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Re: problem - about running Object Editor

Posted: Mon Jul 22, 2013 2:21 am
by South
@DB, I followed your video tutorial and re-installed the Burner tool and RGM importer, (except using pipeliner.exe -my pipeliner.exe cannot generate pipeline.ini correctly) but still I can't see BIA folder in DataSrc and IntDataSrc. Is it because of my pipeliner.exe is bad, or I installed too much mods in my CoH folder? Thank you.

Re: problem - about running Object Editor

Posted: Mon Jul 22, 2013 1:00 pm
by Darkbladecr
You can just add an empty folder. Only the DataGeneric BIA folder actually has content I believe. Did you setup perforce correctly? What error happens when you try to burn something? You can check the burning log which should be located in your CoH root.

Re: problem - about running Object Editor

Posted: Mon Jul 22, 2013 1:28 pm
by South
Darkbladecr wrote:You can just add an empty folder. Only the DataGeneric BIA folder actually has content I believe. Did you setup perforce correctly? What error happens when you try to burn something? You can check the burning log which should be located in your CoH root.

The perforce and pipeline.ini are both good I believe, because the OE runs properly.(I spent weeks to fix it)
The error happens to me is in burnerGUI(and BurnerTool in command line, the error message is the same):
Error: Burner -- Could not find burnerPath information for project 'Mod_Name'

I believe the error is caused by _default.burn in DataGeneric, because it's the only position I found "burnerpath" information, and my pipeliner.exe sometimes (usually after I changed it manually, but not always. I don't know the reason) report "cannot open _default.burn".

Re: problem - about running Object Editor

Posted: Tue Jul 23, 2013 10:50 am
by Darkbladecr
well your _default.burn files never referenced to a mod called "Mod_Name" they only mentioned NewModernCombat. What project are you burning?

Here are my files:

Code: Select all

; pipeline.ini
; this file contains all pipeline settings

; NOTE: unless fully qualified, all paths are relative to this file

[global]
ToolsData           =Tools\ToolsData
WkDir          =
Registry       = Relic\BIA\v1.0
ForeginTools = Tools\Foreign

;The added code that allows Perforce to work with CoH
[p4]
RevControlPort      = 127.0.0.1:1666

[version]
VersionPath =Tools\Versions.lua
VersionUsers =Tools\Versions.lua

[bugreport]

[project:bia_engine]
Global              = 1
Parent         =
Description      = Base game engine project
DataSource          =DataSrc\Engine
DataSourceShared   =
DataIntermediate    = IntDataSrc\Engine
DataGeneric      =DataGeneric\Engine
DataBurn      =
DataFinal           = Engine\Data
DataPreview      = Engine\Data
LocaleFolder        = Engine\Locale\English

; there should be one entry for each project
[project:bia]
Global              = 0
Parent         = bia_engine
Description      = BIA mod project
DataSource          = DataSrc\BIA
DataSourceShared   =
DataIntermediate    = IntDataSrc\BIA
DataGeneric      = DataGeneric\BIA
DataBurn      =
DataFinal           = WW2\Data
DataPreview      = Engine\Data
LocaleFolder        = WW2\Locale\English

; Change First_Mod to the name of your Mod or copy and paste at the bottom
[project:First_Mod]
Global =0
Parent = bia_engine
Description = First_Mod.module
DataSource = DataSrc\First_Mod
DataSourceShared =
DataIntermediate = IntDataSrc\First_Mod
DataGeneric = DataGeneric\First_Mod
DataBurn =
DataFinal = First_Mod\Data
DataPreview = Engine\Data
LocaleFolder = First_Mod\Locale\English

[project:NewModernCombat]
Global =0
Parent = bia_engine
Description = NewModernCombat.module
DataSource = DataSrc\NewModernCombat
DataSourceShared =
DataIntermediate = IntDataSrc\NewModernCombat
DataGeneric = DataGeneric\NewModernCombat
DataBurn =
DataFinal = NewModernCombat\Data
DataPreview = Engine\Data
LocaleFolder = NewModernCombat\Locale\English



DataGeneric _default.burn

Code: Select all

burn_version = 1

burn_projects =
{
   {
      project = [[BIA]],
      burnerPath = [[Tools\Bin\]],   -- Relative path from the pipeline.ini file
   },
}

burn_targets =
{
   {
      name = [[ignore files]],
      wildcard = [[.*\.(burn|fda|fx|luc|mp3|rpme|wavref|psd|meshswap)$]],
      targets =
      {
         {
            target = [[ignore]],
            project = [[ignore]],
            destination = [[]],
            plugin = [[ignore]],
         }
      }
   },
}

burn_params =
{
   {
      name = [[ignore files]],
      targets =
      {
         {
            target = [[ignore]],
            params = {}
         }
      }
   },
}

burn_projects.First_Mod = { -- Info added here as it is easier to append files than edit them midfile.
   project = [[First_Mod]],
   burnerPath = [[Tools\Bin]],
}

burn_projects.NewModernCombat = { -- Info added here as it is easier to append files than edit them midfile.
   project = [[NewModernCombat]],
   burnerPath = [[Tools\Bin]],
}


NewModernCombat _default.burn:

Code: Select all

burn_targets =
{
   {
      name = [[shark container scripts]],
      wildcard = [[.*\.(scn)$]],
      targets =
      {
         {
            target = [[bia_data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[Sound Container Converter]],
         },
      }
   },
   {
      name = [[generic-rgm to data-rgm]],
      wildcard = [[.*\.(rgm)$]],
      targets =
      {
         {
            target = [[bia_data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-RGM to data-RGM]],
         },
      }
   },
   {
      name = [[generic-rga to data-rga]],
      wildcard = [[.*\.(rga)$]],
      targets =
      {
         {
            target = [[bia_data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-RGA to data-RGA]],
         },
      }
   },
   {
      name = [[generic-rgo to data-rgo]],
      wildcard = [[.*\.(rgo)$]],
      targets =
      {
         {
            target = [[bia_data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-RGO to data-RGO]],
         },
      }
   },
   {
      name = [[clone-rgm to data-rgm-rga-rgo]],
      wildcard = [[.*\.(rgm_clone)$]],
      targets =
      {
         {
            target = [[rgm_bia_data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-RGM to data-RGM]],
         },
         {
            target = [[rga_bia_data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-RGA to data-RGA]],
         },
         {
            target = [[rgo_bia_data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-RGO to data-RGO]],
         }
      }
   },
   {   
      name = [[Physics Meta Blue Print to Physics Blue Print]],
      wildcard = [[.*\.(rpmb)$]],
      targets =
      {
         {
            target = [[bia_data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-RPMB to data-RPB]],
         }
      }
   },
   {
      name = [[Splat specular textures]],
      wildcard = [[art\\scenarios\\textures\\splats\\.*_(specular|normal)\.tga$]],
      targets =
      {
         {
            target = [[bia_SplatToRGT]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\data]],
            plugin = [[generic-image to data-rgt]],
         }
      }
   },
   {
      name = [[Splat textures]],
      -- NOTE: This MUST come after the "Splat specular textures ", since it eats the *_specular.tga files!
      wildcard = [[art\\scenarios\\textures\\splats\\.*\.tga$]],

      targets =
      {
         {
            target = [[bia_SplatToRGT]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\data]],
            plugin = [[generic-image to data-rgt]],
         },
         {
            target = [[bia_SplatTMM]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\data]],
            plugin = [[generic-image to data-TMM]],
         }
      }
   },
   {
      name = [[Tile textures]],
      wildcard = [[art\\scenarios\\textures\\tiles\\.*\.tga$]],

      targets =
      {
         {
            target = [[bia_SplatToRGT]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\data]],
            plugin = [[generic-image to data-rgt]],
         }
      }
   },
   {
      name = [[generic-image to data-rgt]],
      wildcard = [[((art\\models\\)).*\.(tga|bmp|dds)|((art\\FX\\)).*\.(tga|bmp|dds)|((art\\objectscars\\)).*\.(tga|bmp|dds)|((art\\Scenarios\\Textures\\water\\)).*\.(tga|bmp|dds)|((art\\NIS\\)).*\.(tga|bmp|dds)$]],
      targets =
      {
         {
            target = [[bia_Data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-image to data-rgt]],
         }
      }
   },
   {
      name = [[UI Maps]],
      wildcard = [[scenarios\\.*\.tga$]],
      targets =
      {
         {
            target = [[bia_Data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-image to data-rgt]],
         }
      }
   },
   {
      name = [[UI Textures]],
      wildcard = [[art\\ui\\.*\.tga$]],
      targets =
      {
         {
            target = [[bia_Data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-image to data-rgt]],
         }
      }
   },
   {
      name = [[generic-bua to data-rgt]],
      wildcard = [[art\\.*\.bua$]],
      targets =
      {
         {
            target = [[bia_Data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-bua to data-rgt]],
         }
      }
   },
   {
      name = [[STC to LUA]],
      wildcard = [[art\\.*\.stc$]],
      targets =
      {
         {
            target = [[bia_Data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[STC to LUA]],
         }
      }
   },
   {
      name = [[generic-fx to data-bfx]],
      wildcard = [[((art\\fx\\)).*\.lua$]],
      targets =
      {
         {
            target = [[bia_Data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[generic-FX LUA to data-BFX]],
         },
      }
   },
   {
      name = [[wave converter]],
      wildcard = [[Sound\\.*\.wav$]],
      targets =
      {
         {
            target = [[bia_data_high]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\DataSoundHigh]],
            plugin = [[Wave Converter]],
         },
         {
            target = [[bia_data_low]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\DataSoundLow]],
            plugin = [[Wave Converter]],
         },
      }
   },
   {
      name = [[everything else]],
      wildcard = [[.*]],
      targets =
      {
         {
            target = [[bia_Data]],
            project = [[NewModernCombat]],
            destination = [[NewModernCombat\Data]],
            plugin = [[copy]],
         },
      }
   },
}

burn_params =
{
   {
      name = [[wave converter]],
      targets =
      {
         {
            target = [[bia_data_high]],
            params = 
            {
               { [[compression]], [[0]] },
               { [[sampleRate]], [[44100]] },
            }
         },
         {
            target = [[bia_data_low]],
            params = 
            {
               { [[compression]], [[0]] },
               { [[sampleRate]], [[22050]] },
            }
         }
      }
   },
   
   {
      name = [[generic-rgm to data-rgm]],
      targets =
      {
         {
            target = [[bia_data]],
            params =
            {
               { [[generate_trianglemesh]], [[true]] },
               { [[generate_substanceRibbon]], [[false]] },
               { [[generate_mergemesh]], [[false]] },
               { [[merge_equivalent_materials]], [[false]] },
               { [[reorient_root]], [[false]] },
               { [[generate_destructibleBuilding]], [[false]] },
               { [[destructibleBuilding_vertexThresholdmm]], [[0]] },
               { [[destructibleBuilding_cubePack]], [[false]] },
               { 'compress_textures', '1' },
               { 'enable_alpha_compression', '1' },
               { 'preferred_format', '0' },
               { 'rescale_np2', '0' },
               { 'want_mipmaps', '0' },
               { 'tex_width', '-1' }, -- -1 is doesnt care
               { 'tex_height', '-1' },   
               { 'tex_sharpen', '0' },
               { 'rgm_format', '0' },   -- 0 pc,1 xenon
               { 'anim_compression', '2' },  -- bwd compat: anim compression should now occur on rga files
               { 'anim_compression_default_tolerance', '3' },  -- bwd compat: anim compression should now occur on rga files
               { 'quick_compression', '0' },
               { [[compress_vertex_directions]], [[true]] },
               { [[compress_vertex_texcoord2D]], [[true]] },
               { [[compress_vertex_texcoord2D_clampTol]], [[.02]] },
               { [[vertex_cache_optimization]], [[1]] },
            }
         },
      }
   },
   
   {
      name = [[Physics Meta Blue Print to Physics Blue Print]],
      targets =
      {
         {
            target = [[bia_data]],
            params = 
            {
               { [[generate_destructibleBuilding]], [[false]] },
            }
         }
      }
   },
   
   {
      name = [[generic-rga to data-rga]],
      targets =
      {
         {
            target = [[bia_data]],
            params =
            {
               { 'rga_format', '0' },   -- 0 pc,1 xenon
               { 'anim_compression', '2' },
               { 'anim_compression_default_tolerance', '3' },  -- bwd compat: anim compression should now occur on rga files
            }
         },
      }
   },

   {
      name = [[generic-rgo to data-rgo]],
      targets =
      {
         {
            target = [[bia_data]],
            params =
            {
               { 'rgo_format', '0' },   -- 0 pc,1 xenon
            }
         },
      }
   },

   {
      name = [[Splat specular textures]],
      targets =
      {
         {
            target = [[bia_SplatToRGT]],
            params =
            {
               { 'compress_textures', '1' },
               { 'enable_alpha_compression', '1' },
               { 'preferred_format', '1' },
               { 'rescale_np2', '1' },
               { 'want_mipmaps', '0' },   
               { 'tex_sharpen', '0' },
               { 'alpha_edge', '0' },               
               { 'black_border', '0' },
               { 'rgt_format', '0' }
            }
         }
      }
   },   
   {
      name = [[Splat textures]],
      targets =
      {
         {
            target = [[bia_SplatToRGT]],
            params =
            {
               { 'compress_textures', '1' },
               { 'enable_alpha_compression', '1' },
               { 'preferred_format', '5' },
               { 'rescale_np2', '1' },
               { 'want_mipmaps', '0' },   
               { 'tex_sharpen', '0' },
               { 'alpha_edge', '0' },               
               { 'black_border', '0' },
               { 'rgt_format', '0' }
            }
         },
         {
            target = [[bia_SplatTMM]],
            params = 
            {
               { [[bits per pixel]],  [[1]] },
               { [[reduce factor]],   [[8]] },
               { [[alpha threshold]], [[50]] }
            }
         }
      }
   },
   
   {
      name = [[Tile textures]],
      targets =
      {
         {
            target = [[bia_SplatToRGT]],
            params =
            {
               { 'compress_textures', '1' },
               { 'enable_alpha_compression', '1' },
               { 'preferred_format', '1' },
               { 'rescale_np2', '1' },
               { 'want_mipmaps', '0' },
               { 'alpha_edge', '0' },
               { 'tex_sharpen', '0' },
               { 'black_border', '0' },
               { 'rgt_format', '0' }
            }
         }
      }
   },
   
   {
      name = [[generic-image to data-rgt]],
      targets =
      {
         {
            target = [[bia_data]],
            params = {
               { 'compress_textures', '1' },
               { 'enable_alpha_compression', '1' },
               { 'preferred_format', '0' },
               { 'rescale_np2', '1' },
               { 'want_mipmaps', '0' },
               { 'alpha_edge', '0' },
               { 'tex_sharpen', '0' },
               { 'black_border', '0' },
               { 'rgt_format', '0' }
            }
         }
      }
   },
   
   {
      name = [[UI Maps]],
      targets =
      {
         {
            target = [[bia_data]],
            params = {
               { 'compress_textures', '1' },
               { 'enable_alpha_compression', '1' },
               { 'preferred_format', '5' },
               { 'rescale_np2', '0' },
               { 'want_mipmaps', '2' },
               { 'alpha_edge', '0' },
               { 'tex_sharpen', '0' },
               { 'black_border', '0' },
               { 'rgt_format', '0' }
            }
         }
      }
   },

   {
      name = [[UI Textures]],
      targets =
      {
         {
            target = [[bia_data]],
            params = {
               { 'compress_textures', '1' },
               { 'enable_alpha_compression', '1' },
               { 'preferred_format', '5' },
               { 'rescale_np2', '0' },
               { 'want_mipmaps', '2' },
               { 'alpha_edge', '0' },
               { 'tex_sharpen', '0' },
               { 'black_border', '0' },
               { 'rgt_format', '0' }
            }
         }
      }
   },
   
   {
      name = [[generic-bua to data-rgt]],
      targets =
      {
         {
            target = [[bia_data]],
            params = {
               { 'compress_textures', '1' },
               { 'enable_alpha_compression', '1' },
               { 'preferred_format', '0' },
               { 'rescale_np2', '1' },
               { 'want_mipmaps', '1' },
               { 'alpha_edge', '0' },
               { 'tex_sharpen', '0' },
               { 'black_border', '0' },
               { 'rgt_format', '0' }
            }
         }
      }
   },
   
   {
      name = [[STC to LUA]],
      targets =
      {
         {
            target = [[bia_data]],
            params = {
            }
         }
      }
   },
   
   {
      name = [[generic-fx to data-bfx]],
      targets =
      {
         {
            target = [[bia_data]],
            params = {
            }
         }
      }
   },

   {
      name = [[shark container scripts]],
      targets =
      {
         {
            target = [[bia_data]],
            params = {
            }
         },
      }
   },
}


Re: problem - about running Object Editor

Posted: Tue Jul 23, 2013 12:59 pm
by South
The name of project I'm trying to burn is "NewModernCombat", not"Mod_Name".(since I'm trying to add some new stuff into MC mod). And the project name in all my files are "NewModernCombat", I'm sure I made that right.
I replaced my pipeline.ini and two _default.burn with your file, but the problem is still the same. I searched on Google and Relicnews forum, seen a lot of people have the same problem, but there seems isn't a valid solution for it.

Re: problem - about running Object Editor

Posted: Tue Jul 23, 2013 1:16 pm
by Darkbladecr
so if you copy my exact files and use it you still have a problem?

Re: problem - about running Object Editor

Posted: Wed Jul 24, 2013 1:11 am
by South
Darkbladecr wrote:so if you copy my exact files and use it you still have a problem?

Yes...I reinstalled the burner tools following the instruction video but without using pipeliner.exe, and used the pipeline.ini and two _default.burn (in DataGeneric\, DataGeneric\BIA and NewModernCombat\DataGeneric) with which you just gave me, but the burner still unable to work. (However the OE seems working correctly, my 3DS max 8 can generate rgm files into the DataGeneric folders, too).

Re: problem - about running Object Editor

Posted: Wed Jul 24, 2013 11:36 am
by Darkbladecr
What does your "BurnerImpLog.txt" say? (in your CoH root) If you don't have that file create it with notepad and run the burnerGUI on a .rgm file in your DataGeneric/NewModernCombat so I can see the error message.

Re: problem - about running Object Editor

Posted: Wed Jul 24, 2013 12:53 pm
by South
Darkbladecr wrote:What does your "BurnerImpLog.txt" say? (in your CoH root) If you don't have that file create it with notepad and run the burnerGUI on a .rgm file in your DataGeneric/NewModernCombat so I can see the error message.

I created BurnerImpLog.txt in my CoH root and runned BurnerGUI, but the BurnerGUL still says "Error: Burner -- Could not find burnerPath information for project 'NewModernCombat'.", and there's nothing being written in BurnerImpLog.txt(It's still empty after I runned both BurnerGUI and BurnerTool in command line). Also, there is a CoHRoot\Tools\Bin\LogFiles folder was created, but it is empty as well. Seems like the burner did't get working at all.

By the way, there are 8 files in my CoHRoot\Tools\Bin folder: BurnerImp.exe, BurnerTool.exe, DDL.exe, DDL.exe.manifest, mfc80.dll, mss32.dll, msvcp80.dll, msvcr80.dll. Are there any missing parts?

Re: problem - about running Object Editor

Posted: Wed Jul 24, 2013 12:58 pm
by Darkbladecr
it sounds like something is not in the right place, or something isn't setup correctly, which is impossible if you used my files.

Do you have a correctly setup module?

NewModernCombat.module

Code: Select all

;; //////////////////////////////////////////////////////////////////
;; File : NewModernCombat.module
;; Desc : NewModernCombat Mod descriptor file.
;;
;; (c) 2008 Relic Entertainment Inc.
;; (c) 2011 Modern Combat Developers

;;

[global]
UIName = NewModernCombat
Description = Modern Combat mod
DllName = LuaExtCore
ModVersion = 1.016
ModFolder = NewModernCombat\Data
LocFolder = NewModernCombat\Locale
ScenarioPackFolder = WW2\Scenarios
SpeechManagerCache = SpeechManagerCoH.cache


[game]
PlayerDropBehavior = aitakeover
 
[attrib:common]
folder = NewModernCombat\DataAttrib
archive.01 = ww2\Archives\AttribArchive
 
[preview:common]
folder = coh\DataPreview
 
[movies:common]
folder = WW2\Movies

[movies:common:01]
folder = NewModernCombat\Movies

[movies:common:02]
folder = Engine\Movies
 
[movies:common:03]
folder = DLC1\Movies
 
[movies:common:04]
folder = DLC2\Movies
 
[movies:common:05]
folder = DLC3\Movies
 
[data:common:01]
folder = NewModernCombat\Data
archive.01 = Engine\Archives\Engine
archive.02 = WW2\Archives\WW2Data
archive.03 = NewModernCombat\Archives\WW2Art
archive.04 = WW2\Archives\WW2Sound
archive.05 = WW2\Archives\WW2ArtAmbient
archive.06 = WW2\Archives\OFSPData
 
[data:common:02]
folder = NewModernCombat\Data
archive.01 = NewModernCombat\Archives\CustomSkinPackMC

[data:common:03]
folder = CoH\Engine\Data
archive.01 = Engine\Archives\Engine
 
[data:common:04]
folder = RelicOnline\Data
archive.01 = RelicOnline\Archives\RelicOnline

;; //////////////////////////////////////////////////////////////////
;; ///////////////////Modern Combat Custom Maps/////////////////////
;; /////////////////////////////////////////////////////////////////
[data:common:05]
archive.01 = NewModernCombat\Maps\2p_senlin_lukou
archive.02 = NewModernCombat\Maps\4p_NationalHighway303
archive.03 = NewModernCombat\Maps\2p_Juchao
archive.04 = NewModernCombat\Maps\4p_Pacific_Outpost
archive.05 = NewModernCombat\Maps\2p_Yangxin
archive.06 = NewModernCombat\Maps\2p_Dragon_Valley
archive.07 = NewModernCombat\Maps\2p_Zhouding
archive.08 = NewModernCombat\Maps\8p_bao'an
archive.09 = NewModernCombat\Maps\4p_Shaohui
archive.10 = NewModernCombat\Maps\4p_Mekong_River_Valley_V3
archive.11 = NewModernCombat\Maps\6p_refinery_moderncombat
archive.12 = NewModernCombat\Maps\2p_shibay
archive.13 = NewModernCombat\Maps\2p_st_mere_dumont_moderncombat

[data:common:06]
archive.01 = NewModernCombat\Maps\2p_bayeux
archive.02 = NewModernCombat\Maps\2p_bourdon
archive.03 = NewModernCombat\Maps\2p_Argentan_Crossroads
archive.04 = NewModernCombat\Maps\2p_D913
archive.05 = NewModernCombat\Maps\2p_Saint_Quentin
archive.06 = NewModernCombat\Maps\2p_Sottevast
archive.07 = NewModernCombat\Maps\2p_Forest_Town
archive.08 = NewModernCombat\Maps\2p_kurland_pocket
archive.09 = NewModernCombat\Maps\2p_gansu
archive.10 = NewModernCombat\Maps\4p_Alsace Moselle
archive.11 = NewModernCombat\Maps\4p_gansu
archive.12 = NewModernCombat\Maps\6p_le_paradis
archive.13 = NewModernCombat\Maps\6p_valley_conflict
archive.14 = NewModernCombat\Maps\2p_Hong'an
archive.15 = NewModernCombat\Maps\4p_aurora
 
[data:common:08]
folder = RelicOnline\Data
archive.01 = RelicOnline\Archives\RelicOnline
 
[data:sound_low]
folder = NewModernCombat\DataSoundHigh
archive.01 = NewModernCombat\Archives\NewModernCombatSoundHigh
archive.02 = NewModernCombat\Archives\ImpactSounds
archive.03 = WW2\Archives\WW2SoundLow
 
[data:sound_high]
folder = NewModernCombat\DataSoundHigh
archive.01 = NewModernCombat\Archives\NewModernCombatSoundHigh
archive.02 = NewModernCombat\Archives\ImpactSounds
archive.03 = WW2\Archives\WW2SoundHigh
 
[data:art_low]
folder = NewModernCombat\DataArtLow
archive.01 = WW2\Archives\WW2ArtLow
 
[data:art_high]
folder = NewModernCombat\DataArtHigh
archive.01 = WW2\Archives\WW2ArtHigh
 
[locale:english]
folder.01 = NewModernCombat\Locale\English
 
[data:english:01]
folder = NewModernCombat\Locale\English

[data:english:02]
folder = CoH\DataSoundEnglish
archive.01 = WW2\Archives\WW2SoundSpeechEnglish
archive.02 = WW2\Archives\WW2AlliesSpeechEnglish
archive.03 = WW2\Archives\WW2AxisSpeechEnglish
archive.04 = WW2\Archives\WW2SoundNISEnglish
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
 
[data:english:03]
folder = Engine\Locale\English\Data
archive.01 = Engine\Archives\EngineEnglish
 
[locale:german]
folder.01 = NewModernCombat\Locale\German
 
[data:german:01]
folder = NewModernCombat\Locale\German
 
[data:german:02]
folder = CoH\DataSoundGerman
archive.01 = WW2\Archives\WW2SoundSpeechGerman
archive.02 = WW2\Archives\WW2AlliesSpeechGerman
archive.03 = WW2\Archives\WW2AxisSpeechGerman
archive.04 = WW2\Archives\WW2SoundNISGerman
archive.05 = WW2\Archives\OFCoreSpeechGerman
archive.06 = WW2\Archives\OFFullSpeechGerman
 
[data:german:03]
folder = Engine\Locale\German\Data
archive.01 = Engine\Archives\EngineGerman
 
[locale:french]
folder.01 = NewModernCombat\Locale\French
 

[data:french:01]
folder = NewModernCombat\Locale\French
 
[data:french:02]
folder = CoH\DataSoundFrench
archive.01 = WW2\Archives\WW2SoundSpeechFrench
archive.02 = WW2\Archives\WW2AlliesSpeechFrench
archive.03 = WW2\Archives\WW2AxisSpeechFrench
archive.04 = WW2\Archives\WW2SoundNISFrench
archive.05 = WW2\Archives\OFCoreSpeechFrench
archive.06 = WW2\Archives\OFFullSpeechFrench
 
[data:french:03]
folder = Engine\Locale\French\Data
archive.01 = Engine\Archives\EngineFrench
 
[locale:spanish]
folder.01 = NewModernCombat\Locale\Spanish

[data:spanish:01]
folder = NewModernCombat\Locale\Spanish
 
[data:spanish:02]
folder = CoH\DataSoundSpanish
archive.01 = WW2\Archives\WW2SoundSpeechSpanish
archive.02 = WW2\Archives\WW2AlliesSpeechSpanish
archive.03 = WW2\Archives\WW2AxisSpeechSpanish
archive.04 = WW2\Archives\WW2SoundNISSpanish
archive.05 = WW2\Archives\OFCoreSpeechSpanish
archive.06 = WW2\Archives\OFFullSpeechSpanish
 
[data:spanish:03]
folder = Engine\Locale\Spanish\Data
archive.01 = Engine\Archives\EngineSpanish
 
[locale:russian]
folder.01 = NewModernCombat\Locale\Russian

[data:russian:01]
folder = NewModernCombat\Locale\Russian
 
[data:russian:02]
folder = CoH\DataSoundRussian
archive.01 = WW2\Archives\WW2SoundSpeechRussian
archive.02 = WW2\Archives\WW2AlliesSpeechRussian
archive.03 = WW2\Archives\WW2AxisSpeechRussian
archive.04 = WW2\Archives\WW2SoundNISRussian
archive.05 = WW2\Archives\OFCoreSpeechRussian
archive.06 = WW2\Archives\OFFullSpeechRussian
 
[data:russian:03]
folder = Engine\Locale\Russian\Data
archive.01 = Engine\Archives\EngineRussian
 
[locale:italian]
folder.01 = NewModernCombat\Locale\Italian
 

[data:italian:01]
folder = NewModernCombat\Locale\Italian
 

[data:italian:02]
folder = CoH\DataSoundEnglish
archive.01 = WW2\Archives\WW2SoundSpeechEnglish
archive.02 = WW2\Archives\WW2AlliesSpeechEnglish
archive.03 = WW2\Archives\WW2AxisSpeechEnglish
archive.04 = WW2\Archives\WW2SoundNISEnglish
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
 
[data:italian:03]
folder = Engine\Locale\Italian\Data
archive.01 = Engine\Archives\EngineItalian
 
[locale:czech]
folder.01 = NewModernCombat\Locale\Czech
 

[data:czech:01]
folder = NewModernCombat\Locale\Czech
 
[data:czech:02]
folder = CoH\DataSoundEnglish
archive.01 = WW2\Archives\WW2SoundSpeechEnglish
archive.02 = WW2\Archives\WW2AlliesSpeechEnglish
archive.03 = WW2\Archives\WW2AxisSpeechEnglish
archive.04 = WW2\Archives\WW2SoundNISEnglish
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
 
[data:czech:03]
folder = Engine\Locale\Czech\Data
archive.01 = Engine\Archives\EngineCzech
 
[locale:polish]
folder.01 = NewModernCombat\Locale\Polish

[data:polish:01]
folder = NewModernCombat\Locale\Polish
 
[data:polish:02]
folder = CoH\DataSoundEnglish
archive.01 = WW2\Archives\WW2SoundSpeechEnglish
archive.02 = WW2\Archives\WW2AlliesSpeechEnglish
archive.03 = WW2\Archives\WW2AxisSpeechEnglish
archive.04 = WW2\Archives\WW2SoundNISEnglish
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
 
[data:polish:03]
folder = Engine\Locale\Polish\Data
archive.01 = Engine\Archives\EnginePolish
 
[locale:chinesetrad]
folder.01 = NewModernCombat\Locale\ChineseTrad

[data:chinesetrad:01]
folder = NewModernCombat\Locale\ChineseTrad
 

[data:chinesetrad:02]
folder = CoH\DataSoundEnglish
archive.01 = WW2\Archives\WW2SoundSpeechEnglish
archive.02 = WW2\Archives\WW2AlliesSpeechEnglish
archive.03 = WW2\Archives\WW2AxisSpeechEnglish
archive.04 = WW2\Archives\WW2SoundNISEnglish
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
 
[data:chinesetrad:03]
folder = Engine\Locale\ChineseTrad\Data
archive.01 = Engine\Archives\EngineChineseTrad
 
[locale:japanese]
folder.01 = NewModernCombat\Locale\Japanese

[data:japanese:01]
folder = NewModernCombat\Locale\Japanese
 
[data:japanese:02]
folder = CoH\DataSoundEnglish
archive.01 = WW2\Archives\WW2SoundSpeechEnglish
archive.02 = WW2\Archives\WW2AlliesSpeechEnglish
archive.03 = WW2\Archives\WW2AxisSpeechEnglish
archive.04 = WW2\Archives\WW2SoundNISEnglish
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
 
[data:japanese:03]
folder = Engine\Locale\Japanese\Data
archive.01 = Engine\Archives\EngineJapanese
 
[locale:korean]
folder.01 = NewModernCombat\Locale\Korean

[data:korean:01]
folder = NewModernCombat\Locale\Korean
 
[data:korean:02]
folder = CoH\DataSoundEnglish
archive.01 = WW2\Archives\WW2SoundSpeechEnglish
archive.02 = WW2\Archives\WW2AlliesSpeechEnglish
archive.03 = WW2\Archives\WW2AxisSpeechEnglish
archive.04 = WW2\Archives\WW2SoundNISEnglish
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
 
[data:korean:03]
folder = Engine\Locale\Korean\Data
archive.01 = Engine\Archives\EngineKorean
 
[locale:chineseenglish]
folder.01 = NewModernCombat\Locale\ChineseEnglish
 

[data:chineseenglish:01]
folder = NewModernCombat\Locale\ChineseEnglish
archive.01 = WW2\Archives\WW2Locale-ChineseEnglish
 
[data:chineseenglish:02]
folder = CoH\DataSoundEnglish
archive.01 = WW2\Archives\WW2SoundSpeechEnglish
archive.02 = WW2\Archives\WW2AlliesSpeechEnglish
archive.03 = WW2\Archives\WW2AxisSpeechEnglish
archive.04 = WW2\Archives\WW2SoundNISEnglish
archive.05 = WW2\Archives\OFCoreSpeechEnglish
archive.06 = WW2\Archives\OFFullSpeechEnglish
 
[data:chineseenglish:03]
folder = Engine\Locale\ChineseEnglish\Data
archive.01 = Engine\Archives\ChineseEnglish


Other than that double check the files I posted.

Also make sure your perforce is correctly setup:
http://fneep.fiffa.net/Misc/Company%20o ... force.html