How to make TA3D really use my mod ?
How to make TA3D really use my mod ?
I try to include a new unit in the game (a replacement for the ARM LLT, with it's own name of course).
Named the mod "Lemur Annihilation". Because Lemurs go to war, and stuff (and they love big guns, but that another thing).
But, even if the game say, on the "option" page, on the primary page, and even in the CFG file, the mod used is "Lemur Annihilation", it only use the standard one.
Tried by just adding my unit, sidedata file, and that, but don't work.
Tried to unpack rev31.gp3 in the LA (Lemur Annihilation) mod folder, and add my unit in it, but don't work.
In fact, in even tried to change the ARM menu by making two normal buildings trading their place (in the sidedata file), but the game don't use the new menu.
Tried to delete the cache folder, but no change.
Tied to repack the rev31.gp3 (I hate repacking with passion) with my changes (my unit and the change in the build menu of the ARM, sidedata file), but when i try to play with TA3D load (or look like it do), at the end all the screen is black, without even GUI, and the log file say... no model at all was found for the units
I fear i understand nothing at all.
Named the mod "Lemur Annihilation". Because Lemurs go to war, and stuff (and they love big guns, but that another thing).
But, even if the game say, on the "option" page, on the primary page, and even in the CFG file, the mod used is "Lemur Annihilation", it only use the standard one.
Tried by just adding my unit, sidedata file, and that, but don't work.
Tried to unpack rev31.gp3 in the LA (Lemur Annihilation) mod folder, and add my unit in it, but don't work.
In fact, in even tried to change the ARM menu by making two normal buildings trading their place (in the sidedata file), but the game don't use the new menu.
Tried to delete the cache folder, but no change.
Tied to repack the rev31.gp3 (I hate repacking with passion) with my changes (my unit and the change in the build menu of the ARM, sidedata file), but when i try to play with TA3D load (or look like it do), at the end all the screen is black, without even GUI, and the log file say... no model at all was found for the units
I fear i understand nothing at all.
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
There is two ways you can replace the game data:
NB: if you play with the free data set, in its current non packed form it has priority over HPI/GP3/UFO/CCX archives unless a mod overrides its files (mod files always have priority).
- you can replace the resource files with your own ones (you have to clear the cache for this to work). NB: real files should have priority over archives, not packing things should help since there are duplicates of several files in the original archives.
- you can add a mod in the mod list, but this is not as easy as adding a folder, you have to add a small file that will tell TA3D how to use your mod.
NB: if you play with the free data set, in its current non packed form it has priority over HPI/GP3/UFO/CCX archives unless a mod overrides its files (mod files always have priority).
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Still don't work
Tried now a unpacked rev31.gp3 (as a folder, then), in my mod folder, called "Lemur Annihilation".
Here my "ta3d.mod" file :
Ext and dirs are goods.
Here my "info.mod" file :
Here, in the Cannbuild section of the Sidedata file, the menu of the ARM COM :
But the game don't use it (arm t1 def 11t dont' show - hell,TA3D don't even put in is it's cache !), ArmLLT and ArmSolar are not in their new places.
Tried now a unpacked rev31.gp3 (as a folder, then), in my mod folder, called "Lemur Annihilation".
Here my "ta3d.mod" file :
Code: Select all
[MOD]
{
unit_ext = .fbi;
unit_dir = units;
weapon_dir = weapons;
download_dir = download;
}
Here my "info.mod" file :
Code: Select all
// TA3D Mod info file
// autogenerated by ta3d
[mod]
{
ID = -100;
name = Lemur Annihilation;
version = 0;
author = David Durand;
comment = Cinq camps : Arm, Core, Lémurs, Crabes, Voraces;
url = ;
installed = true;
}
Code: Select all
[ARMCOM]
{
canbuild1=ARMLLT;
canbuild2=ARMWIN;
canbuild3=ARMESTOR;
canbuild4=ARMMSTOR;
canbuild5=ARMMEX;
canbuild6=ARMMAKR;
canbuild7=ARMLAB;
canbuild8=ARMVP;
canbuild9=ARMAP;
canbuild10=ARMSY;
canbuild11=ARMSOLAR;
canbuild12=ARMRAD;
canbuild13=ARMSONAR;
canbuild14=ARMTIDE;
canbuild15=ARMUWES;
canbuild16=ARMUWMS;
canbuild17=ARMUWMEX;
canbuild18=ARMFMKR;
canbuild19=ARMTL;
canbuild20=arm_t1_def_llt;
}
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
Interesting, there may be a bug when it reads this file.
If you want to make sure TA3D can see your files, you can use the following command line options:
If you want to make sure TA3D can see your files, you can use the following command line options:
- show all files in the virtual filesystem:
Code: Select all
ta3d --quiet --show *
- print a (text) file:
Code: Select all
ta3d --quiet --print gamedata\\sidedata.tdf
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
I think i found : I just put all the content of my rev31.gp3 folder in my mod folder (and deleted rev31.gp3).
Look like it work for now (i just hope i don't have to delete the cache each time i change something in the mod).
Thank for your help.
Edit :
Well, it's not totally good : Now, the game see my added building (my own llt), but the solar and normal llt are still at their standard place (i put the llt at place 1, but it is still showed at it's normal place, for example).
Look like it work for now (i just hope i don't have to delete the cache each time i change something in the mod).
Thank for your help.
Edit :
Well, it's not totally good : Now, the game see my added building (my own llt), but the solar and normal llt are still at their standard place (i put the llt at place 1, but it is still showed at it's normal place, for example).
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
TA3D doesn't use the build pic order in sidedata.tdf, it tries to solve overlapping stuffs. This is quite complex so unfortunately current solution is not perfect but it can be improved.
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Argh ? Well, without Sidedata, we have some problem for put things in the order we want in the building menus...
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
It uses the .gui files and the .tdf files from the download directory. It should not be difficult to take into account the order from sidedata.tdf, I'll do that when I have time.
=>;-D Penguin Powered
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
hm, I've run a few tests with armcom1.gui and sidedata.tdf on OTA, it seems it doesn't care that much about sidedata.tdf content (at least with 3.1 patch). So I made TA3D aware of sidedata.tdf menu order but I priority is given to GUI files which seems to reproduce OTA's behavior but I am not quite sure OTA behaves exactly that way ...
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Tried. Well, the game don't start : Crash before or when it try to load units.
The log file is writed in a langage my "notepads" can't read
===================
Edit :
Argh, it's something in my mod : Tried with the "default" mod and the game work. But i still can' read the log file.
Here the backtrace :
The log file is writed in a langage my "notepads" can't read
===================
Edit :
Argh, it's something in my mod : Tried with the "default" mod and the game work. But i still can' read the log file.
Here the backtrace :
Code: Select all
received signal Segmentation fault
Obtained 32 stack frames.
/usr/games/ta3d(_Z17backtrace_handleri+0x39) [0x4927b9]
/lib/libc.so.6(+0x33af0) [0x7f7eedc23af0]
/lib/libc.so.6(memcpy+0x15b) [0x7f7eedc76dbb]
/usr/games/ta3d(_ZN4Yuni10StringBaseIcLi128EEC1ERKS1_+0x5a) [0x47266a]
/usr/games/ta3d(_ZN6google24dense_hashtable_iteratorISt4pairIKN4Yuni10StringBaseIcLi128EEEPN4TA3D4MeshEES4_NS6_5UTILS4hashIS4_EENS_14dense_hash_mapIS4_S8_SC_St8equal_toIS4_ENS_27libc_allocator_with_reallocIS9_EEE9SelectKeyENSI_6SetKeyESF_SH_E30advance_past_empty_and_deletedEv+0x2e) [0x536e3e]
/usr/games/ta3d(_ZN4TA3D5Joins16computeStructureEPNS_4MeshE+0x19ab) [0x534a4b]
/usr/games/ta3d(_ZN4TA3D7MeshOBJ4loadERKN4Yuni10StringBaseIcLi128EEE+0xb7) [0x52b747]
/usr/games/ta3d(_ZN4TA3D15MeshTypeManager4loadERKN4Yuni10StringBaseIcLi128EEE+0x104) [0x511c84]
/usr/games/ta3d(_ZN4TA3D12ModelManager8load_allEP16ProgressNotifier+0x330) [0x513f80]
/usr/games/ta3d(_ZN4TA3D6Battle12init3DModelsEv+0x164) [0x628e24]
/usr/games/ta3d(_ZN4TA3D6Battle16loadFromGameDataEPNS_8GameDataE+0x1f1) [0x6293a1]
/usr/games/ta3d(_ZN4TA3D6Battle10preExecuteERNS_10LuaProgramE+0x27) [0x62a747]
/usr/games/ta3d(_ZN4TA3D6Battle7executeEv+0x42) [0x62a982]
/usr/games/ta3d(_ZN4TA3D6Battle7ExecuteEPNS_8GameDataE+0x37) [0x6254e7]
/usr/games/ta3d(_ZN4TA3D5Menus9SetupGame10doFinalizeEv+0x2bf) [0x68892f]
/usr/games/ta3d(_ZN4TA3D5Menus8Abstract7executeEv+0x7d) [0x658abd]
/usr/games/ta3d(_ZN4TA3D5Menus9SetupGame7ExecuteEbRKN4Yuni10StringBaseIcLi128EEES6_bb+0x41) [0x689841]
/usr/games/ta3d(_ZN4TA3D5Menus4Solo16doGoMenuSkirmishEv+0x55) [0x65cd65]
/usr/games/ta3d(_ZN4TA3D5Menus4Solo22maySwitchToAnotherMenuEv+0x38e) [0x65e20e]
/usr/games/ta3d(_ZN4TA3D5Menus8Abstract6doLoopEv+0x3c) [0x65875c]
/usr/games/ta3d(_ZN4TA3D5Menus8Abstract9doExecuteEv+0x11) [0x658781]
/usr/games/ta3d(_ZN4TA3D5Menus8Abstract7executeEv+0xa6) [0x658ae6]
/usr/games/ta3d(_ZN4TA3D5Menus4Solo7ExecuteEv+0x23) [0x65d013]
/usr/games/ta3d(_ZN4TA3D5Menus8MainMenu12goToMenuSoloEv+0xe) [0x6669de]
/usr/games/ta3d(_ZN4TA3D5Menus8MainMenu22maySwitchToAnotherMenuEv+0x118) [0x667f48]
/usr/games/ta3d(_ZN4TA3D5Menus8Abstract6doLoopEv+0x3c) [0x65875c]
/usr/games/ta3d(_ZN4TA3D5Menus8MainMenu9doExecuteEv+0x11) [0x665ea1]
/usr/games/ta3d(_ZN4TA3D5Menus8Abstract7executeEv+0xa6) [0x658ae6]
/usr/games/ta3d(_ZN4TA3D5Menus8MainMenu7ExecuteEv+0x5f) [0x66627f]
/usr/games/ta3d(main+0x1c1) [0x6d5c21]
/lib/libc.so.6(__libc_start_main+0xfd) [0x7f7eedc0ec4d]
/usr/games/ta3d() [0x46e9f9]
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
Ok, according to the stack trace this is a bug in the model structure parser (the module which is responsible for transforming standard meshes into TA3D's internal structure). Which model format do you use ?
PS: try notepad++ (http://notepad-plus.sourceforge.net/fr/site.htm), it should read anything you throw at it. Anyway not being able to read logs easily should be considered a bug
PS: try notepad++ (http://notepad-plus.sourceforge.net/fr/site.htm), it should read anything you throw at it. Anyway not being able to read logs easily should be considered a bug
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Okay. Notepad++ open the file (but i needed to kill it's process for close it. Buged).
Look like there is an error in one of my last inserted Files :
Well, it said it don't found some meshes parts.
I try to find it now. Can i suggest the log file say in what file it found an error ?
Look like there is an error in one of my last inserted Files :
Code: Select all
Damn, the copy-past is bugged, too.
I try to find it now. Can i suggest the log file say in what file it found an error ?
Re: How to make TA3D really use my mod ?
Okay.
Removed ALL my units, but the game still crash saying it don't find some meshe part i now exist only in MY models...
Tried to look in my BOS and in OBJ files. Found no errors : All the part named in BOS/COB files are in the OBJ files
And since i can't remove files for see what one make the game crash (the game continue to do as if the file are still here), i fear i can't do more
Removed ALL my units, but the game still crash saying it don't find some meshe part i now exist only in MY models...
Tried to look in my BOS and in OBJ files. Found no errors : All the part named in BOS/COB files are in the OBJ files
And since i can't remove files for see what one make the game crash (the game continue to do as if the file are still here), i fear i can't do more
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
Wow, looks like you're really having bad luck.
FBI files refers to model files, that may be related. Also try to clear the game cache, it may help (I definitely must add a "developer mode" that doesn't use the cache, it would be easier ... I am going to add this right now ).
For this I have to know which part of the code produces these log lines, that would be easier with the log lines .D.Durand wrote:Can i suggest the log file say in what file it found an error ?
FBI files refers to model files, that may be related. Also try to clear the game cache, it may help (I definitely must add a "developer mode" that doesn't use the cache, it would be easier ... I am going to add this right now ).
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Uh ? I'm sorry, but don't you take track of what you code ?For this I have to know which part of the code produces these log lines, that would be easier with the log line
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
I do but the code is huge and it's difficult to find something related to a line in the logs if I don't have the logs. Lots of code tells which file has a problem, but not all so I really need some keyword to do a search in the code. What does this log look like ?
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Err... what file i can join ? Even ".txt". are not allowed here :-\
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
yeah that's in order to save some space and bandwidth. Join a compressed archive (zip, rar, tar.gz, tar.bz2, 7z, ...).
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Done, there, and here.
- Attachments
-
- ta3d.log.zip
- (1.12 KiB) Downloaded 9035 times
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
Ok, I've added the filename to the logs .
I've seen this:
Did you put the texture and MTL files in the textures folder (either in ta3d/textures or ta3d/resources/textures) ? TA3D won't find them if they're somewhere else.
I am currently working on a way to generate packages automatically for various platforms. When I am done with it packages should be updated more often (I am trying to make things build on my server instead of my computer because my very limited DSL connection prevents me from releasing often ).
I've seen this:
Code: Select all
[Sat Jul 10 13:40:19 2010][ta3d][error] [obj] could not load texture !
I am currently working on a way to generate packages automatically for various platforms. When I am done with it packages should be updated more often (I am trying to make things build on my server instead of my computer because my very limited DSL connection prevents me from releasing often ).
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Actually, none of my units have textures.
- zuzuf
- Administrateur - Site Admin
- Posts: 3281
- Joined: Mon Oct 30, 2006 8:49 pm
- Location: Toulouse, France
- Contact:
Re: How to make TA3D really use my mod ?
Well it explains why TA3D couldn't load textures then
=>;-D Penguin Powered
Re: How to make TA3D really use my mod ?
Yes, but that don't stop the units to work perfectly in game. They are white, that's all.
Re: How to make TA3D really use my mod ?
Updated my TA3D version. The new log is clearer, thank you. That was my Bulldog 3D file. Honestly, i don't knew the game differenciate "T" from "t".
Funny, my units are four time bigger and reversed when i export them in OBJ. Have to remember it. Not a real problem, though. But a stumpy bigger than a goliath look really baddass.
Had a crash with the T1 arm shipyard, but have to look if my first naval unit don't do it.
Keep the good work.
Funny, my units are four time bigger and reversed when i export them in OBJ. Have to remember it. Not a real problem, though. But a stumpy bigger than a goliath look really baddass.
Had a crash with the T1 arm shipyard, but have to look if my first naval unit don't do it.
Keep the good work.
Who is online
Users browsing this forum: No registered users and 1 guest