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IAOSIHanaReVana

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  • Content count

    17
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  • Last visited

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About IAOSIHanaReVana

  • Rank
    Lieutenant (junior grade)
  • Birthday 10/09/1996
  • Insignia

Contact Methods

  • Yahoo
    Avianseven@yahoo.com

Profile Information

  • Gender
    Male
  • Location
    Universe-Milky Way-Orion Arm-Solar system-Earth-Asia-Southeast Asia-Indonesia-Jakarta-Dont Stalk me
  1. Another day,another hit to my citadel

  2. The game has a bug and freezes

    it has something to do with slow connections,i often get that but since i upgraded my wifi it just stop happening when connections got too slow,the client and server just lost sync and your only choice is to exit if u got black screen before it happen,that means your game is refreshing since your internet cant handle all the activity updates and stop processing for a while,and then continue in the game.Im not so good at these but i like modding(which made me have to redownload the game lol)
  3. Missing reource.xml

    since mine is missing i cant do that but pls
  4. Missing reource.xml

    try doing search,if u r windows resources.xml
  5. Missing reource.xml

    the na one seem different
  6. Missing reource.xml

    someone pls give me a google drive link for resources.xml,its in the:<Installation Folder>\res\resources.xml
  7. Missing reource.xml

    <resources.xml> <!-- This file specifies where the resources required by the BigWorld Client engine are located. You can customise this file for your specific resource tree by copying this file into the root of your tree, and making the required changes there. This file bigworld/res/resources.xml should not itself be changed. --> <system> <engineConfigXML> engine_config.xml </engineConfigXML> <!-- Global engine settings --> <scriptsConfigXML> scripts_config.xml </scriptsConfigXML> <!-- Config file to be passed to the scripts --> <notFoundBmp> system/maps/notfound.dds </notFoundBmp> <!-- Texture map to be used in place of missing textures --> <blackBmp> system/maps/col_black.dds </blackBmp> <!-- Black texture map --> <defaultNorms> system/maps/default_norms.dds </defaultNorms> <!-- Default flat normal map --> <nullBmp> system/maps/aid_null.tga </nullBmp> <!-- Default texture map for new space --> <emptyTerrainTextureBmp> helpers/maps/aid_builder.tga </emptyTerrainTextureBmp> <!-- Null texture map --> <notFoundModel> helpers/props/standin.model </notFoundModel> <!-- Model to be used in place of missing models --> <notFoundMeshPSModel> helpers/props/mesh_particles_standin.model </notFoundMeshPSModel> <!-- Model to be used in place of missing mesh particle system models --> <fontRoot> system/fonts/ </fontRoot> <!-- Root directory where to look for font definition files --> <defaultFontName> default_medium.font </defaultFontName> <!-- Default font for text gui components --> <consoleFonts> <!-- List of font files the console can use. The one that better matches the desired width will be used. The desired width is computed based on the display width and desired console width --> <font> system_tiny.font </font> <font> system_small.font </font> <font> system_medium.font </font> <font> system_large.font </font> </consoleFonts> <geometricsMaterial> system/materials/geometrics.mfm </geometricsMaterial> <!-- Material to be used when rendering geometrics --> <ashesMaterial> system/materials/ashes.mfm </ashesMaterial> <!-- Material to be used when rendering GUI components --> <shaderIncludePaths> shaders/std_effects/;shaders/terrain;shaders/shadow</shaderIncludePaths> <!-- Shader include search paths. Separate multiple paths using ; --> <defaultShaderPath> shaders/std_effects/ </defaultShaderPath> <!-- The default shader path for ModelEditor --> <defaultMfmPath> materials/template_mfms </defaultMfmPath> <!-- The default MFM path for ModelEditor --> <defaultLightsPath> helpers/lights </defaultLightsPath> <!-- Old Terrain effect material --> <terrain2> system/data/terrain2.xml </terrain2> <!-- The settings for terrain2 --> <defaultFloorTexture> helpers/maps/system/default.bmp </defaultFloorTexture> <!-- Decal effect material --> <textureDetailLevels> system/data/texture_detail_levels.xml </textureDetailLevels> <!-- Texture detail level information file --> <maxExtentOverride> system/data/max_extent_override.xml </maxExtentOverride> <!-- Max Extent Override information file --> <dxenum> system/data/dxenum.xml </dxenum> <forest_tree_settings> system/data/forest_tree_settings.xml </forest_tree_settings> <particles> <spriteParticles> shaders/particles/sprite_particle.fx </spriteParticles> <particleAtlas> particles/textures/particles.atlas </particleAtlas> <depthScale> 0.3 </depthScale> <graphicsSettingsXML> particles/particle_settings.xml </graphicsSettingsXML> </particles> <landscapeModelPrefix> content/location/nature/ </landscapeModelPrefix> <!-- Landspace model prefix --> <graphicsSettingsXML> system/data/graphics_settings.xml </graphicsSettingsXML> <graphicsSettingsPresets> system/data/graphics_settings_presets.xml </graphicsSettingsPresets> <autoConfigSettings> system/data/auto_config_settings.xml </autoConfigSettings> <REMTexture> system/maps/REM.dds </REMTexture> <PMREMTexture> system/maps/PMREM.dds </PMREMTexture> </system> <environment> <materialKinds> system/data/material_kinds.xml </materialKinds> <!-- Points to the XML describing material kinds --> <skyXML> system/data/sky.xml </skyXML> <!-- Points to the xml containing data for the sky light map (cloud shadowing)--> <skyDomeVisual> system/models/fx_skydome.visual </skyDomeVisual> <!-- Visual used to render the sky dome --> <ZBufferOccluderFX> shaders/environment/z_buffer_occluder.fx </ZBufferOccluderFX> <!-- Effect file used by z buffer occluder to render test geometry for lens flares --> <billboardMaterial> system/materials/billboard.mfm </billboardMaterial> <!-- Material used to render billboards --> <billboardVisual> system/models/fx_billboard.visual </billboardVisual> <!-- Visual used to render billboards --> <terrainTextureSpacing> 10.0 </terrainTextureSpacing> <!-- Number of metres per repeat of the tiled terrain textures --> <defaultEditorSpace> helpers/spaces/pe </defaultEditorSpace> <chunkParticleStagger> 50 </chunkParticleStagger> <!-- Number of frames to wait between auto-seeding ticks for chunk particle systems--> <cubeMap> <size> 128 </size> <!-- Size of each face of the cube map. Defaults to 128 --> <numFaceUpdatesPerFrame> 1 </numFaceUpdatesPerFrame> <!-- Number of cube map faces to update each frame. Valid range is from 1 to 6 --> </cubeMap> </environment> <dummy> <!-- Resources used by BigBang --> <characterModel> helpers/props/standin.model </characterModel> <!-- Default marker model --> <cData> helpers/blank.cdata </cData> <!-- Template cData file for new terrain, used to create new spaces --> <cDataLegacy> helpers/blank_legacy.cdata </cDataLegacy> <!-- Template cData file for old terrain, used to create new spaces --> </dummy> <exporter> <defaultMaterial> materials/template_mfms/lightonly.mfm </defaultMaterial> </exporter> <editor> <pointerModel> resources/models/pointer.model </pointerModel> <positionGizmo> helpers/models/position_gizmo.visual </positionGizmo> <positionGizmoObLock> helpers/models/position_gizmo2.visual </positionGizmoObLock> <positionGizmoTrLock> helpers/models/position_gizmo3.visual </positionGizmoTrLock> <scaleGizmo> helpers/models/scale_gizmo.visual </scaleGizmo> <scaleGizmoUV> helpers/models/scale_gizmo_uv.visual </scaleGizmoUV> <radiusGizmo> helpers/models/radius_gizmo.visual </radiusGizmo> <radiusGizmoSmall> helpers/models/radius_gizmo_small.visual</radiusGizmoSmall> <rotationGizmo> helpers/models/rotate_gizmo.visual </rotationGizmo> <graphLinkGizmo> helpers/models/graph_link.visual </graphLinkGizmo> <graphLinkDragGizmo> helpers/models/graph_link_drag.visual </graphLinkDragGizmo> <graphAddGizmo> helpers/models/graph_add.visual </graphAddGizmo> <linkShader> resources/shaders/patrol_path.fx </linkShader> <chunkLinkShader> resources/shaders/transparent_patrol_path.fx </chunkLinkShader> <directionalTexture> resources/materials/patrol_path.bmp </directionalTexture> <noDirectionLinkTexture> resources/materials/patrol_path_entity.bmp </noDirectionLinkTexture> <chunkLinkTexture> resources/materials/patrol_path_chunk.tga </chunkLinkTexture> <entityModel> resources/models/entity.model </entityModel> <entityModelLegacy> helpers/props/standin.model </entityModelLegacy> <girthSettings> helpers/girths.xml </girthSettings> </editor> <shaderPaths> <!-- WARNING: It is recommended you only include to folders that directly contain .fx files here, at the lowest level of the directory structure. Including directories closer to the root folder and/or with many files can degrade startup performance --> <path> resources/effects/ </path> <path> resources/materials/ </path> <path> resources/models/ </path> <path> resources/shaders/ </path> <path> system/materials/ </path> <path> shaders/ </path> </shaderPaths> </resources.xml>
  8. Missing reource.xml

    <resources.xml> <!-- This file specifies where the resources required by the BigWorld Client engine are located. You can customise this file for your specific resource tree by copying this file into the root of your tree, and making the required changes there. This file bigworld/res/resources.xml should not itself be changed. --> <system> <engineConfigXML> engine_config.xml </engineConfigXML> <!-- Global engine settings --> <scriptsConfigXML> scripts_config.xml </scriptsConfigXML> <!-- Config file to be passed to the scripts --> <notFoundBmp> system/maps/notfound.dds </notFoundBmp> <!-- Texture map to be used in place of missing textures --> <blackBmp> system/maps/col_black.dds </blackBmp> <!-- Black texture map --> <defaultNorms> system/maps/default_norms.dds </defaultNorms> <!-- Default flat normal map --> <nullBmp> system/maps/aid_null.tga </nullBmp> <!-- Default texture map for new space --> <emptyTerrainTextureBmp> helpers/maps/aid_builder.tga </emptyTerrainTextureBmp> <!-- Null texture map --> <notFoundModel> helpers/props/standin.model </notFoundModel> <!-- Model to be used in place of missing models --> <notFoundMeshPSModel> helpers/props/mesh_particles_standin.model </notFoundMeshPSModel> <!-- Model to be used in place of missing mesh particle system models --> <fontRoot> system/fonts/ </fontRoot> <!-- Root directory where to look for font definition files --> <defaultFontName> default_medium.font </defaultFontName> <!-- Default font for text gui components --> <consoleFonts> <!-- List of font files the console can use. The one that better matches the desired width will be used. The desired width is computed based on the display width and desired console width --> <font> system_tiny.font </font> <font> system_small.font </font> <font> system_medium.font </font> <font> system_large.font </font> </consoleFonts> <geometricsMaterial> system/materials/geometrics.mfm </geometricsMaterial> <!-- Material to be used when rendering geometrics --> <ashesMaterial> system/materials/ashes.mfm </ashesMaterial> <!-- Material to be used when rendering GUI components --> <shaderIncludePaths> shaders/std_effects/;shaders/terrain;shaders/shadow</shaderIncludePaths> <!-- Shader include search paths. Separate multiple paths using ; --> <defaultShaderPath> shaders/std_effects/ </defaultShaderPath> <!-- The default shader path for ModelEditor --> <defaultMfmPath> materials/template_mfms </defaultMfmPath> <!-- The default MFM path for ModelEditor --> <defaultLightsPath> helpers/lights </defaultLightsPath> <!-- Old Terrain effect material --> <terrain2> system/data/terrain2.xml </terrain2> <!-- The settings for terrain2 --> <defaultFloorTexture> helpers/maps/system/default.bmp </defaultFloorTexture> <!-- Decal effect material --> <textureDetailLevels> system/data/texture_detail_levels.xml </textureDetailLevels> <!-- Texture detail level information file --> <maxExtentOverride> system/data/max_extent_override.xml </maxExtentOverride> <!-- Max Extent Override information file --> <dxenum> system/data/dxenum.xml </dxenum> <forest_tree_settings> system/data/forest_tree_settings.xml </forest_tree_settings> <particles> <spriteParticles> shaders/particles/sprite_particle.fx </spriteParticles> <particleAtlas> particles/textures/particles.atlas </particleAtlas> <depthScale> 0.3 </depthScale> <graphicsSettingsXML> particles/particle_settings.xml </graphicsSettingsXML> </particles> <landscapeModelPrefix> content/location/nature/ </landscapeModelPrefix> <!-- Landspace model prefix --> <graphicsSettingsXML> system/data/graphics_settings.xml </graphicsSettingsXML> <graphicsSettingsPresets> system/data/graphics_settings_presets.xml </graphicsSettingsPresets> <autoConfigSettings> system/data/auto_config_settings.xml </autoConfigSettings> <REMTexture> system/maps/REM.dds </REMTexture> <PMREMTexture> system/maps/PMREM.dds </PMREMTexture> </system> <environment> <materialKinds> system/data/material_kinds.xml </materialKinds> <!-- Points to the XML describing material kinds --> <skyXML> system/data/sky.xml </skyXML> <!-- Points to the xml containing data for the sky light map (cloud shadowing)--> <skyDomeVisual> system/models/fx_skydome.visual </skyDomeVisual> <!-- Visual used to render the sky dome --> <ZBufferOccluderFX> shaders/environment/z_buffer_occluder.fx </ZBufferOccluderFX> <!-- Effect file used by z buffer occluder to render test geometry for lens flares --> <billboardMaterial> system/materials/billboard.mfm </billboardMaterial> <!-- Material used to render billboards --> <billboardVisual> system/models/fx_billboard.visual </billboardVisual> <!-- Visual used to render billboards --> <terrainTextureSpacing> 10.0 </terrainTextureSpacing> <!-- Number of metres per repeat of the tiled terrain textures --> <defaultEditorSpace> helpers/spaces/pe </defaultEditorSpace> <chunkParticleStagger> 50 </chunkParticleStagger> <!-- Number of frames to wait between auto-seeding ticks for chunk particle systems--> <cubeMap> <size> 128 </size> <!-- Size of each face of the cube map. Defaults to 128 --> <numFaceUpdatesPerFrame> 1 </numFaceUpdatesPerFrame> <!-- Number of cube map faces to update each frame. Valid range is from 1 to 6 --> </cubeMap> </environment> <dummy> <!-- Resources used by BigBang --> <characterModel> helpers/props/standin.model </characterModel> <!-- Default marker model --> <cData> helpers/blank.cdata </cData> <!-- Template cData file for new terrain, used to create new spaces --> <cDataLegacy> helpers/blank_legacy.cdata </cDataLegacy> <!-- Template cData file for old terrain, used to create new spaces --> </dummy> <exporter> <defaultMaterial> materials/template_mfms/lightonly.mfm </defaultMaterial> </exporter> <editor> <pointerModel> resources/models/pointer.model </pointerModel> <positionGizmo> helpers/models/position_gizmo.visual </positionGizmo> <positionGizmoObLock> helpers/models/position_gizmo2.visual </positionGizmoObLock> <positionGizmoTrLock> helpers/models/position_gizmo3.visual </positionGizmoTrLock> <scaleGizmo> helpers/models/scale_gizmo.visual </scaleGizmo> <scaleGizmoUV> helpers/models/scale_gizmo_uv.visual </scaleGizmoUV> <radiusGizmo> helpers/models/radius_gizmo.visual </radiusGizmo> <radiusGizmoSmall> helpers/models/radius_gizmo_small.visual</radiusGizmoSmall> <rotationGizmo> helpers/models/rotate_gizmo.visual </rotationGizmo> <graphLinkGizmo> helpers/models/graph_link.visual </graphLinkGizmo> <graphLinkDragGizmo> helpers/models/graph_link_drag.visual </graphLinkDragGizmo> <graphAddGizmo> helpers/models/graph_add.visual </graphAddGizmo> <linkShader> resources/shaders/patrol_path.fx </linkShader> <chunkLinkShader> resources/shaders/transparent_patrol_path.fx </chunkLinkShader> <directionalTexture> resources/materials/patrol_path.bmp </directionalTexture> <noDirectionLinkTexture> resources/materials/patrol_path_entity.bmp </noDirectionLinkTexture> <chunkLinkTexture> resources/materials/patrol_path_chunk.tga </chunkLinkTexture> <entityModel> resources/models/entity.model </entityModel> <entityModelLegacy> helpers/props/standin.model </entityModelLegacy> <girthSettings> helpers/girths.xml </girthSettings> </editor> <shaderPaths> <!-- WARNING: It is recommended you only include to folders that directly contain .fx files here, at the lowest level of the directory structure. Including directories closer to the root folder and/or with many files can degrade startup performance --> <path> resources/effects/ </path> <path> resources/materials/ </path> <path> resources/models/ </path> <path> resources/shaders/ </path> <path> system/materials/ </path> <path> shaders/ </path> </shaderPaths> </resources.xml> i know this is the NA structure but it seems to be not working in Asia.can somebody give me the structure or a google drive link for the resources.xml?
  9. Missing reource.xml

    i checked,and it said correct version,i can play,but it just keep saying missing resources.xml,anyone can attach it for me to download?v1.5.6.1 also i need to know where to put it
  10. Missing reource.xml

    anyone?at least run a direcory search for resource.xml please?mine is missing
  11. Missing reource.xml

    can u help attaching a resource.xml file and tell me the location?
  12. Missing reource.xml

    still broken,i srsly need a resource.xml and pls tell me how to get a copy,also i dont know where to put one
  13. Why don't we have German battleships

    im still expecting graf spee
  14. Missing reource.xml

    anyone?
  15. Missing reource.xml

    Guys,i installed a skin and,when i open the launcher,it said correct version,but when i launch it,it says missing resource.xml,anyone can spare me an attachment of resource.xml and tell me the location PLEASE?my internet is slow and i forgot to make a backup<-So stupid of me,so please send me an attachment of resource.xml for 1.5.6.1 and the location to put??,ASAP please cuz im bored with nothing to play here
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