heyas;
i did what i always do... i created a new area in my cutscene module, i told it to use lak-whatever number redcliffe daytime is, i told it the area list for this area is (None). i put down my starting waypoint, i told the module to start in THAT area at THAT waypoint.
well, something ain't right. every time i try to export something -- whether it is the area, or whether it is just two scripts, or one conversation, or the cutscene, or anything without dependent resources -- it pops up this error about not being able to read the area list info.
the exports are successful, 0 failures, blah blah blah. something failed its post-processing, see below for errors: it's that area list error.
it's driving me nuts. how do i fix it?
Could not read area list info Error
Débuté par
BloodsongVengeance
, nov. 16 2010 06:24
#1
Posté 16 novembre 2010 - 06:24
#2
Posté 16 novembre 2010 - 08:20
Have you tried defining a dummy area list for that area and doing the export?
Haven't seen that error before so don't know how to resolve that.
Haven't seen that error before so don't know how to resolve that.
#3
Posté 17 novembre 2010 - 11:58
well... aint much to an area list.
okay, i made one, i assigned it to the cs_redcliffe area... i tried exporting it like that. i set it to none again, i tried exporting that. i assigned it again, tried THAT. heck, then i tried right clicking and exporting the .lst.
both cs_redcliffe.lst and emptyarealist.lst are in my export override.
somehow, i dont think the actual error has to do with an area list. what does it usually say just before/below how it updates the xml files?
okay, that line usually says "Generating the Campaign file." ...what's the campaign file?
W: 18:50:14 - Some resources failed their post processing. Please see below for more details.
S: 18:50:14 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details.
I: 18:50:14 - Offers.xml file has been updated successfully.
I: 18:50:14 - AddIns.xml file has been updated successfully.
E: 18:50:14 - Could not read area list info.
I: 18:50:14 - PostProcessing
E: 18:50:14 - Unable to locate an exporter or resource information for object type:lst
I: 18:50:14 - Shared Addin resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\addins\\13T_CS\\core\\override\\toolsetexport\\".
I: 18:50:14 - Campaign resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\addins\\13T_CS\\module\\override\\toolsetexport\\".
I: 18:50:14 - Shared resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".
S: 18:50:14 - Starting export: "Export without dependent resources"
W: 18:49:37 - Some resources failed their post processing. Please see below for more details.
S: 18:49:37 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed. Please see below for more details.
I: 18:49:37 - Offers.xml file has been updated successfully.
I: 18:49:37 - AddIns.xml file has been updated successfully.
E: 18:49:37 - Could not read area list info.
I: 18:49:37 - Generated Area List for: emptyarealist
I: 18:49:37 - PostProcessing
I: 18:49:37 - Exporter completed successfully for resource: cs_redcliffe.are
I: 18:49:37 - Shared Addin resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\addins\\13T_CS\\core\\override\\toolsetexport\\".
I: 18:49:37 - Campaign resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\addins\\13T_CS\\module\\override\\toolsetexport\\".
I: 18:49:37 - Shared resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".
S: 18:49:37 - Starting export: "Export without dependent resources"
I: 18:49:17 - cs_redcliffe.are - The resource "cs_redcliffe.are" has been saved.
W: 18:47:50 - Some resources failed their post processing. Please see below for more details.
S: 18:47:50 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed. Please see below for more details.
I: 18:47:50 - Offers.xml file has been updated successfully.
I: 18:47:50 - AddIns.xml file has been updated successfully.
E: 18:47:50 - Could not read area list info.
I: 18:47:50 - Generated Area List for: cs_redcliffe
I: 18:47:50 - PostProcessing
I: 18:47:50 - Exporter completed successfully for resource: cs_redcliffe.are
okay, i made one, i assigned it to the cs_redcliffe area... i tried exporting it like that. i set it to none again, i tried exporting that. i assigned it again, tried THAT. heck, then i tried right clicking and exporting the .lst.
both cs_redcliffe.lst and emptyarealist.lst are in my export override.
somehow, i dont think the actual error has to do with an area list. what does it usually say just before/below how it updates the xml files?
okay, that line usually says "Generating the Campaign file." ...what's the campaign file?
W: 18:50:14 - Some resources failed their post processing. Please see below for more details.
S: 18:50:14 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details.
I: 18:50:14 - Offers.xml file has been updated successfully.
I: 18:50:14 - AddIns.xml file has been updated successfully.
E: 18:50:14 - Could not read area list info.
I: 18:50:14 - PostProcessing
E: 18:50:14 - Unable to locate an exporter or resource information for object type:lst
I: 18:50:14 - Shared Addin resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\addins\\13T_CS\\core\\override\\toolsetexport\\".
I: 18:50:14 - Campaign resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\addins\\13T_CS\\module\\override\\toolsetexport\\".
I: 18:50:14 - Shared resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".
S: 18:50:14 - Starting export: "Export without dependent resources"
W: 18:49:37 - Some resources failed their post processing. Please see below for more details.
S: 18:49:37 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed. Please see below for more details.
I: 18:49:37 - Offers.xml file has been updated successfully.
I: 18:49:37 - AddIns.xml file has been updated successfully.
E: 18:49:37 - Could not read area list info.
I: 18:49:37 - Generated Area List for: emptyarealist
I: 18:49:37 - PostProcessing
I: 18:49:37 - Exporter completed successfully for resource: cs_redcliffe.are
I: 18:49:37 - Shared Addin resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\addins\\13T_CS\\core\\override\\toolsetexport\\".
I: 18:49:37 - Campaign resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\addins\\13T_CS\\module\\override\\toolsetexport\\".
I: 18:49:37 - Shared resources will be exported to "G:\\Notes\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".
S: 18:49:37 - Starting export: "Export without dependent resources"
I: 18:49:17 - cs_redcliffe.are - The resource "cs_redcliffe.are" has been saved.
W: 18:47:50 - Some resources failed their post processing. Please see below for more details.
S: 18:47:50 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed. Please see below for more details.
I: 18:47:50 - Offers.xml file has been updated successfully.
I: 18:47:50 - AddIns.xml file has been updated successfully.
E: 18:47:50 - Could not read area list info.
I: 18:47:50 - Generated Area List for: cs_redcliffe
I: 18:47:50 - PostProcessing
I: 18:47:50 - Exporter completed successfully for resource: cs_redcliffe.are
#4
Posté 18 novembre 2010 - 12:16
all right: i did something under the tools menu (create module xml, i think) that made it say "generated campaign file" instead of the error.
that didnt do squat.
okay, i re-exported an older area that worked before. it tried to generate its area list, then it failed to read the area list info.
i also exported a conversation from another module, and did NOT get the area list info. (yah, it wasnt an area export, but that fool error has been showing up on *everything*.)
is my module fubar!??!?! ARGH!
that didnt do squat.
okay, i re-exported an older area that worked before. it tried to generate its area list, then it failed to read the area list info.
i also exported a conversation from another module, and did NOT get the area list info. (yah, it wasnt an area export, but that fool error has been showing up on *everything*.)
is my module fubar!??!?! ARGH!
#5
Posté 20 novembre 2010 - 02:44
more tests. no happy results.
i duplicated the area in my module, saved, exported. same error.
i made a new area in my module, same lvl layout, saved, exported. same error.
i made a new area in ANOTHER module, same lvl layout, saved, exported. worked fine.
i COPIED the 'perfectly fine' .lst file from that export into the other module's override. i write-protected it, then exported the original area. it threw an error that i couldn't write the GFF c AND that it couldn't read the area list info.
i exported a previously made, and previously successful area from the affected module. still with the can't read list info error.
my only guess at this point in time is SOMEhow, this particular module has gotten corrupted so that it can't write (and/or read) area list info. oh, and it wasn't from using lvl lak100d, either. and it's driving me insane, because it's a STUPID error! plus, all my cutscene work is in this module.
okay, i uncoupled the cutscene from the area, and deleted the area (and its duplicate, and the new test areas)... exporting another area did NOT generate the error, so... i will now attempt to re-create the redcliffe area and plug it back into the cutscene.
well, that worked fine, except the module couldn't read its starting area info (being as i deleted the starting area), but soon as i changed it to start in another area, and then changed the script to teleport to the correct (newly re-created area) -- BAM.
even worse, i've deleted that area again, but the error is still persisting this time.
i guess the next step is trying to rebuild this module. i haven't had luck with b2b stuff in the past, though
i duplicated the area in my module, saved, exported. same error.
i made a new area in my module, same lvl layout, saved, exported. same error.
i made a new area in ANOTHER module, same lvl layout, saved, exported. worked fine.
i COPIED the 'perfectly fine' .lst file from that export into the other module's override. i write-protected it, then exported the original area. it threw an error that i couldn't write the GFF c AND that it couldn't read the area list info.
i exported a previously made, and previously successful area from the affected module. still with the can't read list info error.
my only guess at this point in time is SOMEhow, this particular module has gotten corrupted so that it can't write (and/or read) area list info. oh, and it wasn't from using lvl lak100d, either. and it's driving me insane, because it's a STUPID error! plus, all my cutscene work is in this module.
okay, i uncoupled the cutscene from the area, and deleted the area (and its duplicate, and the new test areas)... exporting another area did NOT generate the error, so... i will now attempt to re-create the redcliffe area and plug it back into the cutscene.
well, that worked fine, except the module couldn't read its starting area info (being as i deleted the starting area), but soon as i changed it to start in another area, and then changed the script to teleport to the correct (newly re-created area) -- BAM.
even worse, i've deleted that area again, but the error is still persisting this time.
i guess the next step is trying to rebuild this module. i haven't had luck with b2b stuff in the past, though
#6
Posté 20 novembre 2010 - 08:35
Uhhh... you can ignore that .lst error. Won't hurt your module. Those always fail export, as do the .chr's.
#7
Posté 21 novembre 2010 - 03:00
you think?
because.... i keep getting 'cannot load area' when trying to run the module. which, of course, could be a totally unrelated error.
i'll try recompiling all scripts and exporting it again. thanks!
because.... i keep getting 'cannot load area' when trying to run the module. which, of course, could be a totally unrelated error.
i'll try recompiling all scripts and exporting it again. thanks!
#8
Posté 22 novembre 2010 - 08:59
The message you always gets is
E: 18:50:14 - Unable to locate an exporter or resource information for object type:lst
I'm not sure you can ignore
E: 18:50:14 - Could not read area list info.
I've never seen that (not even when trying to export an area list and nothing else).
As you've deduced, you're not generating the campaign file, which is the high level module info that the game needs to load.
Sorry this isn't more helpful.
E: 18:50:14 - Unable to locate an exporter or resource information for object type:lst
I'm not sure you can ignore
E: 18:50:14 - Could not read area list info.
I've never seen that (not even when trying to export an area list and nothing else).
As you've deduced, you're not generating the campaign file, which is the high level module info that the game needs to load.
Sorry this isn't more helpful.
#9
Posté 22 novembre 2010 - 02:47
yes, I think you have an unrelated error of some kind. The .lst wont ever export... but you do need it. An example that I understand better is the .chr which also will not export. All those do is point your utc to a soundset.
As for your fail to load problem, that sounds like your module isnt setup properly. Did you export your module and manifest xml's? Did you empty your export directories and re-export? You might have some junk floating around that is interferring. There are many possible reasons why it wont load, so I am sorry that I cannot be more help:(
As for your fail to load problem, that sounds like your module isnt setup properly. Did you export your module and manifest xml's? Did you empty your export directories and re-export? You might have some junk floating around that is interferring. There are many possible reasons why it wont load, so I am sorry that I cannot be more help:(
#10
Posté 22 novembre 2010 - 06:36
heyas;
um... but the list files DO export. cuz they're there! right in the toolsetexport directory.
i did empty my export directories and re-exported everything. but what is a manifest xml?
the MODULE loads. it's only the AREA(s) that won't.
ive used this module several times. this only started happening last week. grrr.
all right, i'll export everything again, then use that trick i did to generate the campaign file afterward. see if that helps.
um... but the list files DO export. cuz they're there! right in the toolsetexport directory.
i did empty my export directories and re-exported everything. but what is a manifest xml?
the MODULE loads. it's only the AREA(s) that won't.
ive used this module several times. this only started happening last week. grrr.
all right, i'll export everything again, then use that trick i did to generate the campaign file afterward. see if that helps.
#11
Posté 23 novembre 2010 - 06:24
The area lists end up in the toolsetexport directory, but they're not exported from the area list resources.
They're generated when an area is exported, with a message similar to
I: 06:20:17 - Generated Area List for: coc200al
Perhaps you're getting another error during area export? Just a thought.
They're generated when an area is exported, with a message similar to
I: 06:20:17 - Generated Area List for: coc200al
Perhaps you're getting another error during area export? Just a thought.
#12
Posté 23 novembre 2010 - 03:33
heyas;
well, the generating line is there, just before it says it cant read the area list info.
E: 18:47:50 - Could not read area list info.
I: 18:47:50 - Generated Area List for: cs_redcliffe
I: 18:47:50 - PostProcessing
I: 18:47:50 - Exporter completed successfully for resource: cs_redcliffe.are
the only other errors/warnings i've been seeing are for the creatures unable to find their soundsets. since i'm not using soundsets with them, that doesn't matter.
that, plus the total lack of generating a campaign file. i went to the tools menu again last night, and exported the xml files, but that only generated the Offers and Addins. wait... are offers 'bioware expansions you havent bought yet' and 'addins' are a list of the downloaded/installed modules? no, i dunno, i thought offers had something to do with quests.... :X
at any rate, the trick i used to generate the campaign file did not work for me this time.
i think next i will empty the export directories, and then try to do a builder to player package of the whole flippin thing. if THAT doesn't get the missing whatever-it-is.... maybe i will just shoot myself.
well, the generating line is there, just before it says it cant read the area list info.
E: 18:47:50 - Could not read area list info.
I: 18:47:50 - Generated Area List for: cs_redcliffe
I: 18:47:50 - PostProcessing
I: 18:47:50 - Exporter completed successfully for resource: cs_redcliffe.are
the only other errors/warnings i've been seeing are for the creatures unable to find their soundsets. since i'm not using soundsets with them, that doesn't matter.
that, plus the total lack of generating a campaign file. i went to the tools menu again last night, and exported the xml files, but that only generated the Offers and Addins. wait... are offers 'bioware expansions you havent bought yet' and 'addins' are a list of the downloaded/installed modules? no, i dunno, i thought offers had something to do with quests.... :X
at any rate, the trick i used to generate the campaign file did not work for me this time.
i think next i will empty the export directories, and then try to do a builder to player package of the whole flippin thing. if THAT doesn't get the missing whatever-it-is.... maybe i will just shoot myself.
#13
Posté 23 novembre 2010 - 05:36
LOL, dont shoot yourself. Just so we understand... have you edited an existing area in the game? Or have you created a new area (but are just using an existing level layout)?
As for the manifest and module xml's- right click in the palette in the toolset, under export options you should see them. Anyway, those get created when you make the module to begin with... but not a bad idea to update them with your changes.
As for the manifest and module xml's- right click in the palette in the toolset, under export options you should see them. Anyway, those get created when you make the module to begin with... but not a bad idea to update them with your changes.
#14
Posté 23 novembre 2010 - 11:12
heyas;
it's a new module named Cutscenes. i create an area, then pick the layout from the sp list (ive downloaded the lvl files or whatever theyre called).
i've used this same module for all my cutscenes, and ive done... about six of them from it. i've followed the same procedure as all of them. just this one has to be a pain.
i found where to create the manifest xml, but i opened it and it just seems to be a list of the module's name and description. never used one of those before.
i'll look at that, then either export every-bloody-thing from the module (including resources i'm not using in this cutscene), or do the builder to player trick.
the only option i have under export is to override campaign resources. which.... i do NOT think i want to do!
and the blasted builder to player thing only looks at what is exported (unlike the builder to builder tool), which is no help.
therefore, i just told it to export every last single thing. which.... apparently includes the core creatures, dialogues, etc etc. AND, i have found that somebody's cutscene overrides are somehow in there. they're prefixed with "cs_" which is what my area is using, but i dont see any conflicts with the full names.
i still havent been able to generate the campaign file, so i dont hold much hope of this working, but here i go...
aha, well. the area has loaded. HOWEVER... im in the area i told the module to start in for the last cutscene project. no clue how that happened, as its still set for my new area/wp in the module properties. i'll see if the lever can teleport me out.
nope. well. this is a step back in time, but a step forward in functionality, at least. ::SIGH::
wellllll.... my cutscene plays. its in space, because it isnt playing from the area its supposed to be in.... and the other areas load.
it's just bloody redcliffe that is being a pain.
.... okay, i just exported builder to builder and imported into a demo/tutorial module. i dont know how anybody uses this thing, it failed to create ANY of my creatures, my placeable, my dialogue, my cutscene, and -- surprise! -- my area.
well, i might as well create a new cutscene module, since this one is fubar.
it's a new module named Cutscenes. i create an area, then pick the layout from the sp list (ive downloaded the lvl files or whatever theyre called).
i've used this same module for all my cutscenes, and ive done... about six of them from it. i've followed the same procedure as all of them. just this one has to be a pain.
i found where to create the manifest xml, but i opened it and it just seems to be a list of the module's name and description. never used one of those before.
i'll look at that, then either export every-bloody-thing from the module (including resources i'm not using in this cutscene), or do the builder to player trick.
the only option i have under export is to override campaign resources. which.... i do NOT think i want to do!
and the blasted builder to player thing only looks at what is exported (unlike the builder to builder tool), which is no help.
therefore, i just told it to export every last single thing. which.... apparently includes the core creatures, dialogues, etc etc. AND, i have found that somebody's cutscene overrides are somehow in there. they're prefixed with "cs_" which is what my area is using, but i dont see any conflicts with the full names.
i still havent been able to generate the campaign file, so i dont hold much hope of this working, but here i go...
aha, well. the area has loaded. HOWEVER... im in the area i told the module to start in for the last cutscene project. no clue how that happened, as its still set for my new area/wp in the module properties. i'll see if the lever can teleport me out.
nope. well. this is a step back in time, but a step forward in functionality, at least. ::SIGH::
wellllll.... my cutscene plays. its in space, because it isnt playing from the area its supposed to be in.... and the other areas load.
it's just bloody redcliffe that is being a pain.
.... okay, i just exported builder to builder and imported into a demo/tutorial module. i dont know how anybody uses this thing, it failed to create ANY of my creatures, my placeable, my dialogue, my cutscene, and -- surprise! -- my area.
well, i might as well create a new cutscene module, since this one is fubar.
Modifié par BloodsongVengeance, 23 novembre 2010 - 11:54 .
#15
Posté 27 novembre 2010 - 04:28
okay, this weekend, i bit the bullet and tried to port my cutscene to a new mod. i'm writing this for posterity, cuz lord knows, i will no doubt run into this error again, and wonder what i did to fix it.
first of all, doing a B2B between two mods on one machine... is designed not to work. i'm sorry, but that's how it is. all the mods use one database, and trying to import resources into a database they came OUT of... makes a mess.
i did check everything in. i did a b2b create. i then deleted the particular resources i neede to use at the time (my redcliffe area, my lionking cutscene and dlg). i then created a new module. i set this module's string id's to start at a very low number to avoid the 'use theirs in string ids bug'.
the import did not work. the scripts imported, but that was about it. the area, the creatures, the dialogue, and the cutscene failed to import.
the PROPER way to shuffle resources between mods on the same database is to duplicate. (i believe; i didn't read this anywhere.) therefore, i duplicated the redcliffe area, the cutscene, the dialogue, and the creatures over to the new module.
this creates its own headaches.
firstly, stringids and even resrefs are NOT PRESERVED. you can renumber the VO wav files to your new conversation string ids, but forget the facefx. even renumbering the facefx DOES NOT WORK. not in the dialogue, not in the cutscene editor. you will have to do all your custom facefx all over again. (do i hate facefx? you know it!!) no, not even if you generate local facefx and then overwrite the newly generated facefx with the old fxe/fxm files.
general all-around tip: don't do ANY facefx animating until the very LAST step in making your cutscene. just not worth it for all the many ways you can lose that work.
you will have to go into your duplicated resources and fix database pointers. for example:
redcliffe area had my cutscene selector/player lever; i had to replace that with the b2b version of the lever in the area. (remember also to assign the new scripts to the placeables, if you had to duplicate any, and edit the scripts to point to the correct new resource names!!)
duplicate creatures have 2-3 database pointers in their properties that need to be changed to regular pointers. things like the character, the conversation, etc.
the duplicate cutscene will positively scream error after error when you try to open it. DO NOT PANIC. you can fix all of them.
you need to replace the area pointer in the cutscene properties with the new area.
your actors will all be nekkie men, you need to replace their properties to point to the new creatures in your palette.
the speak line entries will need to be pointed back to the dialogue and line they were meant to.
good luck. i still do not know what caused the cif-writing error, nor how to repair it.
first of all, doing a B2B between two mods on one machine... is designed not to work. i'm sorry, but that's how it is. all the mods use one database, and trying to import resources into a database they came OUT of... makes a mess.
i did check everything in. i did a b2b create. i then deleted the particular resources i neede to use at the time (my redcliffe area, my lionking cutscene and dlg). i then created a new module. i set this module's string id's to start at a very low number to avoid the 'use theirs in string ids bug'.
the import did not work. the scripts imported, but that was about it. the area, the creatures, the dialogue, and the cutscene failed to import.
the PROPER way to shuffle resources between mods on the same database is to duplicate. (i believe; i didn't read this anywhere.) therefore, i duplicated the redcliffe area, the cutscene, the dialogue, and the creatures over to the new module.
this creates its own headaches.
firstly, stringids and even resrefs are NOT PRESERVED. you can renumber the VO wav files to your new conversation string ids, but forget the facefx. even renumbering the facefx DOES NOT WORK. not in the dialogue, not in the cutscene editor. you will have to do all your custom facefx all over again. (do i hate facefx? you know it!!) no, not even if you generate local facefx and then overwrite the newly generated facefx with the old fxe/fxm files.
general all-around tip: don't do ANY facefx animating until the very LAST step in making your cutscene. just not worth it for all the many ways you can lose that work.
you will have to go into your duplicated resources and fix database pointers. for example:
redcliffe area had my cutscene selector/player lever; i had to replace that with the b2b version of the lever in the area. (remember also to assign the new scripts to the placeables, if you had to duplicate any, and edit the scripts to point to the correct new resource names!!)
duplicate creatures have 2-3 database pointers in their properties that need to be changed to regular pointers. things like the character, the conversation, etc.
the duplicate cutscene will positively scream error after error when you try to open it. DO NOT PANIC. you can fix all of them.
you need to replace the area pointer in the cutscene properties with the new area.
your actors will all be nekkie men, you need to replace their properties to point to the new creatures in your palette.
the speak line entries will need to be pointed back to the dialogue and line they were meant to.
good luck. i still do not know what caused the cif-writing error, nor how to repair it.
#16
Posté 11 décembre 2010 - 03:21
omg, i think i figured this out. ...!!!!!!!!!!!!!!!!!!!!!!!
okay, for posterity (ie: when i'm an idiot and do this again...) i THINK this is what happened to make the whole thing fubar with this error....
i wanted to do a scene in the denerim market, and i was a lazy slob and didn't want to have to populate the market area with npcs and sounds and chickens and whatever else. so i went into the single player campaign... and i edited and duplicated (or duplicated and edited?) the denerim market area to my cutscene module.
now most likely, the sp denerim city area had a whole host of areas in its list, like the bars and shops and warehouses and such. right? so duplicating that area into my module was a huge mistake. (either that, or there were other steps i needed to take to massage it into being workable.)
so... i deleted the denerim area. and it's all fine. we're all fine, here. now. thank you. how are you?
::bangs head on keyboard::
okay, for posterity (ie: when i'm an idiot and do this again...) i THINK this is what happened to make the whole thing fubar with this error....
i wanted to do a scene in the denerim market, and i was a lazy slob and didn't want to have to populate the market area with npcs and sounds and chickens and whatever else. so i went into the single player campaign... and i edited and duplicated (or duplicated and edited?) the denerim market area to my cutscene module.
now most likely, the sp denerim city area had a whole host of areas in its list, like the bars and shops and warehouses and such. right? so duplicating that area into my module was a huge mistake. (either that, or there were other steps i needed to take to massage it into being workable.)
so... i deleted the denerim area. and it's all fine. we're all fine, here. now. thank you. how are you?
::bangs head on keyboard::
#17
Posté 25 avril 2011 - 09:53
Exactly the same problem drove me crazy during the last days.
For every ressource I have exported I got the annoying error message "Could not read area list info".
But it was much worther that my engine crashed unloading the new area (lak*) with which the problem probably had appeared. Tracking down a solution I could exclude a lot of things. Just wanted to ask for any ideas when I could solve my problem some minutes ago.
Finally this was the right approach. But when I assigned my area some days ago to an area list via the area mapper the error message still persisted. I had to figure out an additional detail. Since I have exported the area one time checked in after the mapping I got finally rid of this error. (For the mapping you have to check it in anyway but for testing purposes I checked it out immediately again. *Headdesk*)
For every ressource I have exported I got the annoying error message "Could not read area list info".
But it was much worther that my engine crashed unloading the new area (lak*) with which the problem probably had appeared. Tracking down a solution I could exclude a lot of things. Just wanted to ask for any ideas when I could solve my problem some minutes ago.
TimelordDC wrote...
Have you tried defining a dummy area list for that area and doing the export?<br />
Haven't seen that error before so don't know how to resolve that.
Finally this was the right approach. But when I assigned my area some days ago to an area list via the area mapper the error message still persisted. I had to figure out an additional detail. Since I have exported the area one time checked in after the mapping I got finally rid of this error. (For the mapping you have to check it in anyway but for testing purposes I checked it out immediately again. *Headdesk*)





Retour en haut







