texturing.bin

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texturing.bin

Unread postby barnez » Wed Aug 24, 2011 6:00 pm

Ok -

I've seen a number of places noting that it is possible to combine the Kuju texturing.bin files to make all of the textures available in a route. However - what ever I try to do I end up with epic failure in my attempts at doing this.

What I want to do is be able to access all of the textures in a route - but have the texturing.bin file point to my developer folders. When I cut & paste the files in RWTools though- the route cannot find the textures.

I would do this through the blueprint editor, but even there I am ending in epic failure as the blueprint editor wants all of the .ACE files to build a new blueprint.

Help?

thanks,

-barnez
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Re: texturing.bin

Unread postby artimrj » Wed Aug 24, 2011 6:14 pm

In your route's folder is a file called RouteProperties.xml. If you open it and scroll down a little to this area

Code: Select all
-<TerrainBlueprint>
               -<iBlueprintLibrary-cAbsoluteBlueprintID>
                      -<BlueprintSetID>
                         -<iBlueprintLibrary-cBlueprintSetID>
                               <Provider d:type="cDeltaString">Artimrj</Provider>
                               <Product d:type="cDeltaString">Routes</Product>
                          </iBlueprintLibrary-cBlueprintSetID>
                        </BlueprintSetID>
                        <BlueprintID d:type="cDeltaString">Environment\Terrain\Texturing.xml</BlueprintID>
                       </iBlueprintLibrary-cAbsoluteBlueprintID>
                 </TerrainBlueprint>


You will see it is pointing to where your textruing.xml file is.

The provider is my developer main folder, the product is a another sub folder, then you can see the rest of the path as Environment\Terrain\Tecturing.xml.

Does that help?
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Re: texturing.bin

Unread postby PapaXpress » Wed Aug 24, 2011 6:15 pm

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Re: texturing.bin

Unread postby barnez » Wed Aug 24, 2011 8:58 pm

Ok - thanks for the help all, I've made progress - but ...

when I add all of the EU textures I want, SERZ spits out the following error:

"badly formed xml document API failure line:113"

and refuses to create the .bin

I'm not sure what this means - the file displays fine in IE, and if line 113 refers to the file I'm making, that is early enough that I'm not even making changes there. What am I doing wrong now?

After playing around with SERZ & notepad. Apparently if I make ANY change (even hitting [enter]&[backspace] and save) it renders this error. !*hp*!

thanks,

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Re: texturing.bin

Unread postby PapaXpress » Wed Aug 24, 2011 10:31 pm

"badly formed xml document API failure line:113"

I've seen this happen on XML files smaller than 113 lines, so I can only assume that its really line 113 in their XML parsing code.

What are you using to edit the XML files? Some editors change the code page of the file, or start removing parts or adding in their own garbage. RWTools is very good at editing, but it lacks any syntax checking. Notepad++ (a tool I use for more creative editing) has some checking, but you will need still need RWTools for the import/export process.
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Re: texturing.bin

Unread postby barnez » Wed Aug 24, 2011 10:53 pm

I have no idea what was kicking out the error. Essentially I was following the directions posted in your blog (which had key points that I was unaware of) to add several of the European textures to the US texture.bin (in my dev folder).

I first tried using SERZ to convert the files to XML, copied the entries bulk into notepad and then saved [see note] the notepad file and *tried* to use SERZ to convert back to .bin

but it crashed as listed above. I ended up using RWTools to go entry by entry. Copying the entry I wanted out of the European file and pasting into the US file. Even so, there were a couple of instances where I got the same error.

I worked around it by hand-entering the data into a copied section that I knew was formatted ok.

In the end I succeeded - but it took much longer than I'd have liked.

[note] as I was writing this reply I had a sudden thought that notepad might have been the killer - when I hit save - I didn't know to change the encoding to UTF-8. I think that may have been the problem. Still, that doesn't explain the problems in RWTools ...

thanks for the help,

*!!thnx!!*

-barnez
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Re: texturing.bin

Unread postby Toripony » Thu Aug 25, 2011 12:07 am

barnez wrote:.........when I add all of the EU textures I want, SERZ spits out the following error:

"badly formed xml document API failure line:113"

and refuses to create the .bin
-barnez


This is a new problem that I first encountered the other day. I've combined those two texture sets several times before, so the error really surprised me. I double, triple checked my copy action, repeated it, made a new file and other approaches but got this error every time. I was able to add texture sets from other artists to the US texturing file, but every time I added the EU Kuju set, I got this error. I was using RWTools, but apparently the problem is with RW itself. Was serz updated recently?
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Re: texturing.bin

Unread postby barnez » Thu Aug 25, 2011 7:46 am

hmmm ... [checks] SERZ hasn't been updated super-recently - mine still has the install date for RW2 (only a couple of months ago for me)

I necroed the 113 error thread over @ TS to see if anyone else has insight but seems to be ignored so far (or no one else knows what to do either)

Lucky for me I only needed about 20 textures added so adding them individually wasn't too bad. Everything works now so I'm happy. :D

RWTools to the rescue again

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Re: texturing.bin

Unread postby PapaXpress » Thu Aug 25, 2011 11:05 am

The problem is that we don't know what error is happening on 113. It could be that the line was too long for the buffer, or that when it converted it to is hashed form it was missing a bit (or not), or even that the target file was locked by Explorer, or antivirus. Anyway... It would be nice to get some more meaningful messages out of the application, even if its through their trace log system.

Where I work I just spent three months working closely with a UI specialist to give our applications a face lift and make them more user friendly. Believe it or not several user experience trials indicated that customers like to be empowered to try and fix the problem themselves before emailing or calling support. In my case I was able to adjust my error messages to include (no less than one, no more than three) basic things the user could try to help correct the problem, and these were not just "shots in the dark" solutions but issues that my QA team could validate and say "Yes, that did work most of the time". The key is in how to communicate the issue to the user and "Something Bad Has Happened" just doesn't cut it.
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Re: texturing.bin

Unread postby barnez » Thu Aug 25, 2011 11:38 am

PapaXpress wrote:Where I work I just spent three months working closely with a UI specialist to give our applications a face lift and make them more user friendly. Believe it or not several user experience trials indicated that customers like to be empowered to try and fix the problem themselves before emailing or calling support.


This line just made me laugh. Especially given the context of this thread being posted in a forum discussing the many ways we are all hacking into the software. And yes - I try never to contact official support if I can avoid it.

Agreed - SBHH & the other errors RW spits out really don't cut it. I have a feeling that won't be changing however

-barnez
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Re: texturing.bin

Unread postby Toripony » Thu Aug 25, 2011 3:06 pm

In some previous cases when I encountered a "line 113" error during the serz compression process, looking at the end of the truncated .bin file created and then finding the next character in the faulty .xml would give a clue to the problem; usually a missing or duplicated character or mis-spelled data reference. But in this case I don't see the error. As Mike Simpson has taught me, serz will not create a bin from a flawed xml and that kind of serves as a built-in troubleshooting tool.
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Re: texturing.bin

Unread postby Toripony » Thu Aug 25, 2011 9:01 pm

Last edited by Toripony on Thu Aug 25, 2011 9:33 pm, edited 1 time in total.
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Re: texturing.bin

Unread postby emdsd90mac » Fri Sep 02, 2011 9:22 am

I did a post about adding textures too, but shortly after posting it, I figured it out. I ended up adding them in "long form" so to speak. I opened the .xml file in RW Tools and then did a copy and paste into note pad. I did this for both the US textures and the EU textures. I placed them side by side and pretty much did a line by line comparison. Daunting, I know, but in the end it worked. I did end up with some duplicate textures in the game menu, but I am ok with that; overall I achieved the goal I was shooting for. I guess, sometimes the easy way just doesn't work, well that is if there is an easy way of doing this.
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