[INFO] [RELZ]PyFFI - Python File Format Interface

Post » Mon Apr 26, 2010 9:36 am

I'm happy to hear that you got it working. Once you have it all put together, it is really not so complicated anymore, is it? My apologies again. Ich war in dem Moment echt scheissw?tend, das tut mir leid. Always Happy gaming! :celebrate:


Hey, kein Problem. Jetzt funktioniert's ja. ;)

Problems that turn out to be solved by something completely unrelated cause both the highest amount of frustration trying to solve them and the greatest amount of relief when the solution turns out to be really simple. :/
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Alexis Acevedo
 
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Post » Mon Apr 26, 2010 3:17 am

Doesn't work. I get a command line screen for a second and then nothing.

Default .ini
; PyFFI version 2.1.3; by Amorilia; PyFFI 2.1.3 uses two config files: default.ini and oblivion_otimize.ini; This is the default.ini; It must be present in the \PyFFI\utilities\toaster\in folder; Instructions; ------------; Always keep un-pyffied backups of the meshes you are going to process!; User needs to change two variables in this file, as necessary for him:; 1. Change the "Oblivion =" path to point to where the \toaster\in folder is located on your PC. ;	This is where you will put the meshes or the meshes folder that you want to pyffi.; 2. Under "options", set the number of CPU cores as applicable on your PC.[DEFAULT]Oblivion = C:\Program Files (x86)\PyFFI\utilities\toaster\in;fallout3 = C:\path\to\your\fallout3\nifs;morrowind = C:\path\to\your\morrowind\nifs[main]folder = ./in[options]jobs = 4; set this to the number of cores you havesourcedir = ./indestdir = ./outresume = Truepause = True; All credit for PyFFI goes to Amorilia.; File created by Tommy_H on 18.02.2010.; Please advise of any problems with it.


Optimize.ini
; PyFFI version 2.1.3; by Amorilia; PyFFI 2.1.3 uses two config files: default.ini and oblivion_otimize.ini; This is the oblivion_optimze.ini; It must be present in the \PyFFI\utilities\toaster\in folder; Instructions; ------------; Always keep un-pyffied backups of the meshes you are going to process!; The path which points to the meshes you want to treat is set in the default.ini, not here! :); Copy the meshes for treatment in the folder that you have set in the default.ini; Start the PyFFI-fication process by right-clicking the oblivion_optimze.ini file and selecting "Run PyFFI"; Be patient for the run to finish. Depending on the amount of meshes and your PC speed, it may even take several hours.; On a dual core Intel E8400 running at stock 3 GHz, treating some 35 MB of meshes took around 20 minutes.[main]spell = optimizefolder = %(oblivion)s[options]sourcedir = %(oblivion)s; any patterns of files that should be skipped; (without quotes, separate different regular expressions by a space); at the moment:; - skipping hair nifs (vertex ordering!); - skipping roothavok nifs (not sure why, investigating); - skipping any nif that is known to have an egm or tri associated with it;   find . -name "*.egm" -or -name "*.tri" | sed 'sX.*/XXg' | sed 'sX.tri$XXg' | sed 'sX.egm$XXg' | sort | uniq | xargs;   (not necessary if all egm files are included, such as in vanilla Oblivion,;   but some mods only include nifs without egm files, and this makes sure;   these cases are handled as well)skip = hair roothavok argoniandecoratedspikes argonianfins argonianjeweledfins argonianridge argonianspikes argonianspines beard blindfold bretonmaletonsure darkelffemalefringe darkelffemaletopknot darkelfmane darkelfmohawk earsdarkelf earsdarkelf_50 earshighelf earshighelf_50 earshuman earshuman_50 earskhajiit earsorc earsorc_50 earswoodelf earswoodelf_50 emperor eyeleftargonian eyelefthuman eyerightargonian eyerighthuman hairdremora hairdremorab hairdremoralord headargonian headhuman headhuman_50 headkhajiit headorc helmet helmetcaptain helmetelite highelffemalebun highelfmaleclassic highelfmalecone highelfmalepeak highelfmalepony hood humanfemalefringes imperialbald imperialheadband khajiitbraid khajiitcommon khajiitdreds khajiitearrings khajiitfeathers khajiitheadband khajiitjeweled khajiitmane khajiitmouth khajiitteethlower khajiitteethupper khajiittongue khajiitwisps mouthargonian mouthhuman nordfemalebunches nordmalebaldpony orcfemalebraids orcfemalebun orcfemalebunches orcfemaleplaits orcheadband orcmaleromantic orcmalestubs orcmaletopknot orcmouth orconebraid orcteethlower orcteethupper orctongue orctwobraids orcupdo redguardfemalecoil redguardfemaledredz redguardmaleclassic redguardmalecornrows style01 style02 style03 style04 style05 style06 style07 teethlowerargonian teethlowerhuman teethupperargonian teethupperhuman tongueargonian tonguehuman woodelffemalefringes woodelffemalepony woodelfmalepony woodelfmalespiky; All credit for PyFFI goes to Amorilia.; File created by Tommy_H on 18.02.2010.; Please advise of any problems with it.


EDIT

NM, figured it out.
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Lew.p
 
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Post » Sun Apr 25, 2010 11:18 pm

NM, figured it out.

If you stated what you did initially and then later what you did to make it work, it might help others in the future?
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Samantha hulme
 
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Post » Mon Apr 26, 2010 9:34 am

If you stated what you did initially and then later what you did to make it work, it might help others in the future?


Oh yeah. Good call. I unpacked my whole meshes bsa. PyFFI wouldn't run because when I tired to run it I had kept my DistantLOD and Trees folder in the "in" folder. I had to move those out of the "in" folder and all was good.
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Love iz not
 
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Post » Mon Apr 26, 2010 4:26 am

That seems like a strange reason for PyFFI to not run. Why would PyFFI not work because you left some LOD and SPT files in the In folder?
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Roberta Obrien
 
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Post » Mon Apr 26, 2010 12:33 pm

I have no clue. But it didn't.
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Cody Banks
 
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Post » Mon Apr 26, 2010 4:14 am

I haven't been following along as closely as I should be, but this optimize.ini file. Does it take effect for those of us using the right-click-on-folder method? If not, is there any chance it could?

Good suggestion. At the moment the right-click method ignores the ini files. I guess it would not be entirely impossible, and in fact it would even be very reasonable, to enable this. For the moment I have a bunch of other things stacked up (bug fixes...), but I'll try to get this done either this weekend or the weekend thereafter.

@Malonn: Thanks for reporting this - I'll have a look at it later today, or tomorrow, to see what is causing this.
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Schel[Anne]FTL
 
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Post » Mon Apr 26, 2010 8:08 am

Also, I think it won't run if there are no .dds files inside the first folder. I'll have to test more to confirm this. But I placed a meshes folder with no .dds files in it, but there were .dds files in sub-folders, and it didn't run. See what I mean? There was a mehses foler --> two sub-folders with dds files, but nothing in that first meshes folder and it didn't run. It just showed the command prompt for a second and closed. Like I said, I'll have to try again to confirm this. I'll do that the next mod I download. As of now everything I have has been PyFFI'd.
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Emma
 
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Post » Mon Apr 26, 2010 11:13 am

@Tommy_H: Regarding your PM, I'm not entirely sure why the latest uploaded version didn't work for you - but there could have been an issue with the installer not updating the ini files properly. I've done a small change that should solve the problem. Here's an updated installer, which hopefully now works out of the box with correct line endings and all:

http://www.sendspace.com/file/do4ekz

@Malonn: I can't seem to reproduce the problem. It would be great if you could find a reliable way of reproducing it. In any case, I did find one eluding case where the .ini method would fail immediately: having a folder option which did not match the sourcedir option. (Eventually, I should try to make pyffi pause when it reports its error so you can see what it is saying...)
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Jennifer Munroe
 
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Post » Mon Apr 26, 2010 8:48 am

@Malonn: I can't seem to reproduce the problem.

I also did some testing, and I also could not reproduce the issue Malonn reported. In my testing, PyFFI did not care if there were any type of other files in the "in" folder or not, which would agree with the thought that JdeRau stated.

In any case it is a good practice to keep the "in" folder clean of any files one does not want to pyffi.

@Amorilia
I will try out your new release over the weekend and report. Of course, I will retire my two uploads immediately if it works. I got the impression that other users also stumbled, so I provided a quick "dirty" fix until you found time to revisit the config files. I'm sure it is very minor thing that needed to be addressed. :)

The issue I had with the "improved" .ini's were that Pyffi would start the run but abandon it immediately (like after 1 or 2 seconds) and not treat any files. I got the impression it simply did not pick up the correct path to find the mesh files. Re-introducing the paths settings from the earlier version made it work again. I have retained the non-working .ini wordings after I installed the "improved" version of 2.1.3. However if the newest one will work, it's a moot point sending you the old ones. I'll test the new ones and will report later this weekend.

I will also get back to you on the PM. Thanks for your efforts with PyFFI!!
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Marlo Stanfield
 
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Post » Mon Apr 26, 2010 4:32 am

Well, I'll try to reproduce the problem and post back with what I did. I just have to find some meshes to PyFFI now.

On a side note. Has anybody experienced crashes with PyFFI? I have.
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Anthony Rand
 
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Post » Mon Apr 26, 2010 10:24 am

I've never had PyFFI crash on me.

I also discovered last night that I accidentally left some LOD and SPT files inside the In folder when I was PyFIIing my Shivering Isles meshes recently, yet PyFFI ran without a problem.
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Robert Jackson
 
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Post » Mon Apr 26, 2010 1:21 pm

Has anybody experienced crashes with PyFFI?

No, none for me.
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ONLY ME!!!!
 
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Post » Mon Apr 26, 2010 8:43 am

@Malonn: Ok, hopefully we find soon what was going on with that problem. On crashes: the only thing I can think of that could happen is PyFFI running out of memory - particularly if you have less than 1Gb.

@Tommy_H: Yeah, many thanks for providing those fixed ini files, that was the right thing to do. I hope we can solve this mystery soon... Oh, by the way, I figured out why line endings were wrong for you - if you got them from my github repository, then indeed the line endings will be linux style and not show up in notepad. They are only converted to windows endings during the installation process.
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adame
 
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Post » Mon Apr 26, 2010 12:09 am

No, no, I didn't mean the process of PyFFI meshes, I mean crashes associated with meshes that have been PyFFI'd in game.
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JR Cash
 
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Post » Sun Apr 25, 2010 11:38 pm

Hi, just discovered a annoying problem, and it doesn't happen at every cave. Charcoal an Sideways cave are alrigth. Fixed by returning to old meshes from original BSA, but would like to know if there are some rule or knowledge for what cave will present this problem or not.

http://img46.imageshack.us/img46/892/shollow.jpg
http://img717.imageshack.us/img717/6558/wtfgreenmeadcave.jpg
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Phoenix Draven
 
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Post » Mon Apr 26, 2010 10:48 am

@Tommy_H: Oh, by the way, I figured out why line endings were wrong for you - if you got them from my github repository, then indeed the line endings will be linux style and not show up in notepad. They are only converted to windows endings during the installation process.

Amorilia, I got them from the link you provided in your post like 20 - 30 posts up (from Sendspace). I think this was with a Windows installer. But really, it is a most trivial thing. I find out that notepad++ does not hurt my PC. :)

As to the very latest pyffi, I still have run a little test with it. I will do so later.
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Shianne Donato
 
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Post » Mon Apr 26, 2010 12:17 pm

Hi, just discovered a annoying problem
http://img46.imageshack.us/img46/892/shollow.jpg
http://img717.imageshack.us/img717/6558/wtfgreenmeadcave.jpg

The yellow WTF I find a bit bizarre that you could resolve it by re-copy of the mesh from the .bsa because normally I would expect this WTF to show up only when there is a missing mesh in the unpacked meshes\whatever\whatever folder, as well as in the vanilla meshes.bsa file. That is if the game does not find the file in meshes\whatever\whatever, by default it will look in meshes.bsa.

Did you pyffi vanilla meshes or other mod meshes? What did you do with the pyffied meshes after treatment? Repack into a .bsa or leave them in their meshes\whatever\whatever folders?

You can test if it is a pyffi problem by single-treating the vanilla mesh once again and see if the defect returns. Right-click on the vanilla mesh and select "Optimize with Pyffi". Cave doors should normally not produce any graphical errors after pyffification.

Always have backups of all un-treated meshes in reserve.
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Catherine N
 
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Post » Mon Apr 26, 2010 7:46 am

Sorry, I think I wasn't clear.

Some days/weeks ago Pyffied the Oblivion - Meshes.bsa, then repacked with OBMM. Everything is fine except these two caves. They are with the pyffied bsa, while evetything comes back to normal with the backup bsa. I've tried substituing some internal folders to find what should be the fault meshes, no sucess til now. The obvius would be meshes/dungeons/caves/exterior, but it didn'd resolved the problem.

Now with the small free time that I have will be a while to find the exact mesh, but will post back the result when I find the solutin.
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Sammykins
 
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Post » Mon Apr 26, 2010 9:12 am

Some days/weeks ago Pyffied the Oblivion - Meshes.bsa, then repacked with OBMM. Everything is fine except these two caves. They are with the pyffied bsa, while evetything comes back to normal with the backup bsa. I've tried substituing some internal folders to find what should be the fault meshes, no sucess til now. The obvius would be meshes/dungeons/caves/exterior, but it didn'd resolved the problem.

Now with the small free time that I have will be a while to find the exact mesh, but will post back the result when I find the solutin.

There is this tool which is good for identifying which mesh (and other things) you see in-game, it is in general a really useful to have in your modlist:

http://www.tesnexus.com/downloads/file.php?id=16704

When you have identified which mesh is the defective one, try single-pyffi the backup/original version once again, just to make sure that it is indeed a pyffi's error. If so, definitely report it here! :)


Edit: In general when you pyffi files, you need not necessarily re-pack them into a .bsa. You can just as well copy them with the full meshes\whatever\whatever path from the Toaster "out" folder to your Oblivion/Data folder. For the above test, I would do it like this. It is not worth rebuilding hundreds of MB of meshes data into .bsa again just because you single-pyffied a few individual meshes.
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gary lee
 
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Post » Mon Apr 26, 2010 3:35 am

Thanks Tommy_H, but solved already.

Seem like it's not only pyffi to fault... must be also my SO (W7 x64), OBMM or Oblivion itself.

What I did previously: unpacked the pyffied bsa in folder "mesh pyffied", and the backup in "mesh original". So I could copy subfolders from original to pyffied til find the culprit. In my hurry, and already tired of multiple tries, copied all the meshes, and there I go asying: Now it must go right, right? Wrong!!! It surprisingly still had the same problem... So it should not be pyffi.

Next step: repack of my "mesh original" (that I unpacked yesterday) to see it working, and... the same WTF was still there. Now I was WTF!!! How could it be? Just yesterday had made the same and worked... how did I #%$ this folder from beckup? Didn't touched it.

Last try before giving up: unpacked to a new folder "new beckup" from my original BSA. Then repacked with out any chance to bsa, and... everything went fine, no WTF. All work for nothing? No!!! I had to continue. Made a copy from the "new beckup" folder (exactly copy paste, nothing else) and repacked. There was the WTF again...

First conclusions: repack folder of earlier days didn't work. repack of copy of the folder didn't work. Repack of newly unpacked folder work perfectly. Then...

Opened my "mesh Pyffied" folder, excluded the meshes/dungeons/caves/exterior subfolder, and copyed all th remaining over the "new beckup". Everything barred the caves/exterior pyffied, and the caves/exterior still with original form in the original folder. Repack and... Profit!!! :clap: :clap:

Well, it was a very exhaustive odissey. I seem to spend more time outside than inside the game!!!

Now: can someone try one of these two caves to reproduce my problem? Just want to know what are the other culprit: Oblivion itself, OBMM or W7x64. :banghead:

OBS: unpacked/repacked always with OBMM, no other tool. And always applied "reset BSA timestamps".
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Dan Scott
 
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Post » Mon Apr 26, 2010 2:52 am

Last try before giving up: unpacked to a new folder "new beckup" from my original BSA.
Then repacked with out any chance to bsa, and... everything went fine, no WTF.

Made a copy from the "new beckup" folder (exactly copy paste, nothing else) and repacked. There was the WTF again...

Here I have no idea really why the COPYPASTE of unpacked original .bsa would not re-pack to "good" .bsa again... totally strange... Did you check the files count in original unpacked and copy of original unpacked? When you right click on the folder, under properties it will tell you "xxxx files in xxx folders" and total folder size and stuff. Compare them once to see if there was a difference. But strange nevertheless, I work with copies of unpacked orginals all the time... :huh:

Opened my "mesh Pyffied" folder, excluded the meshes/dungeons/caves/exterior subfolder, and copyed all th remaining over the "new beckup". Everything barred the caves/exterior pyffied, and the caves/exterior still with original form in the original folder.

OBS: unpacked/repacked always with OBMM, no other tool. And always applied "reset BSA timestamps".

That is all good. Still, I think it is strange that you have a problem with these caves exteriors. You should still try when you find time to re-pyffi the caves/exteriors and re-integrate them into pyffied .bsa file (or leave them unpacked just in the Data/meshes/.... folder). Caves/exterior is only 32 files in my unpacked original .bsa; it will go very quickly to re-pyffie them.

I will check out the 2 caves you mentioned in my game. I'm not sure though I have discovered them yet.
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Vivien
 
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Post » Mon Apr 26, 2010 10:44 am

Here I have no idea really why the COPYPASTE of unpacked original .bsa would not re-pack to "good" .bsa again... totally strange... Did you check the files count in original unpacked and copy of original unpacked? When you right click on the folder, under properties it will tell you "xxxx files in xxx folders" and total folder size and stuff. Compare them once to see if there was a difference. But strange nevertheless, I work with copies of unpacked orginals all the time...

Really strange, it makes no sense. But it happened. And doubletriple checked everything (by counting files/anolising size and redoing copypaste...).

That is all good. Still, I think it is strange that you have a problem with these caves exteriors. You should still try when you find time to re-pyffi the caves/exteriors and re-integrate them into pyffied .bsa file (or leave them unpacked just in the Data/meshes/.... folder). Caves/exterior is only 32 files in my unpacked original .bsa; it will go very quickly to re-pyffie them.

Yes, should redo theses meshes... But I feel already a winner only for having it working again... too scared to work the bsa now. Will (someday) leave the pyffied exterior caves as loose files.
I will check out the 2 caves you mentioned in my game. I'm not sure though I have discovered them yet.

nice to hear. Will keep seeing the thread for your statement. For now, back to Cyrodill!
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Lucy
 
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Post » Mon Apr 26, 2010 5:46 am

cave problem:
Some cave mesh names have a blank character as first character of their name, unpacking - pyffiing - packing and/or copying something removes this first character (blank character). The result is a missing mesh.
version Oblivion US (Patch ver. 1.2.0.416)
I use a "helper-mod" :
exp. original: Dungeons\Caves\Exterior\ CEntranceCHighlandSm01.NIFchanged to: Dungeons\Caves\Exterior\CEntranceCHighlandSm01.NIF


more:
CEntranceGoldCoastSm01
CEntranceGreatForestSm02
CEntranceMtnSnowLG01
CEntranceMtnSnowLG02
CEntranceMtnSnowLG03
CEntranceMtnSnowSm01
CEntranceMtnSnowSm02
CEntranceMtnSnowSm03
CEntranceRockMossSm01
CEntranceRockyBeachSm01
CEntranceWestWSm01
CEntranceWestWSm02
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Jeff Turner
 
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Post » Mon Apr 26, 2010 8:20 am

Just checked my unpacked vanilla .bsa: You are entirely correct about this first blank character!! That never occured to me... :ooo: This game is really full of surprises, some nice, some not so nice as this one... Thanks for pointing it out!
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Jose ordaz
 
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