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#630753 14/10/17 04:31 AM
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enthusiast
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The Material Editor crashes for me every time when Generate - HLSL-DX11 is checked under the Tools menu. Unchecking it prevents the crash.

Beyond that, how are we suppose to export our work to an LSB file, to then import into a resource? I figure it's suppose to automatically generate the LSB into our Public folder when saving, but all I get is a bunch of shader files.

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stranger
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Originally Posted by LaughingLeader

Beyond that, how are we suppose to export our work to an LSB file, to then import into a resource? I figure it's suppose to automatically generate the LSB into our Public folder when saving, but all I get is a bunch of shader files.


Sorry, don't have a solution to this but since this is also my problem, i'll just bump this instead of making a new thread. smile

I've been wondering about this as well.
I can't figure out if I'm missing something here or if the editor is just not generating the files it should.

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It should generate the .LSB after shader compilation. (The D:OS 1 editor had a manual shader compile button that you had to click to get the LSB; now it automatically compiles when you save the material). I suppose that since it crashes, it is unable to generate the .LSB.

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enthusiast
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Originally Posted by Norbyte
It should generate the .LSB after shader compilation. (The D:OS 1 editor had a manual shader compile button that you had to click to get the LSB; now it automatically compiles when you save the material). I suppose that since it crashes, it is unable to generate the .LSB.

Gotcha. That's what I figured. What's weird is that the HLSL - DX11 files get generated despite the crash. So you end up with a folder full of all the shader files, but no compiled LSB.

Joined: Sep 2017
Location: Belgium, Ghent
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Hey guys,

lsb generation indeed happens automatically after the shader generation. We'll look into why the crash is happening.

Off the top of my head, I suspect it might be related to the long path issue that got resolved for opening levels etc. We'll be adding further support for that in the next patch. This specific generation process might still have that same issue with windows paths longer than 260 (which occurs faster than normal due to the length of the Steam installation folder + material file names).

And if it's not that, we'll find what else could cause the crash smile

Sincerely,
Kevin


CTRL+K the elf
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Giving this a bump. So after the patch today, saving with "Generate HLSL-DX11" in the material editor no longer results in a crash, but the lsb file is still not being generated correctly. Here's the error I get when saving:


Code: Process exited with code -1!
Process: C:\Games\Steam\steamapps\common\The Divinity Engine 2\SFG.exe
Args: "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/" dx11 "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_ST_L_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_ST_L_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_SK_L_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_SK_L_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_STI_L_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_STI_L_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_ST_D_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_ST_D_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_SK_D_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_SK_D_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_STI_D_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_STI_D_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_ST_S_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_ST_S_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_SK_S_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_SK_S_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_STI_S_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_STI_S_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_ST_R_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_ST_R_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_SK_R_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_SK_R_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_STI_R_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/AutoBags_8e143c33-9748-4e79-aaa2-00b89d3bc9fd/Assets/Materials/LLAB_TestMaterial_STI_R_DX11.bshd"
Timestamp: 05-12-2017 18:54:45:444
Function: LSMaterialPlugin::MaterialFileHelpers::DoGenerate
Location: ..\MaterialFileHelpers.cpp (390)
Editor: Version Control: Retrieving file infos (32/34): 2 ms


All the shader files (.shd) are being created, and the .lsmg is created under the Editor folders, but no .lsb file is created.

Joined: Sep 2017
Location: Belgium, Ghent
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Noted. Will investigate!

Sincerely,
Kevin


CTRL+K the elf
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enthusiast
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Thanks Kevin. I'd really like to be able to make some flat texture material to use with effects, and unfortunately copying the white star material isn't cutting it, as that lacks the color of the texture (possibly because it's using a diffuse-style effect node?).

Example of flat textures used with effects:
Civil Auras Pet Pal Talent Effect

This one worked fine as a copy of the white star material, since the icon was black and white.

Joined: Feb 2018
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stranger
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Hey there!

I've been looking around for a while for answers because my .LSB just won't generate. I assume I'm having the same issue as everyone else here, because I get similar results.

Like the others I get shader files when I save my material, but nothing else. When I save it, I get the message "Process exited with code -1!"

I guess this is still an issue, but in the mean time, is there some other way to add custom materials to a mod? I tried to duplicate a material inside the editor and just work off of that, but it didn't let me for reasons that I guess are obvious in retrospect. Anyone find a work around? I would hate to be unable to finish my current project until next month's patch or later.

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If you want to just override textures then you can "create new from selected" from the resource manager ( provided you have created a folder and package under your project for it to be saved in). Then once named and saved, if you double click it, it will open a a material resource editor ( DONT open it with the material editor). Once the material resource editor is open you can select other textures and do the usual <- to copy the currently selected texture(GUID) into any of the material nodes that have textures, apply and save. Other than that, I have not found a way to create new materials with the material editor, as noted previously no .lsb files are created, and if you try other methods you get error messages saying you have to save the files into your project area, and when you do that you get a error message saying they must be saved in the OS2 directories, catch 22

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Location: Brazil
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Same issues here, needed to make some new materials for my mod, new ocean, clouds, building preview etc ... T_T

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enthusiast
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enthusiast
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Still getting an error when the material editor attempts to generate the files with "Generate HLSL-DX11" checked, and the generated LSB file we need to add the material as a resource still isn't being generated.

Here's the error:
(Error)

Editor: Editor cache has been loaded. Duration: 5.368704 sec

Code: ObjectFactory (type ls::Decal) has grown bigger than the Maximum size (160 >= 128)
Timestamp: 28-02-2018 03:57:01:361
Function: ls::ObjectFactory<class ls::Decal,class ls::ObjectFactoryNullLocker>::GrowInternal
Location: c:\jenkins\workspace\repo\rs3.0_fw3.0\modnew\stable\lsprojects\framework\code\corelib\ObjectFactory.inl (407)
Editor: [ResourceSelector] Can not load information about recent and favorite resources. Detailed error message: Root element is missing..
Stack trace:
at System.Xml.XmlTextReaderImpl.Throw(Exception e)
at System.Xml.XmlTextReaderImpl.ParseDocumentContent()
at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options)
at System.Xml.Linq.XDocument.Load(Stream stream, LoadOptions options)
at ResourceSelectorPlugin.QuickAccessPanelResourcesProvider.Load()

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Retrieving file infos (52/813): 52 ms

Editor: Switching level to LLNWIZ_DebugLevel ...

Editor: Version Control: Retrieving file infos (157/492): 36 ms

Editor: Version Control: Retrieving file infos (1/1): 0 ms

Editor: Adding C:\Games\Steam\steamapps\common\Divinity Original Sin 2\Data\Public\NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35\Assets\Textures\LLNWIZ_NamingWand_BM.dds:

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 2 ms

Editor: Version Control: Retrieving file infos (1/2): 0 ms

Art: Model with name [Preview_Plane.Preview_Plane.0] must have a minimum UV count of 2 to use the material named [Public/UserTemp/Assets/Materials/Preview/Preview_Material.lsb]. Blue debug material will be used instead.
Timestamp: 28-02-2018 04:00:21:244
Function: ls::AppliedMaterial::ReloadParameters
Location: GameEngine\AppliedMaterial.cpp (166)
Art: Model with name [Preview_Box.Preview_Box.0] must have a minimum UV count of 2 to use the material named [Public/UserTemp/Assets/Materials/Preview/Preview_Material.lsb]. Blue debug material will be used instead.
Timestamp: 28-02-2018 04:00:21:248
Function: ls::AppliedMaterial::ReloadParameters
Location: GameEngine\AppliedMaterial.cpp (166)
Art: Model with name [Preview_Sphere.Preview_Sphere.0] must have a minimum UV count of 2 to use the material named [Public/UserTemp/Assets/Materials/Preview/Preview_Material.lsb]. Blue debug material will be used instead.
Timestamp: 28-02-2018 04:00:21:248
Function: ls::AppliedMaterial::ReloadParameters
Location: GameEngine\AppliedMaterial.cpp (166)
Art: Model with name [Preview_Cylinder.Preview_Cylinder.0] must have a minimum UV count of 2 to use the material named [Public/UserTemp/Assets/Materials/Preview/Preview_Material.lsb]. Blue debug material will be used instead.
Timestamp: 28-02-2018 04:00:21:248
Function: ls::AppliedMaterial::ReloadParameters
Location: GameEngine\AppliedMaterial.cpp (166)
Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Editor: Version Control: Retrieving file infos (0/1): 0 ms

Editor: Version Control: Add files (1/1): 0 ms

Code: Process exited with code -1!
Process: C:\Games\Steam\steamapps\common\The Divinity Engine 2\SFG.exe
Args: "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/" dx11 "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_L_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_L_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_SK_L_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_SK_L_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_STI_L_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_STI_L_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_D_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_D_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_SK_D_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_SK_D_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_STI_D_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_STI_D_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_S_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_S_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_SK_S_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_SK_S_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_STI_S_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_STI_S_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_R_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_R_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_SK_R_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_SK_R_DX11.bshd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_STI_R_DX11.shd" "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_STI_R_DX11.bshd"
Timestamp: 28-02-2018 04:01:55:096
Function: LSMaterialPlugin::MaterialFileHelpers::DoGenerate
Location: ..\MaterialFileHelpers.cpp (390)


Can anything be done to finally fix this issue? I'd like to be able to finally create materials, rather than modifying existing ones (and hoping they have the properties I'm looking for).

Joined: May 2017
enthusiast
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enthusiast
Joined: May 2017
So after running some commands with SFG.exe directly in the commandline, when I went back and tried to generate the files with the material editor again, I found more errors:
(Error)

[28-02-2018 05:02:10:687][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\CoreLib\FileManager.cpp 230 ls::FileManager::OpenFile]: Trying to open file for read 'C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Shaders/DX11/CommonHelpers.shdh' while it doesn't exist!
[28-02-2018 05:02:10:687][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\CoreLib\FileReader.cpp 72 ls::FileReader::Load]: Failed to open file 'C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Shaders/DX11/CommonHelpers.shdh'!
[28-02-2018 05:02:10:688][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\CoreLib\FileManager.cpp 230 ls::FileManager::OpenFile]: Trying to open file for read 'C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Shaders/DX11/CommonHelpers.shdh' while it doesn't exist!
[28-02-2018 05:02:10:688][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\CoreLib\FileReader.cpp 72 ls::FileReader::Load]: Failed to open file 'C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Shaders/DX11/CommonHelpers.shdh'!
[28-02-2018 05:02:10:688][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\RenderFramework\Renderer.cpp 1389 rf::Renderer::createBinaryShaderFromText]: Failed to compile text shader: "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material_ST_L_DX11.shd"

According to the errors, it seems it's missing the file Data/Shaders/DX11/CommonHelpers.shdh, which may be why it's not generating properly.

Interestingly enough, running SFG with the GNM renderer will create the lsb file, despite some errors. This lsb can't be imported however, since I assume it wasn't generated correctly (as evident from the errors):

[LLNWIZ_NamingWand_Material] : Warning : No vertex shader text data to compile for C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Editor/Mods/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material.lsmg.
[LLNWIZ_NamingWand_Material] : Warning : No fragment shader text data to compile for C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Editor/Mods/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material.lsmg.


Running SFG with the dx11x renderer has a different error as well:

** ShaderFileGenerator **
Started DX11X file generation.
Processing C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Editor/Mods/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material.lsmg
Failed to compile text shader: '00007FF68EE1C180'


Using just the DX11 renderer directly in SFG.exe has the message:

** ShaderFileGenerator **
Started DX11 file generation.
Processing C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Editor/Mods/NamingWizard_24295ad7-ffaa-4e6c-9b4b-8cbbbbc43f35/Assets/Materials/LLNWIZ_NamingWand_Material.lsmg


No errors, but no resulting lsb file either.

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Thanks for your enduring investigation skills, LaughingLeader smile

We are also still looking into it. Our apologies for it taking this long, though.

Sincerely,
Kevin


Last edited by Larian_KVN; 28/02/18 08:31 AM.

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Thanks for the response Kevin. up

Looking forward to being able to use the material editor in all its glory, and possibly figuring out how you guys created animated materials. rpg007

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It's me again. opa Still dreaming about the material editor finally working, and I made some progress.

So thanks to Norbyte, we discovered that the missing shader files are actually in EngineShaders.pak. Since it seems the editor's having trouble reading those, I extracted them into the Data/Shaders folder to see if the material editor would finally generate the compiled file now that it has the files it was missing.

Unfortunately, it still ended in an error, but we're making progress.

Here's the new log errors:
[Linked Image]

After a serious of NUL entries about 172,822 characters long, it proceeds with listing the shader file arguments.

errors.txt contains:
[19-04-2018 05:02:08:069][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\RenderFramework\Renderer.cpp 1389 rf::Renderer::createBinaryShaderFromText]: Failed to compile text shader: "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/Mimicry_1e551d21-2e03-4ae9-a90a-9ad9cfe863cc/Assets/Materials/LLMIME_MaterialTest_ST_L_DX11.shd"


Attempting to generate the other non-DX11 shaders returned no errors, but no results either.

I also tested running the commands for SFG from the commandline, and tried the gnm and gnm_debug options. Those crashed SFG (I imagine this is normal since they require the PS4 sdk, as Norbyte told me).

dx11x returned this error:
Error occurred during compilation. Look at log file for additional info.Error occurred during compilation. Look at log file for additional info.Failed to compile text shader: '00007FF78FB8C180'

The log/error text files had this error again:
[19-04-2018 05:16:23:651][C:\Jenkins\workspace\Repo\RS3.0_FW3.0\ModNew\Stable\LSProjects\Framework\Code\RenderFramework\Renderer.cpp 1389 rf::Renderer::createBinaryShaderFromText]: Failed to compile text shader: "C:/Games/Steam/steamapps/common/Divinity Original Sin 2/Data/Public/Mimicry_1e551d21-2e03-4ae9-a90a-9ad9cfe863cc/Assets/Materials/LLMIME_MatTest3_ST_L_DX11.shd"


By the way, besides my original material (base color and normal map connected in the right spots), the other material I tried to export was just a simple Texture2D connected to the base color:
[Linked Image]

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Soooo, there are multiple problems.

The fisrst is that SFG doesn't seem to be able to read files in PAK packages. Since the shader includes are in EngineShaders.pak, it won't be able to find any of them. (Also, SFG discards the output of the D3D shader compiler so there is no way to determine what the problem is ...)
Code
(1,10-42): error X1507: failed to open source file: 'Shaders/DX11/CommonHelpers.shdh'


The second issue is that the .shdh files in EngineShaders.pak are LZ4 compressed. When SFG compiles a shader it'll hand over #include'd files directly to the D3D compiler without first decompressing them, which makes the D3D compiler quite grumpy.
Code
Shaders/DX11/CommonHelpers.shdh(1,1): error X3000: unrecognized identifier 'B'
Shaders/DX11/CommonHelpers.shdh(2,8): error X1500: syntax error : unexpected token ''
Shaders/DX11/CommonHelpers.shdh(5,16): error X1006: string continues past end of file


After fixing these 2 issues shader generation worked properly both in the editor and directly by calling SFG.

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Giving this thread a bump. Norbyte's fixes got the material editor to generate the output material file properly, so it'd be great if that could bubble up to an official fix, so everyone could use the material editor.

I was tinkering with it the other day, and being able to adjust the settings of the normal map for my material was really useful. cool

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Bumping the thread since I ran into the issue. Hope Larian will apply a patch soon!

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We have recently found a fix for this smile
No date yet on our next patch though, while we are looking for optimal scheduling, given the pending Definitive Edition release.

Sincerely,
Kevin

Last edited by Larian_KVN; 16/07/18 09:17 AM.

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