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problem - about running Object Editor

Posted: Thu Jul 11, 2013 9:52 am
by South
I'm learning how to make COH mod...I installed OE following DB's tutorial, but when I use OE to open a RGM or RGO file, the screen going black, and then OE exited without any warnings or error informations.
I'm using 3DS MAX 8 and Windows 7 32 bit. @DB, can you help me please?

Re: problem - about running Object Editor

Posted: Fri Jul 12, 2013 3:47 am
by South
OK I got it...after reinstalled shaders for 3 times.

Re: problem - about running Object Editor

Posted: Fri Jul 12, 2013 4:47 pm
by Darkbladecr
You can't open relic .rgm without unburning, which you can only do by importing the model back into 3D Max and re-exporting. However you can open our custom models without a problem.

Re: problem - about running Object Editor

Posted: Sat Jul 13, 2013 10:24 am
by South
Darkbladecr wrote:You can't open relic .rgm without unburning, which you can only do by importing the model back into 3D Max and re-exporting. However you can open our custom models without a problem.

Thanks a lot :D ..by the way, Is additional animation needed for coaxial machineguns? or I can just finish the importing and add weapons in DataAttrib?

Re: problem - about running Object Editor

Posted: Tue Jul 16, 2013 10:31 pm
by Darkbladecr
well you need to animate the fx and sfx in OE at least

Re: problem - about running Object Editor

Posted: Thu Jul 18, 2013 2:41 pm
by South
There's another problem happened...When I'm trying to burn folders in DataGeneric (D:\COHTOV\DataGeneric\Mod_Name\Data\arts\models\races\amer\vehicles), There's an error and burn progress cannot get started.
Error: Burner -- Could not find burnerPath information for project 'Mod_Name'
I'm sure I made the pipeline.ini and two _default.burn correct, What may be the reason of the error? Thank you.

Re: problem - about running Object Editor

Posted: Sat Jul 20, 2013 12:08 pm
by South
By the way, here's my full pipeline.ini and two _default.burn
; 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: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



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


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\DataArtHigh]],
plugin = [[generic-RGM to data-RGM]],
},
{
target = [[bia_data_low]],
project = [[NewModernCombat]],
destination = [[NewModernCombat\DataArtLow]],
plugin = [[generic-RGM to data-RGM]],
},
{
target = [[bia_data_LuaGen]],
project = [[NewModernCombat]],
selectRelative = [[Art\Models]],
destination = [[NewModernCombat\Data\Attrib\EBPs]],
plugin = [[generic-RGM to data-LUA]],
}
}
},
{
name = [[generic-rga to data-rga]],
wildcard = [[.*\.(rga)$]],
targets =
{
{
target = [[bia_data]],
project = [[NewModernCombat]],
destination = [[NewModernCombat\DataArtHigh]],
plugin = [[generic-RGA to data-RGA]],
},
{
target = [[bia_data_low]],
project = [[NewModernCombat]],
destination = [[NewModernCombat\DataArtLow]],
plugin = [[generic-RGA to data-RGA]],
}
}
},
{
name = [[generic-rgo to data-rgo]],
wildcard = [[.*\.(rgo)$]],
targets =
{
{
target = [[bia_data]],
project = [[NewModernCombat]],
destination = [[NewModernCombat\DataArtHigh]],
plugin = [[generic-RGO to data-RGO]],
},
{
target = [[bia_data_low]],
project = [[NewModernCombat]],
destination = [[NewModernCombat\DataArtLow]],
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]] },
}
},
{
target = [[bia_data_low]],
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' },
{ [[strip_unused_vertex_component_data]], [[true]] }, -- strip tangent/binormal and all unused data from the meshes
{ [[compress_vertex_directions]], [[true]] },
{ [[compress_vertex_texcoord2D]], [[true]] },
{ [[compress_vertex_texcoord2D_clampTol]], [[.02]] },
{ [[vertex_cache_optimization]], [[1]] },
{ [[mesh_swap]], [[0]] },
{ [[export_sua]], [[0]] },
{ [[export_mua]], [[0]] },
}
},
{
target = [[bia_data_LuaGen]],
params =
{
{ [[add_connection_file]], [[false]] },
{ [[should_generate]], [[false]] },
{ [[lua_template_file]], [[entityblueprint.nil]] },
{ 'want_compression', '0' }, -- 0 pc,1 xenon
}
}
}
},

{
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
}
},
{
target = [[bia_data_low]],
params =
{
{ 'rga_format', '0' }, -- 0 pc,1 xenon
{ 'anim_compression', '2' },
{ 'anim_compression_default_tolerance', '-100' }, -- bwd compat: anim compression should now occur on rga files
{ 'strip_random_node_percent', '75' },
}
}
}
},

{
name = [[generic-rgo to data-rgo]],
targets =
{
{
target = [[bia_data]],
params =
{
{ 'rgo_format', '0' }, -- 0 pc,1 xenon
}
},
{
target = [[bia_data_low]],
params =
{
{ 'rgo_format', '0' }, -- 0 pc,1 xenon
{ [[mesh_swap]], [[0]] },
{ 'strip_random_node_percent', '75' },
}
}
}
},

{
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 = {
}
},
}
},
}



Everything seems right but the burner won't get working. Please help me.

Re: problem - about running Object Editor

Posted: Sat Jul 20, 2013 12:39 pm
by South
The OE now works properly and I'm sure there's no problem with pipeline.ini. I think there's some problem about _default.burn or burner itself, but I'm not sure what is it. Anyone can help me?

Re: problem - about running Object Editor

Posted: Sun Jul 21, 2013 3:00 pm
by Darkbladecr
are you actually using a NewModernCombat setup? Like is your directory correct?
Image
(replace Funky_Testing_Mod with NewModernCombat)
If it is correct your burner should work fine.

Re: problem - about running Object Editor

Posted: Sun Jul 21, 2013 10:30 pm
by South
Darkbladecr wrote:are you actually using a NewModernCombat setup? Like is your directory correct?
Image
(replace Funky_Testing_Mod with NewModernCombat)
If it is correct your burner should work fine.

There's no BIA folders in my DataSrc and IntDataSrc, I will try again after I reinstall the whole modding toolkit.