TS2013 - blueprint editor won't build projects any more

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shanyiqua
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Re: TS2013 - blueprint editor won't build projects any more

Post by shanyiqua »

Reppo wrote:Do you get a error which reads "The Parameter is not Correct" ?

I don't think it is produced by Win7 64 bit, many guys have this OS without the problem.

I do. I get it if i try to load a blueprint and "ding", then i retry. The third retry usually crashes the blueprint editor.
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Re: TS2013 - blueprint editor won't build projects any more

Post by chrisell »

rkalousd wrote:
Reppo wrote:Do you get a error which reads "The Parameter is not Correct" ?

I don't think it is produced by Win7 64 bit, many guys have this OS without the problem.
I did not see the 'Parameter Not Correct' error, should this show in a dialog box or just as an output of the tools in a minimized window? If I know where to check, I will check it. Until now I supposed that the export of the 3d model works okay, because I can see the 3d model when it is 'attached to' a scenery blueprint when I preview it; when I attach the same 3d model to an engine blueprint, I do not see it, neither in the preview of the Asset editor, nor in the sim itself. But maybe there are 'under water' error messages during the export process that I do not see.
"The Parameter Is Not Correct" will show up in a windows error dialog with a red exclamation mark. You have to click it to make it go away and when you do, all the filenames in the blueprint editor will become prefixed with [00] - so DO NOT SAVE THE FILES after the crash or you'll corrupt them all and have to start again.
I have the old blueprint editor if you need it to try to get you going again.
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Re: TS2013 - blueprint editor won't build projects any more

Post by smarty2 »

Do you have steam in x86 program files? Moved my whole caboodle out of that over security conscious folder into C:/Games. Sorted a lot of errors with things failing to copy over.
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Re: TS2013 - blueprint editor won't build projects any more

Post by vlado960 »

I have no problem exporting my locos. However, something new is in engine blueprints http://forums.uktrainsim.com/viewtopic. ... 5&t=127538
You must know - English is not my native language.
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rkalousd
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Re: TS2013 - blueprint editor won't build projects any more

Post by rkalousd »

chrisell wrote: "The Parameter Is Not Correct" will show up in a windows error dialog with a red exclamation mark. You have to click it to make it go away and when you do, all the filenames in the blueprint editor will become prefixed with [00] - so DO NOT SAVE THE FILES after the crash or you'll corrupt them all and have to start again.
I have the old blueprint editor if you need it to try to get you going again.
Thanks for the offer, I have tried two older Bp editor versions, but this did not give a better result. I replaced the new version Blueprinteditor.exe with the older ones and did not change anything else in the TS2013 folder. The older Bp editor version that I have here has got a modification date of sept 8 2012, the other old one dates back to sept 2011 (RW3 version). Neither of them exports the engine BP's in such a way that I can see the 3D model they refer to in the sim or in the preview window. As for the ' parameter incorrect' error, if it came with a dialog box I never saw it. I will continue experimenting to see what exactly goes wrong. I will compare the result of a new export with the exports of three days ago. Maybe that will give some clues about the things that go wrong.
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Re: TS2013 - blueprint editor won't build projects any more

Post by rkalousd »

smarty2 wrote:Do you have steam in x86 program files? Moved my whole caboodle out of that over security conscious folder into C:/Games. Sorted a lot of errors with things failing to copy over.
The whole Steam and Railworks installation is even located on a separate harddisk because of performance reasons. I tried a clean install of Steam/RW3 with an automatic upgrade to TS2013 on a Win7 x86 pc, the main pc I use runs on Win7 x64. The clean RW3 install gave the same export results as the 'old' installation.
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Re: TS2013 - blueprint editor won't build projects any more

Post by chrisell »

smarty2 wrote:Do you have steam in x86 program files? Moved my whole caboodle out of that over security conscious folder into C:/Games. Sorted a lot of errors with things failing to copy over.
Yeah - stock installation. Worked great since November last year in TS2012.
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Re: TS2013 - blueprint editor won't build projects any more

Post by ricksan »

Same error message here, and at the same stopping point: Conversion to TgPcDx.

Some items that I successfully exported earlier this week in the TS2012 BE will no longer export. Others will. I have yet to detect any commonalities or anomalies that would explain this behavior, other than the following.
-- One blueprint (Route Metadata), which has no geometry references and an optional texture reference, fails when the texture reference is present but succeeds when the texture reference is removed.
-- In cases where the error occurs while attempting to export a scenery blueprint, I get the same error if I try to directly export some, but not necessarily all, of the textures.

The problem has been reported to RSC.
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Re: TS2013 - blueprint editor won't build projects any more

Post by chrisell »

ricksan wrote:Same error message here, and at the same stopping point: Conversion to TgPcDx.

The problem has been reported to RSC.
Yeah I reported it too - hopefully they get the message, so to speak.
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Re: TS2013 - blueprint editor won't build projects any more

Post by rkalousd »

I will report the issues too, the more people report it, the better, I guess.

In the meantime, fortunately I have found a workaround that enables me to continue the work, although it gets somewhat more complicated. The only part that I found to be broken in my case until now is the engine blueprint export, all the rest (I tried input mappers, scenery blueprints, and some other blueprint types) seems to work correctly.
To be able to continue the development for the time being I just export the 3d models separate from the engine blueprint, and combine them afterwards with the still working exported engine blueprint files in the assets subfolders that I still have from the last backup. That works until I need to add control values in the engine blueprint, but fortunately I am already past that phase for the engines that are in development now.
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Re: TS2013 - blueprint editor won't build projects any more

Post by Reppo »

chrisell, seems like this problem is happening in PCs with Visual Studio or Visual Basic.NET installed. Do you have some of these softwares installed in your PC?

Thanks.

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Re: TS2013 - blueprint editor won't build projects any more

Post by chrisell »

Reppo wrote:chrisell, seems like this problem is happening in PCs with Visual Studio or Visual Basic.NET installed. Do you have some of these softwares installed in your PC?

Thanks.

Ricardo Reppo Rivera.
I don't have visual studio and I don't think I've got visualbasic.net unless it's been installed as part of the distribution from another program.
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Re: TS2013 - blueprint editor won't build projects any more

Post by MrAngelo »

Hi2All.

BlueprintEditor has long been giving me a headache... Previously it could not properly display the Engine Blueprints structure with large file size (too many Control Values - it's advanced scripting), but more or less successfully to Export...
Now the BlueprintEditor can't open my big Engine Blueprint... and I'm trying to create my own analog of BlueprintEditor. It's already can open and edit XML-s, and now I'm interesting to create Exporting functionaly.
I'm seen, that serz.exe can't eat original XML-files... the BlueprintEditor modify format of XML-file and put it to Assets-Dir, and this modified XML-file will be directed to serz.exe. Anybody can help me, to know the algorythm of modifying structure of original XML to Assets-Dir version?

P.S. to RSC. Blueprint Editor - is true good idea. Exclusive. But the implementation is very "Indian"... :evil:
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Re: TS2013 - blueprint editor won't build projects any more

Post by chrisell »

rkalousd wrote:I will report the issues too, the more people report it, the better, I guess.

In the meantime, fortunately I have found a workaround that enables me to continue the work, although it gets somewhat more complicated. The only part that I found to be broken in my case until now is the engine blueprint export, all the rest (I tried input mappers, scenery blueprints, and some other blueprint types) seems to work correctly.
To be able to continue the development for the time being I just export the 3d models separate from the engine blueprint, and combine them afterwards with the still working exported engine blueprint files in the assets subfolders that I still have from the last backup. That works until I need to add control values in the engine blueprint, but fortunately I am already past that phase for the engines that are in development now.
It's strange that the export got so broken for you. I have the feeling there are some redistributables that are needed that RSC didn't include in the installation. Something from .net or visual studio or something. I wonder if I have them from some other software and you don't which is what is causing problems for you?
But you said that until the update, the old blueprint editor worked OK?
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Re: TS2013 - blueprint editor won't build projects any more

Post by Reppo »

The problem is the way how the new blueprinteditor.exe convert the textures. The old file, from TS2012, works fine, but it doesn't compile the lua files.
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