CoH2 Mod Doesn't build if there's an icon (exit code 1)
Posts: 15
Error building KingdomOfAurelia.mod: C:\Program Files\Java\jre1.8.0_181\bin\java.exe failed with exit code 1
If i remove the icon image from the mod, and do nothing else, it builds perfectly fine. If i leave the icon, but delete the burn icon path in the builder, it also works fine, but of course then there's no icon ingame.
My burn icons is set up like this:
and the path in the attribute file is: ModIcons_1492f6d1192b4740b5bb28f160dd894b_icon
the icon is a 64x64 .png
here's where the icon is placed in the mod:
(C:\Users\xZEUS\Documents\my games\Company of Heroes 2\mod projects\KingdomOfAurelia\data\ui)
this error seems to happen no matter what, even when creating an entirely new decal mod with the builder, changing nothing what so ever, building it still gets this error when there is an icon present.
Any help would be greatly appreciated, as I've got no idea what the issue is here.
Posts: 574
Posts: 15
Posts: 574
Put your image in the mod's root folder and make sure the tools are pointing to it being there, then try again.
Posts: 15
(C:\Users\xZEUS\Documents\my games\Company of Heroes 2\mod projects\KingdomOfAurelia)
it's set up like this now, icon is in that folder as well. Otherwise it's the same.
and thanks for the help so far, even if it hasn't worked yet
Posts: 574
This is my setup, with the image in the root folder.
It looks like your issue is that your image isn't actually set up as a burn file. It should appear like mine does.
Posts: 15
I now get "An item with the same key has already been added"
here's how it's set up now:
if I use the icon as a .tga and have the burn file and burn icons set to the data/ui folder, it builds but doesn't work in game. If i use it as a .tga and set both of those to the root folder, i get the exit code 1 error again. if i have the icon in the root and the burn icons set to the data/ui it builds and doesn't work in game (both with .tga or .png)
Posts: 15
Posts: 574
Posts: 15
Posts: 574
i tried updating java just for the sake of it, and unsurprisingly, the error persists.
Do your Java/FLEX paths (in Options) point to the correct version?
Posts: 15
Posts: 15
Posts: 574
What type of mod are you trying to build, release or curated? It should be release.
Posts: 15
Posts: 574
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