Closed BrodyEller closed 5 years ago
I was getting zui.Zui missing errors earlier and cloning that library into Libraries fixed it, but it still won't build. Something else seems to be causing an issue.
Same here
Ok I've solved most of the errors, but the build still fails. Working on fixing those errors right now. The main issue was functions being called that didn't exist in Krom. To fix, delete the Kha directory in the armsdk. Then navigate to the armsdk directory in a terminal and run git clone --recursive https://github.com/Kode/Kha.git
. This will replace the old bundled version of Kha with the newest version.
The Haxe server gives this error now:
Haxe language server started
Listening on port 6000
Building Cache...
Failed - try fixing the error(s) and restarting the language server:
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/iron/Sources/iron/data/ShaderData.hx:135: characters 4-65 : Null<Int> should be kha.graphics4.StencilValue
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/iron/Sources/iron/data/ShaderData.hx:135: characters 4-65 : Int should be kha.graphics4.StencilValue
/Users/brodyeller/Downloads/Armory/blender.app/armsdk/KodeStudio.app/Contents/Resources/app/kodeExtensions/kha/Kha/Tools/haxe/std/haxe/io/Input.hx:189: characters 37-42 : Uncaught exception Eof
/Users/brodyeller/Downloads/armorpaint-master/Sources/arm/Macro.hx:13: characters 27-49 : Called from here
For function argument 'text'
/Users/brodyeller/Downloads/armorpaint-master/Sources/arm/UITrait.hx:19: lines 19-3665 : Defined in this class
Error: No completion point was found
[Error - 1:37:33 PM] Request textDocument/hover failed.
Message: Error: No completion point was found
Code: -32603
Iron already contains an update for the Kha api change in that regard:
Try to project.addDefine('kha_version=1810');
in your khafile and it should pick the correct code path.
Every time I ran the project, that line would get removed from my Khafile and the old error would appear. I'm still using the new git Kha api and working on the UITrait and Macro errors. Any idea why those would be there?
You can also customize the generated khafile.js
somewhere within blender, i forgot how to do that though 😞
As for the macro, that seems to call the git log
to get a version or timestamp i guess, do you have a commandline git installed?
I do but it's an older version. Let me update it and I'll see how that goes. I've been going under Armory Project and opening up Kode Studio to edit files, including the Khafile.
Same error with git version 2.19.0
Error is coming from line 2622 of UITrait.hx
Try to execute git log --pretty=format:'%h' -n 1
manually on the cmdline. This should print the short commit SHA (something like '9aa4cee'
) of the repo you're running it in, does that work?
It dawned on me when you commented that I had downloaded armor paint as a zip and there was no git repo. I cloned it, ran it and it built fine. However, I am still using the updated Kha repo. On top of that, Krom will quit immediately on MacOS when I try to run armor paint. I tried to publish it for MacOS C++ and it will build fine in Xcode but gives a fatal error when it starts to run.
Ok glad that is sorted. I'm afraid i can't help you much with osx builds , as i don't have access to a mac. But post the errors you get, maybe it's something easy to spot.
The problem is I don't get any errors. It builds fine but Krom crashes immediately when it launches. This may just be a mac specific issue. I'll build from source on Linux in a bit and see if everything works fine.
It builds fine but gives a weird error after it finishes:
Armory v0.6 ($Id: 0c89a8133cc6c3bf794a8bb34036788194138061 $)
OS: linux, Target: krom, GAPI: opengl, Blender: 2.79 (sub 0)
CMFT info: Converting latlong image to cubemap.
CMFT info: Saving spherical harmonics coefficients to /home/viper/Downloads/armorpaint/build_armorpaint/compiled/Assets/envmaps/cay_irradiance.c
CMFT info: Done.
CMFT info: Converting latlong image to cubemap.
CMFT info: Resizing source image from 512x512 to 128x128.
CMFT info: Running radiance filter for:
[srcFaceSize=128]
[lightingModel=blinnbrdf]
[excludeBase=false]
[mipCount=8]
[glossScale=8]
[glossBias=3]
[dstFaceSize=128]
CMFT info: Radiance -> Starting filter...
CMFT info: Radiance -> Utilizing 4 CPU processing threads and Ellesmere.
CMFT info: Radiance -> ------------------------------------
CMFT info: Radiance -> Device / Face / Time / Total
CMFT info: Radiance -> ------------------------------------
CMFT info: Radiance -> [CPU3] | 1 | 0.001s | 0.001s
CMFT info: Radiance -> [CPU1] | 1 | 0.002s | 0.002s
CMFT info: Radiance -> [CPU0] | 1 | 0.002s | 0.002s
CMFT info: Radiance -> [CPU3] | 1 | 0.001s | 0.003s
CMFT info: Radiance -> [CPU2] | 1 | 0.003s | 0.003s
CMFT info: Radiance -> [CPU1] | 1 | 0.002s | 0.004s
CMFT info: Radiance -> [CPU3] | 2 | 0.002s | 0.005s
CMFT info: Radiance -> [CPU0] | 2 | 0.004s | 0.006s
CMFT info: Radiance -> [CPU3] | 2 | 0.002s | 0.007s
CMFT info: Radiance -> [CPU2] | 2 | 0.004s | 0.007s
CMFT info: Radiance -> [CPU0] | 2 | 0.002s | 0.009s
CMFT info: Radiance -> [CPU1] | 2 | 0.006s | 0.010s
CMFT info: Radiance -> [CPU3] | 4 | 0.005s | 0.012s
CMFT info: Radiance -> [CPU0] | 4 | 0.007s | 0.016s
CMFT info: Radiance -> [CPU2] | 4 | 0.009s | 0.017s
CMFT info: Radiance -> [CPU3] | 4 | 0.005s | 0.017s
CMFT info: Radiance -> [CPU0] | 4 | 0.007s | 0.023s
CMFT info: Radiance -> [CPU1] | 4 | 0.014s | 0.024s
CMFT info: Radiance -> [CPU3] | 8 | 0.013s | 0.031s
CMFT info: Radiance -> [CPU2] | 8 | 0.015s | 0.031s
CMFT info: Radiance -> <GPU> | 128 | 0.032s | 0.032s
CMFT info: Radiance -> [CPU0] | 8 | 0.014s | 0.037s
CMFT info: Radiance -> [CPU3] | 8 | 0.013s | 0.043s
CMFT info: Radiance -> [CPU2] | 8 | 0.013s | 0.045s
CMFT info: Radiance -> [CPU1] | 8 | 0.026s | 0.050s
CMFT info: Radiance -> [CPU0] | 16 | 0.029s | 0.066s
CMFT info: Radiance -> [CPU3] | 16 | 0.026s | 0.069s
CMFT info: Radiance -> [CPU2] | 16 | 0.026s | 0.071s
CMFT info: Radiance -> <GPU> | 128 | 0.041s | 0.073s
CMFT info: Radiance -> [CPU1] | 16 | 0.027s | 0.077s
CMFT info: Radiance -> [CPU3] | 16 | 0.026s | 0.095s
CMFT info: Radiance -> [CPU0] | 16 | 0.033s | 0.099s
CMFT info: Radiance -> <GPU> | 128 | 0.047s | 0.120s
CMFT info: Radiance -> [CPU2] | 32 | 0.056s | 0.127s
CMFT info: Radiance -> [CPU1] | 32 | 0.057s | 0.134s
CMFT info: Radiance -> [CPU3] | 32 | 0.050s | 0.145s
CMFT info: Radiance -> [CPU0] | 32 | 0.067s | 0.166s
CMFT info: Radiance -> <GPU> | 128 | 0.052s | 0.172s
CMFT info: Radiance -> [CPU2] | 32 | 0.063s | 0.190s
CMFT info: Radiance -> [CPU1] | 32 | 0.064s | 0.198s
CMFT info: Radiance -> <GPU> | 128 | 0.041s | 0.212s
CMFT info: Radiance -> [CPU3] | 64 | 0.099s | 0.244s
CMFT info: Radiance -> <GPU> | 128 | 0.045s | 0.257s
CMFT info: Radiance -> <GPU> | 64 | 0.013s | 0.270s
CMFT info: Radiance -> [CPU0] | 64 | 0.139s | 0.305s
CMFT info: Radiance -> [CPU2] | 64 | 0.120s | 0.310s
CMFT info: Radiance -> [CPU1] | 64 | 0.124s | 0.322s
CMFT info: Radiance -> [CPU3] | 64 | 0.099s | 0.342s
CMFT info: Radiance -> ------------------------------------
CMFT info: Radiance -> Total faces processed on [CPU]: 41
CMFT info: Radiance -> Total faces processed on <GPU>: 7
CMFT info: Radiance -> Total time: 0.342 seconds.
CMFT info: Saving /home/viper/Downloads/armorpaint/build_armorpaint/compiled/Assets/envmaps/cay_radiance.hdr [HDR 512x256 RGBE LatLong 1-faces 8-mips].
CMFT info: Done.
#2x1
#1x1
Exporting Scene
Exporting mesh Cylinder
Exporting mesh Plane
Exporting mesh Cube
Exporting mesh Sphere
Scene built in 0.11350440979003906
Exported modules: ['ui', 'format']
Shader flags: ['_Irr', '_EnvTex', '_Rad', '_EnvStr', '_Deferred', '_ShadowMap', '_Clusters', '_Brdf', '_SMAA', '_Veloc', '_SSAO', '_gbuffer2', '_SMSizeUniform', '_CGrainStatic']
Running: ['/home/viper/Downloads/Armory_05_linux64_b27/Armory/armsdk//nodejs/node-linux64', '/home/viper/Downloads/Armory_05_linux64_b27/Armory/armsdk//Kha/make', 'krom', '-g', 'opengl', '--shaderversion', '330', '--parallelAssetConversion', '4', '--to', 'build_armorpaint/debug']
Using project from /home/viper/Downloads/armorpaint
Using Kha from /home/viper/Downloads/Armory_05_linux64_b27/Armory/armsdk/Kha
Creating Kha project.
Warning: No haxelib.json and no Sources directory found in library paint.
Exporting asset 1 of 17 (Scene.arm).
Exporting asset 2 of 17 (mesh_Cube.arm).
Exporting asset 3 of 17 (mesh_Cylinder.arm).
Exporting asset 4 of 17 (mesh_Plane.arm).
Exporting asset 5 of 17 (mesh_Sphere.arm).
Exporting asset 6 of 17 (cay_irradiance.arm).
Exporting asset 7 of 17 (cay_radiance.hdr).
Exporting asset 8 of 17 (cay_radiance_0.hdr).
Exporting asset 9 of 17 (cay_radiance_1.hdr).
Exporting asset 10 of 17 (cay_radiance_2.hdr).
Exporting asset 11 of 17 (cay_radiance_3.hdr).
Exporting asset 12 of 17 (cay_radiance_4.hdr).
Exporting asset 13 of 17 (cay_radiance_5.hdr).
Exporting asset 14 of 17 (cay_radiance_6.hdr).
Exporting asset 15 of 17 (cay_radiance_7.hdr).
Exporting asset 16 of 17 (cay_radiance_8.hdr).
Exporting asset 17 of 17 (cay_radiance_9.hdr).
Exporting asset 1 of 2 (Material_data.arm).
Exporting asset 2 of 2 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise256.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (cay.hdr).
Exporting asset 1 of 1 (brush_bake.png).
Exporting asset 1 of 1 (brush_colorid.png).
Exporting asset 1 of 1 (brush_draw.png).
Exporting asset 1 of 1 (brush_erase.png).
Exporting asset 1 of 1 (brush_fill.png).
Exporting asset 1 of 1 (cmft-linux64).
Exporting asset 1 of 1 (cmft-osx).
Exporting asset 1 of 1 (cmft.exe).
Exporting asset 1 of 1 (license_cmft.md).
Exporting asset 1 of 1 (color_wheel.png).
Exporting asset 1 of 1 (config.arm).
Exporting asset 1 of 1 (cursor.png).
Exporting asset 1 of 1 (default_brush.json).
Exporting asset 1 of 1 (default_logic.json).
Exporting asset 1 of 1 (default_material.json).
Exporting asset 1 of 1 (drag.png).
Exporting asset 1 of 1 (empty.jpg).
Exporting asset 1 of 1 (license.md).
Exporting asset 1 of 1 (logic_nodes.json).
Exporting asset 1 of 1 (noise64.png).
Exporting asset 1 of 1 (plugin_hello.js).
Exporting asset 1 of 1 (plugin_rotate.js).
Exporting asset 1 of 1 (readme.txt).
Exporting asset 1 of 1 (theme.arm).
Exporting asset 1 of 1 (theme_light.arm).
Exporting asset 1 of 1 (font_default.ttf).
Compiling shader 1 of 32 (Material_mesh.frag.glsl).
Compiling shader 2 of 32 (Material_mesh.vert.glsl).
Compiling shader 3 of 32 (Material_shadowmap.frag.glsl).
Compiling shader 4 of 32 (Material_shadowmap.vert.glsl).
Compiling shader 5 of 32 (Material_voxel.frag.glsl).
Compiling shader 6 of 32 (Material_voxel.vert.glsl).
Compiling shader 7 of 32 (Material_voxel.geom.glsl).
Compiling shader 8 of 32 (blur_adaptive_pass.frag.glsl).
Compiling shader 9 of 32 (bloom_pass.frag.glsl).
Compiling shader 10 of 32 (blur_gaus_pass.frag.glsl).
Compiling shader 11 of 32 (compositor_pass.frag.glsl).
Compiling shader 12 of 32 (copy_mrt3_pass.frag.glsl).
Compiling shader 13 of 32 (compositor_pass.vert.glsl).
Compiling shader 14 of 32 (copy_mrt4_pass.frag.glsl).
Compiling shader 15 of 32 (deferred_light.frag.glsl).
Compiling shader 16 of 32 (deferred_light.vert.glsl).
Compiling shader 17 of 32 (max_luminance_pass.frag.glsl).
Compiling shader 18 of 32 (pass.vert.glsl).
Compiling shader 19 of 32 (pass_copy.frag.glsl).
Compiling shader 20 of 32 (pass_viewray2.vert.glsl).
Compiling shader 21 of 32 (smaa_blend_weight.frag.glsl).
Compiling shader 22 of 32 (smaa_blend_weight.vert.glsl).
Compiling shader 23 of 32 (smaa_edge_detect.frag.glsl).
Compiling shader 24 of 32 (smaa_edge_detect.vert.glsl).
Compiling shader 25 of 32 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 26 of 32 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 27 of 32 (ssgi_blur_pass.frag.glsl).
Compiling shader 28 of 32 (ssgi_pass.frag.glsl).
Compiling shader 29 of 32 (ssr_pass.frag.glsl).
Compiling shader 30 of 32 (taa_pass.frag.glsl).
Compiling shader 31 of 32 (world_pass.frag.glsl).
Compiling shader 32 of 32 (world_pass.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-video.frag.glsl).
Compiling shader 7 of 8 (painter-text.vert.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 5.689606189727783
X Error of failed request: GLXBadFBConfig
Major opcode of failed request: 151 (GLX)
Minor opcode of failed request: 34 ()
Serial number of failed request: 23
Current serial number in output stream: 23
It seems it can't create an opengl context similar to here: https://stackoverflow.com/questions/39213757/glfw-cannot-create-a-window-glx-failed-to-create-context-glxbadfbconfig
Please post the output of the following 2 commands:
lspci | grep VGA
glxinfo | grep version
01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Ellesmere [Radeon RX 470/480/570/570X/580/580X] (rev ef)
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
Max core profile version: 4.5
Max compat profile version: 4.4
Max GLES1 profile version: 1.1
Max GLES[23] profile version: 3.2
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.2.5
OpenGL core profile shading language version string: 4.50
OpenGL version string: 4.4 (Compatibility Profile) Mesa 18.2.5
OpenGL shading language version string: 4.40
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 18.2.5
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
Don't bother trying. The author does not want anyone to be able to build the project for as long as it's a paid one, and that's the reason why he always uploads failing versions. Probably he has his own setup in place that makes it run smoothly. Even if you get to build which I achieved many times, it will automatically crash with no errors making it impossible to debug which makes me think that he's deliverately either setting/removing lines in order to make it exit, or he's using a different bespoke version of the miriad of dependencies that the project uses.
That's also the reason why he ignores all the github issues stating that the project cannot be build from source, or why the project has no build instructions.
This dodgyness and lack of honesty is the reason why I'll never switch to Armory for any serious project (or any project at all), since the author cannot be trusted. If you want to charge for the project just do it and don't open source anything. But claiming that your project is free and open source just for the free publicity, but not allowing anyone to build it, that is simply dishonest.
Check Godot instead, it's really free, open source, transparent and fully managed by an open source organisation
@UnknownH please put your frustration elsewhere and keep the issue tracker productive. I do not force you to clone the sources and I clearly marked this repository as may not be stable
. Let me develop this project without your abuse.
Most importantly, stop spreading false claims. All open issues are under investigation until they are closed. Armory just went through a huge upgrade to Blender 2.8, it takes time to get everything updated. Consider the manpower behind this project.
@luboslenco I appreciate that you'd like to cover that fact, but you've open issues asking for help to build that were opened literally months ago that you never bothered to even answer, so please refrain yourself from lying by saying that you are investigating it, explainig how to build to get a working version does require zero investigation and literally a couple of minutes to write the instructions. The fact that you do not have build instructions says it all, so please prove me wrong when you say that I spread false claims, and explain how to build the project, otherwise please stop lying.
Note: I've been trying to build the project with updated SDKs literally for every commit produced almost since the beginning of 2018 and it never worked. So it's not like just the last commit was not stable. I'm far from spreading any false claims
Several people got it to work, ie. https://github.com/armory3d/armorpaint/issues/21.
Armory 0.6 has been in the making for 3+ months. The development of Armory and ArmorPaint cycles between each other.
But enough of this nonsense, you created a new user account as you planned this all along.. 🙂
Don't know what this all is about but just felt like mentioning that even though sometimes it's really tricky (you need to have previous versions of the SDK instead of the latest clone), I have managed to more or less build a more or less working version of armorpaint at least 3 times in the past from source (one of those was really using the old internal blender 2.8 armory engine which seems to be gone now, but it worked). So it definitely can be built from source, it just becomes unstable quite often and no guidance is given of how to make it to have it working again, so you need to put a lot of time on trying and failing to figure it out.
@DiegoBM thanks for dropping that in. The upcoming Armory 0.6 has improved updater and it now also clones Kha/Krom dependencies, which should help to prevent those issues. It just really takes time to assemble all of these things together.. Almost there though.
No problem @luboslenco , thank you in fact for creating the software and opening it to the world, you didn't have to and yet you did. Looking forward to get my hands on those changes, it sounds like a life saver! :)
1.download the newest armory package from the official site 2.update the sdk with the internal updater then restart 3.clone the armorypaint repo 4.change the Player Graphics API to OpenGL 5.open the blend file and play
works for me, a great example of the engine:
Thanks for testing, happy to see it worked! Hopefully all good now using the Armory 0.6beta. I have also updated the readme. Whenever the build issues pop up again please feel welcome to re-open.
For some reason I keep getting compiler error while building from source. I downloaded the 2.7 version of Armory from the website and then updated the armsdk from inside blender. Then I restarted, opened up armorpaint.blend and hit play in the Armory Player. I keep getting errors.
I have tried the 0.4 version of armory and the 0.5 version of armory with their respective armor paint versions. No luck so far.
This is the output I get with the git master version: