and models drag them in the same folder as AssetCacheBuilder and run AssetCacheBuilder, then asset.dat will appear." Have I got an old vesion maybe?


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#29 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 16 January 2014 - 10:53 AM

Those were incorrect instructions.

 

The Assetcachebuilder should be in the root directory of your mod folder. All your art needs to be laid out in their respective folders, models go in w3d and textures go in 'compiledtextures' (you need to rename/merge 'compiledtextures' to 'textures' prior to running the assetcachebuilder) 

 

To put it plainly, your root mod folder should by default have at least three files. art folder, data folder, and assetcachebuilder.exe. If you have everything set up correctly the assetcachebuilder will work perfectly. And in fact, it's better for compiling a mod because it only uses your new assets and it saves space, instead of having to include every single asset in the game.

 

Perhaps this article can help explain it better than I can. 

 

http://www.the3rdage...4?apage=17#page


                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#30 Miraak5

Miraak5

    title available

  • Members
  • 389 posts
  • Location:France
  • Projects:ROTWK Patch 2.02, Wars of the North, BFME1 1.08 Complete Edition
  •  BIG coding, Map scripting and AI coding

Posted 19 June 2018 - 04:37 PM

Sorry to up that old thread but i have the exact same problem (my asset list appear but when i click on save with sy's asset builder nothing append)

i use EA asset builder for my own mod because it's a -mod, but now for an other project i need to create an asset with the base game ressources (using apend to existing asset) but i cant do that with EA asset builder

 

im on W7 64bits pro


He was the first...


#31 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 26 August 2018 - 09:57 PM

I actually tried sy's Asset Builder again , after not using it for years 

It works best on Win XP

So i have a Virtual XP running , I am using /win 8.1 pro

See If you can get XP mode running in Win 7 

 

https://www.microsof...ls.aspx?id=8002

 

try to set this up first

 

Then you need to copy the asset builder.exe  and the art folder to a USB drive or a shared drive

Then install the assetbuilder on the Virtual XP machine

Then load your art files , create new asset file , named asset.dat

Then save the asset.dat back onto the USB drive 

 

For those using Win 8.1 Pro it is more complex ,  You need Oracle VM VirualBox and then set up XP mode






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users