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WTF Toolset?


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65 réponses à ce sujet

#1
Lucrane

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So the toolset has been thoroughly frustrating me over the last couple of days. Turned it on today trying to generate path nodes fr an exterior area and I get this error:

I: 15:47:41 - Success generating pathfinding data.
E: 15:47:41 - Failed to generate optimized physics (are path nodes generated correctly?)

Problem is there re no path nodes anywhere do that second line. Error was not there yesterday, and now its here today. No idea what's causing it.

#2
Karma

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I had the same error a few days ago. It was because I didn't define the area.

#3
Lucrane

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I thought that too but I've done that just did it again. Dragged that green box all over the place lol.

#4
Lucrane

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Hmm I just tried something ok so I have my exterior error and I put a floor down from an interior area and placed the start point on top of that and it did pathfinding for that little tile, but no where else. What the heck does that mean now?

#5
Lucrane

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Hmm ok starting to suspect that it is something with my drivers being updated recently because if i try to render light maps, exterior levels only this happens:

Microsoft Visual C++ Runtime Library

Assertion failed
Program: File: C:\\Program Files\\AGEIA Technologies\\S...\\Cooking.cpp
Line: 254
Expression gstackptr

So not sure what to do now, I checked out that folder and its empty.

#6
Lucrane

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Well going through all my drivers did nothing still:

E: 18:27:55 - Failed to generate optimized physics (are path nodes generated correctly?)
and no pathfinding. Really not sure why it worked yesterday but not today.

#7
Lucrane

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Whelp time for a builder to builder, again, and a full reinstall of everything I guess

#8
DarthParametric

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Your error is a PhysX problem by the looks. Do you have an nVidia video card? If so, what driver version are you running? They keep breaking compatibility with the toolset in recent updates.

You can try uninstalling PhysX in the Control Panel, then downloading this version - http://www.nvidia.co...613-driver.html and installing it, choosing the "clean install" option.

Modifié par DarthParametric, 18 avril 2013 - 02:39 .


#9
Lucrane

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I'll give that a shot reinstalling the game and toolset at the moment but yeah I had figured it had to be something with drivers but nothing I did worked.

I am currently running with an Nvidia GtX 560ti, driver version 314.22

#10
DarthParametric

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Hrmm, those are the current Geforce drivers. I'm running those as well and haven't encountered any PhysX problems with the toolset. If the issue persists however, try the rollback I suggested.

#11
Lucrane

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well its working now, time to get my mods loaded up. Pretty sure it had to do with that driver the uninstall might have been unnecessary but it probably will just make things runs smoother over all maybe even fix that voice skipping issue I could never get rid of too!

Thanks again for the help and the link :D

#12
sea-

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For those who have run into this error:

I got the same one for a while. It confounded me for the better part of a few days. Turns out, the newer PhysX installers do not come with the correct files the Toolset needs. You will have to hunt down an old PhysX installer from c. 2009, like this:

http://www.nvidia.co....0408_whql.html

Or you can use the one that comes with the game install disc.

I added an entry on the DA Builder Wiki about this:

http://social.biowar...et#NVIDIA_PhysX

Modifié par sea-, 03 mai 2013 - 02:30 .


#13
LadyFury

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Hello all, I'm a noob at modding and I too am getting really frustrated with my toolset. I created a new layout, got all the paths going however when I export >Post all to local, I am getting failed messages, main one being could not get unmapped file version for c:\\program files\\Dragon Age\\Tools\\ResourceBuild\\settings\\ResourceBuilder.xml......another one stating unable to load c:\\Program Files\\Dragon Age\\Tools\\Resource Build\\Settings\\Resource Builder.xml. As well as RPU process failed with a return code of "1"

I think my problem is that the default path is wrong to what my computer is, not to mention I have the downloaded Dragon Age Origins Ultimate Edition, that I purchased through EA Origin. Can anyone help me fix this issue, I searched the wiki, and couldn't find the answer, how do I change the path, I've tried everything.... this is the first time I had this issue, I have no problems with posting face morphs.

#14
MerAnne

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Getting the toolset to work is my very worst skill in the whole world, but.... have you checked to see that those folders and files exist? Just because they are supposed to exist doesn't mean that they do exist.

#15
Yara C.

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LadyFury, under menu Tools > Options > Environment you can check the Resource Build Path.

#16
luna1124

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Okay, my cut-scene was finished. I exported without dependent resources. Then I went in today and did a little more editing on it. I cleared the export directory first, and exported the updated scene, only now I have a cub file and no cut file to go with it. I DID save the originals in a safe spot. WTF toolset???
:(

#17
DahliaLynn

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luna1124 wrote...

Okay, my cut-scene was finished. I exported without dependent resources. Then I went in today and did a little more editing on it. I cleared the export directory first, and exported the updated scene, only now I have a cub file and no cut file to go with it. I DID save the originals in a safe spot. WTF toolset???
:(

In my experience sometimes only one file is succesfully exported. Though rare, usually exporting again should solve it.
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#18
luna1124

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Thank you,
I still cannot get to view it in-game. I have tried everything including the shortcut -autologin=MY MODULE NAME-runcutscene=[cutscene_file_name]
It keeps saying module does not exist. (I did move all the DLC content from my add-in folder for this test) I'm sure there is something I am doing wrong, as usual :P
I'll try to export again and see if I get both files. Is there supposed to be a cif file too? I have one.

#19
DahliaLynn

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Module doesn't exist means there's another problem. Is the module you're working on extending to single player (in module properties)? Or is this a stand alone module?

#20
luna1124

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It was my module, so I changed it to single player in the properties. I have to go, but need to fix this later today. thank you for all the help :)
Oh, and it still is only exporting the cub file, no cut file.

#21
DahliaLynn

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Just to clarify, your module should be named uniquely, and if you plan on using it as a mod for the Dragon Age Single Player campaign, it should be set to extend to Single player in the properties which exists as a field under properties>info >extended module field (the hierarchy settings have nothing to do with extending your module). Then when you try to preview your cutscene using the -runcutscene shortcut, you should write the name "Single Player" in the yourmodulename portion of the switches, and make sure your cutscene name includes the *.cut extension. 

It does seem odd that after several tries you can't seem to get it to export the *.cut. Have you checked the right export directories and the date of the files created (which should match the time of export)? 
Mydocs\\BioWare\\Dragon Age\\AddIns\\YourModule\\module\\override\\toolsetexport

Also, your shortcut should look exactly like the following(including the spaces, with your path and your CS name):


"C:\\ProgramFiles\\Dragon Age\\bin_ship\\daorigins.exe" -autologin=Single Player -runcutscene=dl02_scene.cut

Make sure you have a space before -autologin and after Single Player

Modifié par DahliaLynn, 12 mai 2013 - 07:33 .


#22
luna1124

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DahliaLynn wrote...

Just to clarify, your module should be named uniquely, and if you plan on using it as a mod for the Dragon Age Single Player campaign, it should be set to extend to Single player in the properties which exists as a field under properties>info >extended module field (the hierarchy settings have nothing to do with extending your module). Then when you try to preview your cutscene using the -runcutscene shortcut, you should write the name "Single Player" in the yourmodulename portion of the switches, and make sure your cutscene name includes the *.cut extension. 

It does seem odd that after several tries you can't seem to get it to export the *.cut. Have you checked the right export directories and the date of the files created (which should match the time of export)? 

~~~~~~~
it should be set to extend to Single player~~~~Yes it does.
~~~~~~~~~~~~~~~~~~~~

you should write the name "Single Player" in the yourmodulename portion of the switches~~This is when it loads that guy, Jaden instead of my scene.
~~~~~~~~~~~~~~~~~~~~
I'll go try this again and see if it works. I still do not understand why the cut file is not exporting now along with the cub file :(

#23
DahliaLynn

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I saw you were missing a space in the shortcut a few posts back. I edited my last post to clarify :)

#24
luna1124

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oh...I missed a space. I'll try it again. You are so helpful!! In my toolset log, there are 2 errors. I'll PM them to you.

Modifié par luna1124, 12 mai 2013 - 09:03 .


#25
luna1124

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I now have an updated cut and cub file!! BUT I still can't make the scene play for me.