WTF Toolset?
#1
Posté 17 avril 2013 - 10:48
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
Posté 17 avril 2013 - 10:52
#3
Posté 17 avril 2013 - 10:59
#4
Posté 17 avril 2013 - 10:59
#5
Posté 17 avril 2013 - 11:39
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
Posté 18 avril 2013 - 01:29
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
Posté 18 avril 2013 - 01:38
#8
Posté 18 avril 2013 - 02:36
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
Posté 18 avril 2013 - 02:45
I am currently running with an Nvidia GtX 560ti, driver version 314.22
#10
Posté 18 avril 2013 - 03:10
#11
Posté 18 avril 2013 - 03:36
Thanks again for the help and the link
#12
Posté 03 mai 2013 - 02:27
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
Posté 11 mai 2013 - 02:37
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
Posté 11 mai 2013 - 10:28
#15
Posté 11 mai 2013 - 06:26
#16
Posté 12 mai 2013 - 03:15
#17
Posté 12 mai 2013 - 03:51
In my experience sometimes only one file is succesfully exported. Though rare, usually exporting again should solve it.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???
- luna1124 aime ceci
#18
Posté 12 mai 2013 - 03:58
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
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
Posté 12 mai 2013 - 04:34
#20
Posté 12 mai 2013 - 04:44
Oh, and it still is only exporting the cub file, no cut file.
#21
Posté 12 mai 2013 - 07:27
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
Posté 12 mai 2013 - 07:33
~~~~~~~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
Posté 12 mai 2013 - 07:34
#24
Posté 12 mai 2013 - 08:35
Modifié par luna1124, 12 mai 2013 - 09:03 .
#25
Posté 12 mai 2013 - 09:05





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