RGL Error: get_object failed for earthenvmap

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Inukshuk

Sergeant at Arms
Hi there. I'm working on a mod with a friend (SPQR), and today I tried to add an armour to the game. I get this error:



I recieved the mod from SPQR, and it worked fine when I load it without making any changes, but after I set up the BRFs, the module.ini and did the python stuff, when I launch the mod I get this error when it is loading. It said 'Processing INI file' above the loading bar when the error occured, so I assumed it must be something to do with the module.ini file. I did a search and found that someone had had the same problem:

http://forums.taleworlds.com/index.php/topic,23145.msg538908.html#msg538908

The problem was solved, but they didn't say how  :roll: (I know I could just PM Tuckles, but this way they'll hopefully be a thread on how to solve it that other people can refer to if they have the same error).

I have read that thread and followed the advice given - I checked that I'd named the material, mesh and textures correctly, and as far as I know, I've written the code in module.ini in the right order. Here's my module.ini so you can see for yourself, and hopefully find any errors.

module_name = Calradia





map_min_x  = -105.000000
map_max_x  = 105.000000
map_min_y  = -105.000000
map_max_y  = 105.000000
map_sea_direction = -40
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 3
map_steppe_tree_types = 5
map_desert_tree_types  = 0


num_hints = 9

time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8
blood_multiplier = 2.0

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

player_xp_multiplier  = 2.0;
hero_xp_multiplier    = 2.0;
regulars_xp_multiplier = 3.0;


display_wp_firearms = 0

# damage below this will not interrupt melee attacks
damage_interrupt_attack_treshold      = 0.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut      = 0.5
armor_soak_factor_against_pierce    = 0.33
armor_soak_factor_against_blunt    = 0.25

armor_reduction_factor_against_cut      = 1.0
armor_reduction_factor_against_pierce    = 0.65
armor_reduction_factor_against_blunt    = 0.65


horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier      = 0.75

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 2.0;
melee_damage_speed_power = 2.0;


#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot      = 1

# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 0

load_mod_resource = roma_texture_names
load_mod_resource = roma_materials

load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen
load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_resource = map_tree_meshes
load_resource = map_icon_meshes
load_resource = particle_meshes
load_resource = skeletons
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies
load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_meshes
load_resource = horse_a
load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_resource = hair
load_resource = deneme
load_resource = interiors_a
load_resource = interiors_b
load_resource = arena
load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
load_resource = stone_houses
load_resource = snowy_houses
load_resource = snowy_castle
load_resource = helmets_d
load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = horse_anim_b
load_resource = shields
load_resource = shields_b
load_resource = weapon_meshes_c
load_resource = xtree_meshes_b
load_resource = map_icons_c
load_resource = pictures
load_resource = user_interface_b
load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern
load_resource = weapon_meshes1
load_resource = weapon_meshes_b
load_resource = houses1
load_resource = wall_meshes1
load_resource = town_houses
load_resource = doors
load_resource = churches
load_mod_resource = roma_meshes
load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
load_resource = castle_e
load_resource = castle_f
load_resource = fake_houses
load_resource = town_houses_c
load_resource = banners
load_resource = map_flags
load_resource = map_flags_b
load_resource = map_flags_c
load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_resource = tree_e_meshes
load_resource = grooming_horse
load_resource = town_houses_d
module_version = 0compatible_module_version = 0compatible_module_version = 0compatible_module_version = 0
compatible_module_version = 0

works_with_version_min  = 903
works_with_version_max  = 903
enable_quick_battles    = 1

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0


All help will be hugely appreciated. Thank you for your time.

Inukshuk.
 
I've had this problem before and I think it was the load order, although I think it was having a native resource out of order. Are you sure the mod resources are meant to be loaded there? I assumed they were always loaded last and that has always worked for me.
 
Ok, I'll try loading them last and see what happens. I did this following Yoshiboy's tutorial, but then again, that is now over a year old...

EDIT: Ok, I moved the load_mod_resource = blahblahs to the bottom.

I no longer get the RGL Error get_object failed message!  :grin:

I get this one instead.  :evil:



weapons_roma.dds is the first texture in the textures.brf. Any ideas? (Please bear in mind that the mod worked fine before I tried to add anything to it, and that I haven't touched anything to do with weapons_roma).
 
Yep. I've managed to fix it, but I'm a bit embarassed to say what the problem was, and I might be banned for being a complete bozo.  :oops:

I was using a freshly downloaded version of the module system, and using it to recompile an existing mod, thus trying to convert that mod back to native which just screwed everything up. I only wanted to test out a model I made, so I did that using a copy of native, and it worked fine (in so much as the model is there, it just needs serious re-rigging).

Thanks anyway, everyone. Sorry to have wasted your time.  :roll:
 
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