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(Half-Soloved) Pls help! "cannot load definition file" metarial bug

Discussion in 'Questions and Suggestions' started by Ziof, Jan 17, 2016.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Ziof

    Ziof Trainee Engineer

    Messages:
    6
    Hy all i try to make my first mod but i'm get stuck when i'm try to import my mod to space engineers it says "cannot load definition file"

    My Sbc File:
    <?xml version="1.0"?>
    <Definitions xmlns:xsi="https://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="https://www.w3.org/2001/XMLSchema">
    <CubeBlocks>
    <Definition>
    <Id>
    <TypeId>CubeBlock</TypeId>
    <SubtypeId>LargeBlock</SubtypeId>
    </Id>
    <DisplayName>BlockLarge</DisplayName>
    <Icon>Textures\Icon.dds</Icon>
    <CubeSize>Large</CubeSize>
    <BlockTopology>TriangleMesh</BlockTopology>
    <Size x="1" y="1" z="1" />
    <ModelOffset x="0" y="0" z="0" />
    <Model>Models\BlockLarge.mwm</Model>
    <Components>
    </Components>
    <CriticalComponent>
    </CriticalComponent>
    <BuildProgressModels>
    </BuildProgressModels>
    <MountPoints>
    </MountPoints>
    <BlockPairName>LargeBlock</BlockPairName>
    <EdgeType>Light</EdgeType>
    <BuildTimeSeconds>1</BuildTimeSeconds>
    </Definition>
    </CubeBlocks>
    </Definitions>

    My log:
    2016-01-17 15:22:27.820 - Thread: 1 -> mod_warning: BlockLarge
    2016-01-17 15:22:27.820 - Thread: 1 -> in file: C:\Users\******\AppData\Roaming\SpaceEngineers\Mods\BlockLarge\Data\CubeBlocks.sbc
    2016-01-17 15:22:27.820 - Thread: 1 -> Obsolete default definition of mount points in MyObjectBuilder_CubeBlock/LargeBlock
    2016-01-17 15:22:27.823 - Thread: 1 -> MOD_CRITICAL_ERROR: BlockLarge
    2016-01-17 15:22:27.824 - Thread: 1 -> in file: C:\Users\********\AppData\Roaming\SpaceEngineers\Mods\BlockLarge\Data\CubeBlocks.sbc
    2016-01-17 15:22:27.824 - Thread: 1 -> MOD PARTIALLY SKIPPED, LOADED ONLY 3/5 PHASES, see logfile for details

    My Xml:
    <?xml version="1.0"?>
    <Model Name="BlockLarge">
    <Parameter Name="Centered">false</Parameter>
    <Parameter Name="RescaleFactor">0.01</Parameter>
    <Parameter Name="RescaleToLengthInMeters">false</Parameter>
    <Parameter Name="SpecularPower">10</Parameter>
    <Parameter Name="SpecularShininess">0.8</Parameter>
    <Material Name="BlockLarge_M">
    <Parameter Name="SpecularIntensity">0</Parameter>
    <Parameter Name="SpecularPower">2</Parameter>
    <Parameter Name="DiffuseColorX">255</Parameter>
    <Parameter Name="DiffuseColorY">255</Parameter>
    <Parameter Name="DiffuseColorZ">255</Parameter>
    <Parameter Name="Texture">Textures\BlockLarge_de.dds</Parameter>
    <Parameter Name="Technique">MESH</Parameter>
    <Parameter Name="NormalTexture" />
    </Material>
    </Model>

    Pls Help me.
     
  2. Jaken Veina

    Jaken Veina Apprentice Engineer

    Messages:
    134
    Tried it out in a test world, and it's exactly what I thought.

    Build components are required, not optional. Fill in some <Component> tags under <Components>. Like so

    Code:
    <Components>
    	<Component Subtype="Girder" Count="10" />
    	<Component Subtype="BulletproofGlass" Count="15" />
    	<Component Subtype="BulletproofGlass" Count="10" />
    </Components>
    Also, the empty CriticalComponent, BuildProgressModels, and MountPoints tags can be removed, if there's nothing in them.

    The error reporting for mods is pretty pathetic lately. I feel like it used to be better, like you would actually get a report of the line number, or at least it would tell you a bit about what the error was.
     
  3. Ziof

    Ziof Trainee Engineer

    Messages:
    6
    I tried what u said but nothing changed. I searched days for this and for other things and now i'm stuck at the last point. -.-"
     
  4. Jaken Veina

    Jaken Veina Apprentice Engineer

    Messages:
    134
    My mistake. <CriticalComponent> is also NOT optional. Example:

    Code:
     <CriticalComponent Subtype="BulletproofGlass" Index="0" />
     
  5. Ziof

    Ziof Trainee Engineer

    Messages:
    6
    I'M FU*KING LOVE U WAAAAAAAAAAA :D
     
  6. Ziof

    Ziof Trainee Engineer

    Messages:
    6
    Just last thing the metarial not working :(
     
  7. Jaken Veina

    Jaken Veina Apprentice Engineer

    Messages:
    134
    The model XML looks okay to me. What kind of error/problem are you having?
     
  8. Ziof

    Ziof Trainee Engineer

    Messages:
    6
    My problem is the block need to have red lines and is normal color is gray but in the game is dark black why?
    I'm made it with maya 2014 and with havok 2013.1, and the old mwmbuilder can this be the problem or not? Now i'm learning blender but what is better and easier blender or maya?
     
    Last edited: Jan 19, 2016
  9. Harag

    Harag Junior Engineer

    Messages:
    913
    You are missing quite a few textures from your XML.
    • It's <DiffuseTexture>, not <Texture>
    • Using <NormalTexture> without a value assumes there is a BlockLarge_ns.dds. If that file doesn't exist that's probably why your block is all black.
    • You are missing all the DirectX 11 textures: <ColorMetalTexture>, <NormalGlossTexture> and <AddMapsTexture>
    Maybe also take a look at Keen's asset source files from the ModSDK to get working examples.

    Neither Blender nor Maya is inherently better than the other when it comes to modeling blocks. I like Blender because it's free software.
     
  10. Ziof

    Ziof Trainee Engineer

    Messages:
    6
    Thy for help but i'm tried everything but i can't make it work, can u check out what the problem is? pls
    mymod
     
Thread Status:
This last post in this thread was made more than 31 days old.