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Builder to Player Package: "The selected set contains an invalid file name"


16 réponses à ce sujet

#1
Chain83

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I have created a module (addin). It has a custom level+area.

To share (and beta-test) with a friend I want to package it to share it. to do so I try the "Builder to Player Package" function. I believe this creates a single .dazip file?

However, after selecting the files i get:
The selected set contains an invalid file name "jmrmn1d.gpu.rim"

The .gpu.rim files are generated by the Toolset when exporting my level (it's outdoors, if that matters), so I assume those are kind of important to make my level look right. How do I get around this problem? Is it a bug?

This toolset keeps confusing me :?

#2
Chain83

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So nobody know why the toolset thinks "jmrmn1d.gpu.rim" is an invalid filename?

#3
Mengtzu

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I had a similar problem because I created .mor.xml files when messing around with head morphs. I think anything with more than one period character is disallowed. In my case, I could easily fix that by simply not including those files - there were proper .mor files to use instead. I don't know if that's the case for your .gpu.rim files, but it's worth checking if there are any single extension duplicates.

#4
Chain83

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I guess I can try without the .gpu.rim files and send the mod to a friend to see if it works without them.



- and yes, it has some other files with just .rim there as well.

#5
Chain83

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The .dazip has been created. Hopefully it works.

http://social.biowar...m/project/1348/

#6
Shodushi

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yeah i have the exact same problem.. i had to uncheck all the gpu.rim files to be able to create my dazip.. once this was ready.. i used my dazip on the pc of my brother.. but it is not working.. my module is showing the the "other campains" i can click on it but when it loads it kicks me back to the main menu..

#7
Shodushi

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@Chain83 i have downloaded your file, it is very well designed! but hmm what i found a bit strange is, why do u use lighte probes in it? as far as i know lightprobes are only need for water meshes for the refelction of light on the water. and another thing.. hmm you only need one starting point in it :) the rest is really really nice!!

#8
Chain83

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Thanks :) Someone didn't get the snow textures up and bugged reflections. I guess that is because of the missing .gpu.rim files?



Light probe is required I believe. It's not only water that has reflection; most metallic surfaces for one - i assume they all use the same reflection map (supplied by light probe).



I know I need only one start area, but it was my first map so i started by placing one per room in the beginning before trying to generate pathfinding ;)

#9
BryanDerksen

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Yes, light probes are used for anything reflective, which includes armor and such that the player may be wearing. One light probe per room is a good distribution, generally speaking. Large rooms, or rooms where there are distinct lighting zones, could use even more than that.



The restriction on filenames is likely a result of the ERF format, which has strict requirements on what sorts of filenames can be contained within it. If you really need that file to be there, and you can't change the filename to allow it to be packaged into an ERF, you could work around the problem a little bit hackily. A dazip file is (as the name implies) simply a zip file. After you've created the dazip without the file that causes problems, you can open it up with any ordinary zip manipulation application and manually insert the extra file into the directory where you want it to go. The daupdater utility will extract and copy the file to the correct destination. You could even use this feature for non-game files, such as a readme.txt, if you wanted.

#10
FalloutBoy

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BryanDerksen wrote...

Yes, light probes are used for anything reflective, which includes armor and such that the player may be wearing. One light probe per room is a good distribution, generally speaking. Large rooms, or rooms where there are distinct lighting zones, could use even more than that.


FYI Bryan. Multiple light probes all show the exact same reflection in the game. I tested it in an outdoor level and confirmed the problem. Somebody else confirmed it in an indoor level as well. We discussed it in this thread: social.bioware.com/forum/1/topic/74/index/456070

#11
Chain83

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BryanDerksen wrote...

One light probe per room is a good distribution, generally speaking.


But isn't the problem that if you use more than one, it ends up using just the last probe placed? I have that problem and I see others as well...

Oh and thanks for the dazip-tip, I will certainly do that (it would be nicer if it just allowed the .gpu.rim files and similar - as they are generated by the toolset and are needed. No need to "ban" them from packaging.).

#12
BryanDerksen

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Oh, I missed that. I'm not a level artist so I was repeating what I recalled hearing earlier.



This sounds like a couple of bugs to replenish our supply with. :)

#13
Obadiah

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So, um, this is the only solution for this (manually adding in refused files)?

Modifié par Obadiah, 18 avril 2011 - 07:22 .


#14
Proleric

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AFAIK this is the only solution.

To keep it simple, I exclude the entire core override toolsetexport folder from the Builder-to-Player, then drag the missing toolsetexport folder to the core data folder in the .dazip manually.

You have to rename the .dazip as .zip temporarily, to enable the second step.

IIRC every external level contains files with "illegal" names for erf wrapping, so most modules have to work around this issue.

#15
daywalker03

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rim files ARE ERF format; what I think is happening is that the toolset has been told not to include them in ERF, while not being told they should be included in the dazip when building it. That's why the step of manually adding them is needed.

#16
Obadiah

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The work-around is easy enough.

Someone should probably update the Builder-to-Player wiki with this info.

#17
Proleric

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Done.