Aller au contenu

Photo

gpu.rim files - builder to player keeps beeping about them


15 réponses à ce sujet

#1
PavelNovotny

PavelNovotny
  • Members
  • 344 messages
Every time I do a builder to player there are all these gpu.rim files that get beeped.

What are these? Do I need them for anything?

Thanks!

#2
Nwalya42

Nwalya42
  • Members
  • 306 messages
Interestingly enough, I get the same message. Seems to be related to my exterior level, but thats all I worked out. Would love to hear more about this.

#3
Nwalya42

Nwalya42
  • Members
  • 306 messages
Bump. I tried exporting the player package without these files. Works fine, except for the fact that my exterior map now has no textures ><. All the terrain is grey. So that answers what they are, now the question is why doesn't it like them?

#4
Mengtzu

Mengtzu
  • Members
  • 258 messages
Builder to Player doesn't like anything with more than one period in the file name (I had the same problem with .mor.xml files, luckily they're not needed). I'd guess there's an export/post option that only puts out .rim rather than .gpu.rim

#5
Chain83

Chain83
  • Members
  • 20 messages
I have the same problem. I tried simply packaging without the .gpu.rim files but textures disappeared in my level. :(

So... should we just make zip-files with instructions instead of .dazip?

#6
Chain83

Chain83
  • Members
  • 20 messages
Workaround:

--- quoted from bioware person: ---
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.

#7
PavelNovotny

PavelNovotny
  • Members
  • 344 messages
For some reason I don't actually see any .gpu.rim files in any of my folders, but when I go to create the user manifest they show up in the list. Where are these files stored and why can't I see them?



I was going to manually add them to my DAZip, but can't because I can't find them.

#8
Nwalya42

Nwalya42
  • Members
  • 306 messages
what I did was I made the dazip with the files it would let me copy, then copied the entire module folder over the top of the one in the dazip - thus ensuring all files were copied.

#9
PavelNovotny

PavelNovotny
  • Members
  • 344 messages
Why the module folder and not the core folder? It looks like most of the rim files are in the core folder.

#10
Nwalya42

Nwalya42
  • Members
  • 306 messages
Well, what I did was copy the folder from my add-ins folder (C:\\Users\\[USERNAME]\\Documents\\BioWare\\Dragon Age\\AddIns) - my folder is called hna (Hammer and Anvil).

I copied that to [zip file]\\Contents\\addins\\, and overrode the existing one.



You shouldn't need to include any core files, unless you modified them, as everyone has them. The only thing in my core folder inside the dazip was hna_package.erf (module erf file) - the rest of the core folder was empty, and it seems to work fine (though I haven't recieved any feedback on my project page. *sigh*). I tested it by backing up the original hna folder (copied it to the desktop) and then installing the dazip via daupdater.

#11
Nwalya42

Nwalya42
  • Members
  • 306 messages
My GPU rim files are in Document\\Bioware\\Dragon Age\\AddIns\\hna\\core\\override\\toolsetexport\\hnaextr, where hnaextr is the name of the exported level layout. It's my only exterior level, and those are the only gpu.rim files in my modules folder.

#12
PavelNovotny

PavelNovotny
  • Members
  • 344 messages
Ah - found them - now to see if putting them in the DAZip file makes the ground textures show.



Thanks!

#13
georage

georage
  • Members
  • 247 messages
The simple fix ... never use water! Without water planes you don't seem to have gpu.rim files.

The only exterior area I have that I have NOT exported the water under Single Player is the only area that is devoid of gpu.rim files.

Perhaps when Bioware fixes the export water planes problem they will also fix the gpu.rim problem. I spent an hour today manually deselecting over 100 gpu.rim files before export. And I still have tried adding the gpu.rim files to my dazip!

Modifié par georage, 14 janvier 2010 - 07:49 .


#14
PavelNovotny

PavelNovotny
  • Members
  • 344 messages
You're sure it's water and not light probes? I put light probes in all my levels (to allow the lights to affect the characters), interior and exterior, and all of them have gpu.rim files, even though they don't all have water.

#15
georage

georage
  • Members
  • 247 messages
I have 19 levels, the only levels that have gpu.rim files in my export are exteriors that I have output under Single Player. Of course, these all have water (else I would not have exported them in Single Player)

None of my interiors have gpu.rim files, and I have dozens of light proves in them, but no water.

Strange.

Modifié par georage, 14 janvier 2010 - 08:55 .


#16
BryanDerksen

BryanDerksen
  • BioWare Employees
  • 273 messages
I've added this bug to our list on the wiki: http://social.biowar...ilder_to_player

Feel free to expand on the description and workaround I put there. I'll add it to our internal bugtracker soon.