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Level export fails at Do All Local Posts


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#1
Mazena86

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 I've been trying to learn the basics of the toolset today, everything else was pretty okay, but first I struggled with lightmaps. Now that I got it fixed (had two pythons installed), I ran into this issue. When I'm trying to export my level so it can be used in modules, by clicking Do All Local Posts, I get the following in console:

E: 20:40:15 - Local Posts Failed!

S: 20:40:15 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed.  Please see below for more details.

I: 20:40:15 - Offers.xml file has been updated successfully.

I: 20:40:15 - AddIns.xml file has been updated successfully.

I: 20:40:15 - PostProcessing

E: 20:40:15 - noob ecterior.lvl - Exporter FAILED for resource: noob ecterior.lvl

E: 20:40:15 - Failed to refresh perforce ticket.

I: 20:40:13 - Starting local export and post...

I: 20:40:13 - Shared Addin resources will be exported to "C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\addins\\Tut_Module\\core\\override\\toolsetexport\\".
I: 20:40:13 - Campaign resources will be exported to "C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\addins\\Tut_Module\\module\\override\\toolsetexport\\".
I: 20:40:13 - Shared resources will be exported to "C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".
S: 20:40:13 - Starting export: "Post Selection to Local"
S: 20:40:13 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed.  Please see below for more details.
I: 20:40:13 - Offers.xml file has been updated successfully.
I: 20:40:13 - AddIns.xml file has been updated successfully.
I: 20:40:13 - PostProcessing
E: 20:40:13 - noob ecterior.lvl - Exporter FAILED for resource: noob ecterior.lvl
E: 20:40:13 - Failed to refresh perforce ticket.
I: 20:40:10 - Shared Addin resources will be exported to "C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\addins\\Tut_Module\\core\\override\\toolsetexport\\".
I: 20:40:10 - Campaign resources will be exported to "C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\addins\\Tut_Module\\module\\override\\toolsetexport\\".
I: 20:40:10 - Shared resources will be exported to "C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".
S: 20:40:10 - Starting export: "Post Trees to Local"
I: 20:40:10 - Checking for new files on 'C:\\DOCUME~1\\MATTIM~1\\LOCALS~1\\Temp\\DALightmap\\tut_exn\\CombinedMaps\\'
I: 20:40:10 - Checking for new files on 'C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\tut_exn\\Textures\\'
I: 20:40:10 - Checking for new files on 'C:\\DOCUME~1\\MATTIM~1\\LOCALS~1\\Temp\\DALightmap\\tut_map\\CombinedMaps\\'
I: 20:40:10 - The ERF has been updated. Please re-save the level.
I: 20:40:10 - Checking for new files on 'C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\tut_map\\Textures\\'
I: 20:40:10 - Light probe render successful for layout [tut_map].
I: 20:40:07 - Success generating pathfinding data.
I: 20:40:07 - Finished generating sound data
W: 20:40:07 - Warning: Sound type not set for 'tre_m_pinebig'
W: 20:40:07 - Warning: Sound type not set for 'tre_f_silvana'
I: 20:40:07 - Generating sound data for vegetation
I: 20:40:06 - Generate sound data
I: 20:40:03 - Will process pathfinding using start location 'tut_map185' at (60.85, 90.28, 0.00) for layout 'tut_map'.
I: 20:40:03 - Beginning pathfinding
I: 20:40:03 - Checking for new files on 'C:\\DOCUME~1\\MATTIM~1\\LOCALS~1\\Temp\\DALightmap\\tut_exn\\CombinedMaps\\'
I: 20:40:03 - Checking for new files on 'C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\tut_exn\\Textures\\'
I: 20:40:03 - Checking for new files on 'C:\\DOCUME~1\\MATTIM~1\\LOCALS~1\\Temp\\DALightmap\\tut_map\\CombinedMaps\\'
I: 20:40:03 - Checking for new files on 'C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\tut_map\\Textures\\'
I: 20:40:03 - Starting local posts: Visualize/Update Lightmaps, Pathfinding and physics culling, Render Light Probes, Post Trees to Local, Post Layout to Local
I: 20:38:52 - windmilltest.are - The resource "windmilltest.are" has been added.
I: 20:38:07 - Checking for new files on 'C:\\DOCUME~1\\MATTIM~1\\LOCALS~1\\Temp\\DALightmap\\tut_exn\\CombinedMaps\\'
I: 20:38:07 - Checking for new files on 'C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\tut_exn\\Textures\\'
I: 20:38:07 - Checking for new files on 'C:\\DOCUME~1\\MATTIM~1\\LOCALS~1\\Temp\\DALightmap\\tut_map\\CombinedMaps\\'
I: 20:38:07 - Checking for new files on 'C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\tut_map\\Textures\\'

I would greatly appreciate the help. I have a good idea ready to be realized - NWN2 toolset didn't have enough flexibility for my idea. :pinched: And how do I post that console stuff neatly? I had to manually edit it to look that clean.

Modifié par Mazena86, 13 octobre 2010 - 05:54 .


#2
TimelordDC

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I've had issues sometimes when trying to do a Do All Local Posts from my module. I suggest doing it from the Single Player module (you need to do that anyway for water planes and character light to work properly).

Once done, it should be available as an area layout within your module too since exports from Single Player go into the packages/core/override/toolsetexport folder.



When you are packaging the stuff up for release, you can copy the area layout files from the packages/core/override to your module env folder.

#3
Mazena86

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Umm, how do I do this? I mean I'm in the level editor, I just whipped out a new level and I can't import it into my module since I can't do this Do All Local Posts, unless I have misunderstood something?

#4
TimelordDC

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  • You have built your level and saved it off (noob ecterior.lvl)
  • In the Toolset, go to File -> Manage Modules and switch to Single Player
  • Open your noob ecterior.lvl and render lightmaps again
  • After that, do a Do All Local Posts
  • Now, your exported level files will be present under
    C:\\Documents and Settings\\Matti Mänty\\Omat tiedostot\\Bioware\\Dragon Age\\packages\\core\\override\\toolsetexport\\tut_map
  • In the Toolset, go to File -> Manage Modules and switch to your module Tut_module
  • Create a new area resource and the exported level tut_map should be available to be selected as an area layout
If it is not available, do a View -> Refresh Override or restart the Toolset.

One thing to note: Some folks have had issues with non-English names in the path. I don't know if you will run into similar issues due to Mänty (with the special character above a) but if you do, you will have to change your windows username or create a new one for the toolset.

Modifié par TimelordDC, 13 octobre 2010 - 07:05 .


#5
Mazena86

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 Now I'm getting a slightly different error and I am at a complete loss... Though, I remember it was the same when I started using NWN 2 toolset for the very first time (it was the one I lost my modding virginity to). :lol:

E: 22:17:00 - Local Posts Failed!
S: 22:17:00 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed.  Please see below for more details.
I: 22:17:00 - No modules to process.  No XML files generated.
I: 22:17:00 - PostProcessing
E: 22:17:00 - noob ecterior.lvl - Exporter FAILED for resource: noob ecterior.lvl
E: 22:17:00 - Failed to refresh perforce ticket.
I: 22:16:58 - Starting local export and post...
I: 22:16:58 - Campaign resources will be exported to "C:\\\\\\\\Documents and Settings\\\\\\\\Matti Mänty\\\\\\\\Omat tiedostot\\\\\\\\BioWare\\\\\\\\Dragon Age\\\\\\\\modules\\\\\\\\Single Player\\\\\\\\override\\\\\\\\toolsetexport\\\\\\\\".
I: 22:16:58 - Shared resources will be exported to "C:\\\\\\\\Documents and Settings\\\\\\\\Matti Mänty\\\\\\\\Omat tiedostot\\\\\\\\BioWare\\\\\\\\Dragon Age\\\\\\\\packages\\\\\\\\core\\\\\\\\override\\\\\\\\toolsetexport\\\\\\\\".
S: 22:16:58 - Starting export: "Post Selection to Local"
S: 22:16:57 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed.  Please see below for more details.
I: 22:16:57 - No modules to process.  No XML files generated.
I: 22:16:57 - PostProcessing
E: 22:16:57 - noob ecterior.lvl - Exporter FAILED for resource: noob ecterior.lvl
E: 22:16:57 - Failed to refresh perforce ticket.I: 22:16:55 - Campaign resources will be exported to "C:\\\\\\\\Documents and Settings\\\\\\\\Matti Mänty\\\\\\\\Omat tiedostot\\\\\\\\BioWare\\\\\\\\Dragon Age\\\\\\\\modules\\\\\\\\Single Player\\\\\\\\override\\\\\\\\toolsetexport\\\\\\\\".
I: 22:16:55 - Shared resources will be exported to "C:\\\\\\\\Documents and Settings\\\\\\\\Matti Mänty\\\\\\\\Omat tiedostot\\\\\\\\BioWare\\\\\\\\Dragon Age\\\\\\\\packages\\\\\\\\core\\\\\\\\override\\\\\\\\toolsetexport\\\\\\\\".
S: 22:16:55 - Starting export: "Post Trees to Local"
I: 22:16:54 - Checking for new files on 'C:\\\\\\\\DOCUME~1\\\\\\\\MATTIM~1\\\\\\\\LOCALS~1\\\\\\\\Temp\\\\\\\\DALightmap\\\\\\\\tut_map\\\\\\\\CombinedMaps\\\\\\\\'
I: 22:16:54 - The ERF has been updated. Please re-save the level.
I: 22:16:54 - Checking for new files on 'C:\\\\\\\\Documents and Settings\\\\\\\\Matti Mänty\\\\\\\\Omat tiedostot\\\\\\\\BioWare\\\\\\\\Dragon Age\\\\\\\\Toolset\\\\\\\\ProbeLightMaps\\\\\\\\tut_map\\\\\\\\Textures\\\\\\\\'
I: 22:16:54 - Light probe render successful for layout [tut_map].
I: 22:16:51 - Success generating pathfinding data.
I: 22:16:51 - Finished generating sound data
W: 22:16:51 - Warning: Sound type not set for 'tre_m_pinebig'
W: 22:16:51 - Warning: Sound type not set for 'tre_f_silvana'
I: 22:16:51 - Generating sound data for vegetation
I: 22:16:50 - Generate sound data
I: 22:16:47 - Will process pathfinding using start location 'tut_map185' at (60.85, 90.28, 0.00) for layout 'tut_map'.
I: 22:16:47 - Beginning pathfinding
I: 22:16:46 - The ERF has been updated. Please re-save the level.
I: 22:16:46 - Checking for new files on 'C:\\\\\\\\DOCUME~1\\\\\\\\MATTIM~1\\\\\\\\LOCALS~1\\\\\\\\Temp\\\\\\\\DALightmap\\\\\\\\tut_map\\\\\\\\CombinedMaps\\\\\\\\'
I: 22:16:46 - Checking for new files on 'C:\\\\\\\\Documents and Settings\\\\\\\\Matti Mänty\\\\\\\\Omat tiedostot\\\\\\\\BioWare\\\\\\\\Dragon Age\\\\\\\\Toolset\\\\\\\\ProbeLightMaps\\\\\\\\tut_map\\\\\\\\Textures\\\\\\\\'
I: 22:16:46 - Starting local posts: Visualize/Update Lightmaps, Pathfinding and physics culling, Render Light Probes, Post Trees to Local, Post Layout to Local
I: 22:16:31 - Successfully submitted lightmap job.
I: 22:16:31 - Submiting jobs to lightmapper took 12 seconds.
I: 22:16:31 - no FESL allocator defined


Oh, and I do thank you for your patience and being helpful!

Edit: And let's say I create a new user account for the toolset. Do I need to make a fresh install for that account only? Since when I change the account name, it doesn't change the folder names. *sigh* I wish all this wasn't so complicated in the beginning.

Modifié par Mazena86, 13 octobre 2010 - 07:37 .


#6
TimelordDC

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OK, here's one other thing you can try.
In the toolset, go to Tools -> Options -> Environment and make sure the Resource Build path is correct. Even if it is, just re-enter/re-select the path and click OK and then, try again.

Edit: About the username, you don't have to create one. You can modify your existing one itself if you have admin privileges or have access to an account with admin privileges - which you should have assuming it is a home PC.

Modifié par TimelordDC, 13 octobre 2010 - 07:46 .


#7
Mazena86

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TimelordDC wrote...

OK, here's one other thing you can try.
In the toolset, go to Tools -> Options -> Environment and make sure the Resource Build path is correct. Even if it is, just re-enter/re-select the path and click OK and then, try again.

Edit: About the username, you don't have to create one. You can modify your existing one itself if you have admin privileges or have access to an account with admin privileges - which you should have assuming it is a home PC.


Well, I edited my username and it's just Matti now. But the my documents folder, where all the DA:O stuff is, is still named with Matti Mänty, that was the problem, right? :s

And I tried copying over the new path again, but to no avail. This is making me wish I had studied IT instead. What does it mean when it says it fails to refresh perforce ticket? Those are the only errors I'm getting right now. Well, besides Local Post failing and E: 22:59:13 - noob ecterior.lvl - Exporter FAILED for resource: noob ecterior.lvl, but I don't think those tell me anything I do not know already.

#8
TimelordDC

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All the export processors (for levels, animations, etc) are located in the ResourceBuild folder. These are run by the toolset whenever you export objects from the toolset.

In this case, it is not able to run the processor for the level export - the perforce reference is a leftover error message from the Bioware internal systems.



Did you install Dragon Age in the default path (under program files)? If so, can you check that you still have full permissions on that ResourceBuild folder for your user id?

#9
Mazena86

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Nope, I have the Steam version of Dragon Age. Will that cause any additional problems?

#10
TimelordDC

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The Steam version alone won't cause problems. Is Steam installed under Program Files? :)



Right now, all I can think of is the permissions issue. A google search revealed only one such issue before that was solved by refreshing that ResourceBuild path - which you've already tried.

#11
Mazena86

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TimelordDC wrote...

The Steam version alone won't cause problems. Is Steam installed under Program Files? :)

Right now, all I can think of is the permissions issue. A google search revealed only one such issue before that was solved by refreshing that ResourceBuild path - which you've already tried.


Hmm, it is actually installed in E:\\Steam instead of program files, in order to save memory. I'll try refreshing ResourceBuild path one more time.

#12
TimelordDC

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One last thing I'd like to check is to make sure the level itself isn't the problem.

So, can you create a blank level, put a start waypoint, ambient light and light probe in and do the steps to post it to local?

#13
Mazena86

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That was a good idea and I got all hyped up, but sadly the problem doesn't seem to be just in the level. I got the same error on a blank level.



*pulls some hair out* Maybe I'll get back into this modding business in a couple of years, after I've bought a new PC and maybe a retail copy of DA:O. And installed it in program files directory AND have a user name with only English alphabets!



But let's say I uninstall DA:O from my PC...if I reinstall it, will it now install the My Document files under C:\\Documents&Settings\\Matti instead of C:\\Documents&Settings\\Matti Mänty, or will it just place it where it used to? (which I guess could be prevented by some registry editing)