Builder-To-Player Package Issues...
#1
Posté 08 janvier 2011 - 01:36
'The selected set contains an invalid file name "1007_d_tre_f_oaksmall_fall_1.spt"'
Now, I don't think it's the file so much, but rather, a bigger problem with a workaround I don't know yet. Now, I seem to remember reading somewhere, or someone telling me you had to sometimes manually add certain files to your DAZips after they were built.
Am I looking in the right direction?
Thanks to anyone who can help me with this.
#2
Posté 08 janvier 2011 - 02:07
#3
Posté 08 janvier 2011 - 02:13
#4
Posté 08 janvier 2011 - 03:43
This file comes from one of my levels, and all my level names are numbers. Unless perhaps you meant the number at the end of it?
@ satans_karma
Okay, so I pulled out all the offending files, and the DAZip built fine. Now that I have opened it up in Winrar, I see it packages everything into .erfs. Do I need to unpackage these .erfs (how?), stuff the files back in, then package the .erfs back up and put them in the DAZip? Or, do I just drop them anywhere in the DAZip, and the game will pick them up accordingly.
Thanks for the help, guys!
Modifié par Challseus, 08 janvier 2011 - 03:44 .
#5
Posté 08 janvier 2011 - 03:56
The level names being numbers does not actually matter since the toolset won't package the area layouts anyway due to the bug with it not liking files with multiple '.'s in them. You will have to add them manually anyway.
The reason I said the the problem could be with the resource starting with a number is because of a vague recollection that resources cannot start with a number. I know it's too much hassle to change the file name and test but you could try that with a new tree in the future and check. The only other reason I can think of is the length of the file name - I don't recall what the max characters the toolset allows for the database resources but that's another thing to check.
The known bug is only with files like .gpu.rim (with 2 dots)
#6
Posté 08 janvier 2011 - 04:26
Looks like you're on to something with regards to the length of the file... Sigh... Even after adding the files to the .erf in the toolset, per your instructions, I get the following error:
"Unable to save the resource file (1007_d_tre_f_oaksmall_fall_1.spt) because its name was not acceptable"
However, this file is perfectly fine:
"1013_tre_f_oaksmall_fall_1.spt"
Looks like the "_d" I'm adding to the level (to denote it's the day version of the level) is putting me over the edge. What a surprise
Interestingly enough, these are the custom trees I added using your tutorial, so I guess I'll need to go back and shorten the names... Anyway, thanks for pointing me in the right direction, as I'm quite sure it is that. I'm just too tired to try it out tonight. I'll report back tomorrow.
EDIT - I'm praying all I have to do is modify the name of the speed tree file I created using that tutorial, and not have to go back into hex editing
Modifié par Challseus, 08 janvier 2011 - 04:35 .
#7
Posté 08 janvier 2011 - 05:07
Why copy? You will have to change the reference within the level and for that, will have to open the level. If it finds the tree file missing, I don't know whether it will corrupt the level or not or have some other undesirable effects.
#8
Posté 08 janvier 2011 - 12:49
#9
Posté 08 janvier 2011 - 02:32
1. I create the dazip in the toolset without the offending files.
2. I rename the extension as a zip file.
(I don't know if the next two steps are necessary with your program or not.)
3. I create a temporary folder with the same name as my addins folder someplace outside the Bioware folder. Doesn't really matter where because you'll delete it later.
4. Since Izarc won't let me specify in which subfolder to add the files, I have to extract the contents of the zip file to that new folder I created.
4. I add the files I want into the subfolder where they go. If necessary, I create the folder.
5. I re-zip the "Contents" folder and Manifest.xml file. (You should have a file with the same name as your addins folder.)
6. I rename the zip file into a dazip.
7. I then delete the temporary folder.
I don't deal with .spt files, so I'm not sure where they would go. I assume either the core/data folder or the module/data folder. Did you have these files in your module folder or your core folder?
#10
Posté 08 janvier 2011 - 04:09
satans_karma wrote...
I don't deal with .spt files, so I'm not sure where they would go. I assume either the core/data folder or the module/data folder. Did you have these files in your module folder or your core folder?
Core folder. The path is:
core/override/toolsetexport/1007_d/
1007_d being the posted level folder.
#11
Posté 08 janvier 2011 - 06:44
The basic rule is that resource file names are limited to 32 characters. However there are all sorts of additional rules because of the way the toolset auto-generates and/or validates resource names.Challseus wrote...
Looks like you're on to something with regards to the length of the file... Sigh... Even after adding the files to the .erf in the toolset, per your instructions, I get the following error:
"Unable to save the resource file (1007_d_tre_f_oaksmall_fall_1.spt) because its name was not acceptable"
However, this file is perfectly fine:
"1013_tre_f_oaksmall_fall_1.spt"
Looks like the "_d" I'm adding to the level (to denote it's the day version of the level) is putting me over the edge.
This is why, for example, level names are restricted to 7 characters; why resource names are normally limited to 27 characters (because 5 are characters reversed for the longest file extension); and why plot resource names are limited to 23 characters (4 characters for the "plt_" the the script's prefix and 5 characters for the longest extension (even though the relevant ones are all just 4 characters: ".plo", ".nss" and ".nsc")).
So even though 1007_d_tre_f_oaksmall_fall_1.spt is only 32 characters long it likely failing because it breaks the "27 characters rule".
Modifié par Sunjammer, 08 janvier 2011 - 06:45 .
#12
Posté 08 janvier 2011 - 08:22
Challseus wrote...
Core folder. The path is:
core/override/toolsetexport/1007_d/
1007_d being the posted level folder.
Then I'd put the offending files into core/data. You could (probably) put it into a "1007_d" folder if you wanted things to be a bit more organized. I usually make an "env" folder for my areas.
Then again... just renaming the file sounds much easier.
Modifié par satans_karma, 08 janvier 2011 - 08:28 .
#13
Posté 09 janvier 2011 - 08:32
Thanks again to everyone who provided support in this thread.





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