Unleash the power of 3D
#19849 Likes: 0
sledge
Participant
  • Posts 10

Ok, here we go :


Warning: Path ‘C:BforArtists_v1.0.0_Add-Ons_Armory-Rendererarmsdk//armory/blender/data/arm_data.blend’ cannot
be made relative
Warning: Total files 3 | Changed 0 | Failed 3
RNA_boolean_get: WM_OT_save_as_mainfile.exit not found.
MeasureIt: Cleaning data

Armory v0.4 ($Id: 97fc5021306ba3e6d744b62e6614e853412df34b $)
OS: win, Target: krom, GAPI: opengl, Blender: 2.79 (sub 4)
Exporting Scene
Exporting mesh Cube
Scene built in 0.005994319915771484
Exported modules: []
Shader flags:
Running: [‘C:\BforArtists_v1.0.0\_Add-Ons_\Armory-Renderer\armsdk//nodejs/node.exe’,
‘C:\BforArtists_v1.0.0\_Add-Ons_\Armory-Renderer\armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–shaderversion’, ‘330’,’–to’, ‘build_untitled/debug’]

Using Kha from C:BforArtists_v1.0.0_Add-Ons_Armory-RendererarmsdkKha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.vert.glsl).
Compiling shader 2 of 8 (painter-image.frag.glsl).
Compiling shader 3 of 8 (painter-image.vert.glsl).
Compiling shader 4 of 8 (painter-colored.frag.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 6.193390130996704



There seems to be 3x things (3x files) he can´t find, or so. “arm_data.blend” and “WM_OT_save_as_mainfile.exit”. I don´t know what is meant by “relative”. Maybe you know what that means.