Użytkownik gordonbrown82 edytował ten post 08 maj 2010 - 07:13
failed to generate optimized physics(solved)
Rozpoczęty przez
gordonbrown82
, maj 08 2010 06:04
#1
Napisano 08 maj 2010 - 06:04
that error message appears when i'm trying to generate pathfinding data. i have a starting point.
#2
Napisano 08 maj 2010 - 06:35
the pathfinding generation only works when i put the start point in a square that's probably about the size of the standard size that you get when making an exterior level. how do i increase this area?
#3
Napisano 08 maj 2010 - 02:05
You need to redefine the exportable area of your level.
Click the Exportable Area Properties button (where you adjust atmosphere settings) and click Define Area. Drag the green box over your entire level.
Your defined area is essentially the active part of your level. Terrain outside of it is discarded once exported.
Click the Exportable Area Properties button (where you adjust atmosphere settings) and click Define Area. Drag the green box over your entire level.
Your defined area is essentially the active part of your level. Terrain outside of it is discarded once exported.
Użytkownik Kilrogg_ edytował ten post 08 maj 2010 - 02:05
#4
Napisano 09 lipiec 2010 - 08:21
I still get the failed to generate optimized physics message, along with a couple others whenever I try to do my pathfinding.
E: 15:17:54 - Failed to generate pathfinding data
E: 15:17:54 - Failed to write GFF_ENV_AREA_PATHFINDING_COSTS
E: 15:17:54 - Failed to write GFF_ENV_AREA_PATHFINDING_VISINFO
E: 15:17:54 - Failed to generate optimized physics (are path nodes generated correctly?)
E: 15:17:54 - Failed to create area navigation info. Check your engine log file in My Documents\\BioWare\\Dragon Age\\Toolset\\logs
I've done the Define Area part, but it still errors out.
Any ideas?
E: 15:17:54 - Failed to generate pathfinding data
E: 15:17:54 - Failed to write GFF_ENV_AREA_PATHFINDING_COSTS
E: 15:17:54 - Failed to write GFF_ENV_AREA_PATHFINDING_VISINFO
E: 15:17:54 - Failed to generate optimized physics (are path nodes generated correctly?)
E: 15:17:54 - Failed to create area navigation info. Check your engine log file in My Documents\\BioWare\\Dragon Age\\Toolset\\logs
I've done the Define Area part, but it still errors out.
Any ideas?
#5
Napisano 09 lipiec 2010 - 10:57
I had this problem a day or two ago. I solved it by first redefining the area, renewing the start location position, saving and reloading the toolset, then generating pathfinding.
#6
Napisano 10 lipiec 2010 - 01:55
there can ocassionaly be error with generating pathfindings, because of models used.
For example, I encountered this problem when placing floor (the name I dont remember) into room level pathfindings were not generated properly (no green dots and error msg) however, when I changed floor it got solved.
For example, I encountered this problem when placing floor (the name I dont remember) into room level pathfindings were not generated properly (no green dots and error msg) however, when I changed floor it got solved.
#7
Napisano 27 maj 2016 - 11:16
For those who have had the frustration of this issue - one of the floor models that is a problem is
cav_floor03
#8
Napisano 28 maj 2016 - 05:34
Interestingly the collision volume is set to non-walkable for cav_floor03, which doesn't seem right. However, the model otherwise appears fine, so it shouldn't cause errors when trying to generate pathfinding, theoretically, you just won't get any walkable area on those 03 tiles. A quick test I did in the toolset worked as expected and didn't give any of the above-mentioned physics errors:
#9
Napisano 28 maj 2016 - 09:44
There are no physics errors, but it also doesn't also generate pathfinding. You can still walk across it with the keyboard, but not with the mouse.
This discussion thread was the closest that I could find to the problem that I was having ![]()
#10
Napisano 28 maj 2016 - 10:35
Yeah, like I said, it's because the collision volume is set to non-walkable instead of walkable. Presumably that was a mistake (and curious it didn't get picked up in Bioware's own levels). It was raised many moons ago - http://forum.bioware...oor-bewalkable/ - but we didn't have a lot in the way of model import/export tools at that juncture to diagnose the root problem.
Anyway, here's a fixed version of the model:

http://dpmods.wheb.o...ed_Collision.7z
Just extract it into your My Documents\BioWare\Dragon Age\packages\core\override\ folder. The toolset will generate new mesh chunks in any levels you export, so you don't need to put it in your Addin directory or anything.
Anyway, here's a fixed version of the model:

http://dpmods.wheb.o...ed_Collision.7z
Just extract it into your My Documents\BioWare\Dragon Age\packages\core\override\ folder. The toolset will generate new mesh chunks in any levels you export, so you don't need to put it in your Addin directory or anything.
- MerAnne lubi to
#11
Napisano 28 maj 2016 - 12:29
Thank you!





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