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[SOLVED] Do All Local Posts - Errors


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#1
Challseus

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I looked through most of the posts on this forum, but didn't find anything related to my error.

So, I am trying to just create a normal interior level. All I did was add a floor, some walls, a few barrels, and a few beds. I also added some lights, and ran the lightmapper with no issues. When I get to the "Do All Local Post" step, I am getting this error:

E: 23:00:56 - Local Posts Failed!
S: 23:00:56 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed.  Please see below for more details.
I: 23:00:56 - Offers.xml file has been updated successfully.
I: 23:00:56 - AddIns.xml file has been updated successfully.
I: 23:00:56 - Generated the campaign file.
I: 23:00:56 - PostProcessing

//BELOW ARE THE ERRORS//

E: 23:00:56 - test_rm.lvl - Exporter FAILED for resource: test_rm.lvl
E: 23:00:56 - Failed to post layout [test_rm] locally.
E: 23:00:56 - RPU process failed with a return code of '1'.
E: 23:00:56 - Unable to load /Settings/ResourceBuilder.xml
E: 23:00:56 - Could not get unmapped file version for /Settings/ResourceBuilder.xml

//ABOVE ARE THE ERRORS//

I: 23:00:56 - Using config file: /Settings/ResourceBuilder.xml
I: 23:00:56 - Using output directory: C:\\\\DOCUME~1\\\\GAMECO~1\\\\LOCALS~1\\\\Temp\\\\RPUTemp
I: 23:00:56 - Initializing Resource Builder...
I: 23:00:55 - Processing and posting layout locally...
I: 23:00:55 - Exported Area Boundry Size (meters): 20.200001, 20.200001, 5.929715
I: 23:00:55 - Starting local export and post...
I: 23:00:55 - Shared Addin resources will be exported to "C:\\\\Documents and Settings\\\\GameCoder\\\\My Documents\\\\BioWare\\\\Dragon Age\\\\addins\\\\Sandbox\\\\core\\\\override\\\\toolsetexport\\\\".
I: 23:00:55 - Campaign resources will be exported to "C:\\\\Documents and Settings\\\\GameCoder\\\\My Documents\\\\BioWare\\\\Dragon Age\\\\addins\\\\Sandbox\\\\module\\\\override\\\\toolsetexport\\\\".
I: 23:00:55 - Shared resources will be exported to "C:\\\\Documents and Settings\\\\GameCoder\\\\My Documents\\\\BioWare\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolsetexport\\\\".
S: 23:00:55 - Starting export: "Post Selection to Local"

The error seems to be, "Could not get unmapped file version for /Settings/ResourceBuilder.xml".

Has anyone run into this error, and know how to fix it?

Thanks.

Modifié par Challseus, 04 décembre 2009 - 10:24 .


#2
Driggan

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What kind of Python are you using?

*Edit* I assume you also ran pathfinding, correct?

Modifié par Driggan, 04 décembre 2009 - 08:21 .


#3
Darkflow

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You might want to check the folder "Dragon Age\\tools\\ResourceBuild\\Settings" and see if you have a file called ResourceBuilder.xml there. I can replicate exactly the same error by renaming that file to .old and get it working again by renaming it back. And one other thing. Did you edit out any locations in that log?



When I compare this line from when I post a level:

I: 09:42:00 - Using config file: C:\\Games\\Dragon Age\\tools\\ResourceBuild/Settings/ResourceBuilder.xml



To this in yours:

I: 23:00:56 - Using config file: /Settings/ResourceBuilder.xml



It looks like the location is missing entirely from yours. Maybe something to do with registry?

I ran a quick search and found a thing called ResourceBuildPath in my registry. (a couple of them actually). It has the following data (value): "C:\\Games\\Dragon Age\\tools\\ResourceBuild". So if your registry didn't have the entry "ResourceBuildPath," or it was empty.. well, that would explain the error too.



If both ideas amount to nothing, then sorry, I'm out of ideas. Good luck :)

#4
Challseus

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@ Driggan



I am running python 2.5. As for running pathfinding, how do I explicitly do that?



@ Darkflow



Yeah, unfortunately, I do have that registry entry, as well as ResoruceBuilder.xml. Any other ideas on why it's not picking up the file correctly?

#5
Challseus

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Happens every time. The second I make a reply, I have a "light bulb" moment. I remember in the BETA Byran or someone mentioning there is a Resource Build Path property that can be set in options. Once I did that, everything exported just fine. For anyone else who may have this issue, here are the steps:

Tools -> Options -> Environment Option -> Resource Build Path

Thanks for pointing me in the right direction.

#6
georage

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Darkflow must be some kinda mad genius!

#7
Challseus

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Heh, of course I am having lighting issues now, but I'm well aware of all of those issues.



*Off to the WIKI*

#8
Mazena86

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Challseus wrote...

Happens every time. The second I make a reply, I have a "light bulb" moment. I remember in the BETA Byran or someone mentioning there is a Resource Build Path property that can be set in options. Once I did that, everything exported just fine. For anyone else who may have this issue, here are the steps:

Tools -> Options -> Environment Option -> Resource Build Path

Thanks for pointing me in the right direction.


Um, what property? I went to the options and flagged Enable Perforce for Resource Build to True. Now I'm getting a different error. I've got the same version of ActivePython and everything. Hrm. Anyways, here's the whole process:

E: 15:53:01 - Local Posts Failed!
S: 15:53:01 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed.  Please see below for more details.
I: 15:53:01 - Offers.xml file has been updated successfully.
I: 15:53:01 - AddIns.xml file has been updated successfully.
I: 15:53:01 - PostProcessing
E: 15:53:01 - roomish.lvl - Exporter FAILED for resource: roomish.lvl
E: 15:53:01 - Failed to post trees for layout [room1] locally.
E: 15:53:01 - RPU process failed with a return code of '1'.
E: 15:53:01 - Unable to initialize Perforce connection
I: 15:53:01 - perforce: host unknown.
I: 15:53:01 - TCP connect to perforce failed.
E: 15:53:01 - Connect to server failed; check $P4PORT.
I: 15:52:59 - Using config file: e:\\\\steam\\\\steamapps\\\\common\\\\dragon age origins\\\\tools\\\\ResourceBuild/Settings/ResourceBuilder.xml
I: 15:52:59 - Using output directory: C:\\\\DOCUME~1\\\\MATTIM~1\\\\LOCALS~1\\\\Temp\\\\RPUTemp
I: 15:52:59 - Initializing Resource Builder...
I: 15:52:58 - Processing and posting trees locally...
I: 15:52:58 - Starting local post for trees...
I: 15:52:58 - Shared Addin resources will be exported to "C:\\\\Documents and Settings\\\\Matti Mänty\\\\Omat tiedostot\\\\BioWare\\\\Dragon Age\\\\addins\\\\tutorial\\\\core\\\\override\\\\toolsetexport\\\\".
I: 15:52:58 - Campaign resources will be exported to "C:\\\\Documents and Settings\\\\Matti Mänty\\\\Omat tiedostot\\\\BioWare\\\\Dragon Age\\\\addins\\\\tutorial\\\\module\\\\override\\\\toolsetexport\\\\".
I: 15:52:58 - Shared resources will be exported to "C:\\\\Documents and Settings\\\\Matti Mänty\\\\Omat tiedostot\\\\BioWare\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolsetexport\\\\".
S: 15:52:58 - Starting export: "Post Trees to Local"
I: 15:52:58 - Checking for new files on 'C:\\\\DOCUME~1\\\\MATTIM~1\\\\LOCALS~1\\\\Temp\\\\DALightmap\\\\room1\\\\CombinedMaps\\\\'
I: 15:52:58 - Checking for new files on 'C:\\\\Documents and Settings\\\\Matti Mänty\\\\Omat tiedostot\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\ProbeLightMaps\\\\room1\\\\Textures\\\\'
I: 15:52:58 - Light probe render successful for layout [room1].
E: 15:52:58 - Failed to generate pathfinding data
E: 15:52:58 - You must specify a start location in order to generate pathfinding.
I: 15:52:58 - Beginning pathfinding
I: 15:52:58 - Checking for new files on 'C:\\\\DOCUME~1\\\\MATTIM~1\\\\LOCALS~1\\\\Temp\\\\DALightmap\\\\room1\\\\CombinedMaps\\\\'
I: 15:52:58 - Checking for new files on 'C:\\\\Documents and Settings\\\\Matti Mänty\\\\Omat tiedostot\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\ProbeLightMaps\\\\room1\\\\Textures\\\\'
I: 15:52:58 - Starting local posts: Visualize/Update Lightmaps, Pathfinding and physics culling, Render Light Probes, Post Trees to Local, Post Layout to Local

Modifié par Mazena86, 16 décembre 2009 - 01:55 .


#9
PavelNovotny

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I'm also having problems with Do All Local posts - here's my log:



Wed Dec 16 08:06:51 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "Exported Area Boundry Size (meters): 549.283447, 226.102631, 83.299995"

Wed Dec 16 08:06:51 2009, ERROR, ".\\EngineGFFReader.cpp", 387, "Unable to read the data from the stream."

Wed Dec 16 08:06:51 2009, ERROR, ".\\ArlExporter.cpp", 748, "Could not write GFF_AREAGRID_AREA"

Wed Dec 16 08:06:51 2009, ERROR, ".\\LvlEditorWnd.cpp", 5197, "Failed to export base area properties."

Wed Dec 16 08:06:51 2009, ERROR, ".\\LvlEditorWnd.cpp", 5197, "Failed to export layout [gbx101d]"

Wed Dec 16 08:06:51 2009, ERROR, ".\\LvlEditorWnd.cpp", 5197, "Exporter FAILED for resource: 00pav_GayBar_xroad.lvl"

Wed Dec 16 08:06:51 2009, ERROR, ".\\ExportManager.cpp", 2107, "CExportManager::ExportResource Exporter FAILED for resource: 00pav_GayBar_xroad.lvl"

Wed Dec 16 08:06:51 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "PostProcessing"

Wed Dec 16 08:06:51 2009, INFO, ".\\ExportManager.cpp", 2115, "CExportManager::ExportQueue PostProcessing"

Wed Dec 16 08:06:51 2009, INFO, ".\\LvlEditorWnd.cpp", 5209, "No modules to process. No XML files generated."

Wed Dec 16 08:06:51 2009, WARNING, ".\\LvlEditorWnd.cpp", 5205, "Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details."

Wed Dec 16 08:06:51 2009, INFO, ".\\ExportManager.cpp", 2115, "CExportManager::ExportQueue Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details."

Wed Dec 16 08:06:51 2009, ERROR, ".\\LvlEditorWnd.cpp", 5197, "Local Posts Failed!"


#10
Darkflow

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Mazena: You should NOT have [Enable Perforce] set to True. It's set to False as default for a reason. Perforce is a system that uses local clients to connect to a central database, so changes/alterations to the code can be tracked and mended more easily. This is likely to be useful only to BioWare itself, unless you put some really, really hardcore team of modders together.

Also, your level is missing a starting location. Set one by clicking on the red flag icon in your level editor toolbar, then place the starting location somewhere in your level. Now select it and copy its tag to the [Start Point Name] in your [Area properties].



Sorry, not much I can come up with yours, Pavel. Looks pretty wonky. :( Could be a problem with read/write permissions or something.

#11
Mazena86

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Darkflow wrote...

Mazena: You should NOT have [Enable Perforce] set to True. It's set to False as default for a reason. Perforce is a system that uses local clients to connect to a central database, so changes/alterations to the code can be tracked and mended more easily. This is likely to be useful only to BioWare itself, unless you put some really, really hardcore team of modders together.
Also, your level is missing a starting location. Set one by clicking on the red flag icon in your level editor toolbar, then place the starting location somewhere in your level. Now select it and copy its tag to the [Start Point Name] in your [Area properties].

Hmm, well, I forgot to copy the tag to the area properties... But the perforce is usually set to False. I said I only tried setting it to True because the OP said something about a setting he turned on and it all started working. :D I'll try to tag correctly now, I hope it will solve the problem.

Sorry, not much I can come up with yours, Pavel. Looks pretty wonky. :( Could be a problem with read/write permissions or something.



#12
mr.frost72

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hi,

have everyone  a solution for this ?


E: 14:43:30 - Failed to refresh perforce ticket.

looks on the screenshots

greets frosti

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Modifié par mr.frost72, 11 janvier 2010 - 02:01 .