armory3d / armortools

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ArmorPaint build & run issues

gattomanzo opened this issue · comments

used today "git clone --recursive https://github.com/armory3d/armortools"

Followed Compiling instructions exactly step by step on Win 11 22h2, on 12th Gen Intel(R) Core(TM) i9-12900HK 2.90 GHz
with these results:

../../../base/Sources/NodeShader.ts:172:7 - error TS2451: Cannot redeclare block-scoped variable 's'.

172 let s = '#define HLSL\n';
~

../../../base/Sources/NodeShader.ts:211:7 - error TS2451: Cannot redeclare block-scoped variable 'index'.

211 let index = 0;
~~~~~

../../../base/Sources/NodeShader.ts:236:7 - error TS2451: Cannot redeclare block-scoped variable 'num'.

236 let num = 0;
~~~

../../../base/Sources/NodeShader.ts:354:7 - error TS2451: Cannot redeclare block-scoped variable 's'.

354 let s = '#define METAL\n';
~

../../../base/Sources/NodeShader.ts:393:7 - error TS2451: Cannot redeclare block-scoped variable 'index'.

393 let index = 0;
~~~~~

../../../base/Sources/NodeShader.ts:417:7 - error TS2451: Cannot redeclare block-scoped variable 'num'.

417 let num = 0;
~~~

../../../base/Sources/UIFiles.ts:8:3 - error TS7008: Member '"/storage/emulated/0/Download"' implicitly has an 'any' type.

8 "/storage/emulated/0/Download"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

../../../base/Sources/UIFiles.ts:10:3 - error TS7008: Member '"/Users"' implicitly has an 'any' type.

10 "/Users"
~~~~~~~~

Found 8 errors in 2 files.

Errors Files
6 ../../../base/Sources/NodeShader.ts:172
2 ../../../base/Sources/UIFiles.ts:8
Error: kfile did not call resolve, no project created.

Strange! right cuz it builds perfectly fine in linux:
image

But throws error in Windows , i guess dependency error?:

image

commented

used today "git clone --recursive https://github.com/armory3d/armortools"

Followed Compiling instructions exactly step by step on Win 11 22h2, on 12th Gen Intel(R) Core(TM) i9-12900HK 2.90 GHz with these results:

../../../base/Sources/NodeShader.ts:172:7 - error TS2451: Cannot redeclare block-scoped variable 's'.

172 let s = '#define HLSL\n'; ~

../../../base/Sources/NodeShader.ts:211:7 - error TS2451: Cannot redeclare block-scoped variable 'index'.

211 let index = 0; ~~~~~

../../../base/Sources/NodeShader.ts:236:7 - error TS2451: Cannot redeclare block-scoped variable 'num'.

236 let num = 0; ~~~

../../../base/Sources/NodeShader.ts:354:7 - error TS2451: Cannot redeclare block-scoped variable 's'.

354 let s = '#define METAL\n'; ~

../../../base/Sources/NodeShader.ts:393:7 - error TS2451: Cannot redeclare block-scoped variable 'index'.

393 let index = 0; ~~~~~

../../../base/Sources/NodeShader.ts:417:7 - error TS2451: Cannot redeclare block-scoped variable 'num'.

417 let num = 0; ~~~

../../../base/Sources/UIFiles.ts:8:3 - error TS7008: Member '"/storage/emulated/0/Download"' implicitly has an 'any' type.

8 "/storage/emulated/0/Download" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

../../../base/Sources/UIFiles.ts:10:3 - error TS7008: Member '"/Users"' implicitly has an 'any' type.

10 "/Users" ~~~~~~~~

Found 8 errors in 2 files.

Errors Files 6 ../../../base/Sources/NodeShader.ts:172 2 ../../../base/Sources/UIFiles.ts:8 Error: kfile did not call resolve, no project created.

When this will be fixed?

tryed again to compile today after the update, but got this error:

../../../base/Sources/NodeShader.ts:176:7 - error TS2451: Cannot redeclare block-scoped variable 's'.

176 let s = '#define HLSL\n';
~

../../../base/Sources/NodeShader.ts:215:7 - error TS2451: Cannot redeclare block-scoped variable 'index'.

215 let index = 0;
~~~~~

../../../base/Sources/NodeShader.ts:240:7 - error TS2451: Cannot redeclare block-scoped variable 'num'.

240 let num = 0;
~~~

../../../base/Sources/NodeShader.ts:358:7 - error TS2451: Cannot redeclare block-scoped variable 's'.

358 let s = '#define METAL\n';
~

../../../base/Sources/NodeShader.ts:397:7 - error TS2451: Cannot redeclare block-scoped variable 'index'.

397 let index = 0;
~~~~~

../../../base/Sources/NodeShader.ts:421:7 - error TS2451: Cannot redeclare block-scoped variable 'num'.

421 let num = 0;
~~~

../../../base/Sources/UIFiles.ts:8:3 - error TS7008: Member '"/storage/emulated/0/Download"' implicitly has an 'any' type.

8 "/storage/emulated/0/Download"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

../../../base/Sources/UIFiles.ts:10:3 - error TS7008: Member '"/Users"' implicitly has an 'any' type.

10 "/Users"
~~~~~~~~

Found 8 errors in 2 files.

Errors Files
6 ../../../base/Sources/NodeShader.ts:176
2 ../../../base/Sources/UIFiles.ts:8
Error: kfile did not call resolve, no project created.

hi there,
recompiled today with no errors (yay!), put the armorpaint.exe into the build/krom folder, but the program won't start and the process suddendly vanishes from taskmanager's processes

i've instead succeeded in compile & run the Windows DXR wip version :D

Seems like compile errors of some kind may be persisting on Windows...

Today, 2024.01.29, When compiling on Windows 11 using either git bash or powershell on current commit "f98e732" I got this error about "Unsupported shader language.":

../armorcore/Kinc/make --from ../armorcore -g api
Using Kinc (cf24a314) from C:\Tools\Material_Editor\ArmorTools\armorcore\Kinc
kfile found.
Creating Windows project files.
Using ArmorCore from C:\Tools\Material_Editor\ArmorTools\armorcore.
Creating ArmorCore project files.
Exporting asset 1 of 26 (brdf.png).
Exporting asset 2 of 26 (color_wheel.png).
Exporting asset 3 of 26 (color_wheel_gradient.png).
Exporting asset 4 of 26 (cursor.png).
Exporting asset 5 of 26 (font.ttf).
Exporting asset 6 of 26 (font_mono.ttf).
Exporting asset 7 of 26 (icons.png).
Exporting asset 8 of 26 (icons2x.png).
Exporting asset 9 of 26 (ltc_mag.arm).
Exporting asset 10 of 26 (ltc_mat.arm).
Exporting asset 11 of 26 (noise256.png).
Exporting asset 12 of 26 (shader_datas.arm).
Exporting asset 13 of 26 (smaa_area.png).
Exporting asset 14 of 26 (smaa_search.png).
Exporting asset 15 of 26 (text_coloring.json).
Exporting asset 16 of 26 (World_irradiance.arm).
Exporting asset 17 of 26 (World_radiance.hdr).
Exporting asset 18 of 26 (World_radiance_0.hdr).
Exporting asset 19 of 26 (World_radiance_1.hdr).
Exporting asset 20 of 26 (World_radiance_2.hdr).
Exporting asset 21 of 26 (World_radiance_3.hdr).
Exporting asset 22 of 26 (World_radiance_4.hdr).
Exporting asset 23 of 26 (World_radiance_5.hdr).
Exporting asset 24 of 26 (World_radiance_6.hdr).
Exporting asset 25 of 26 (World_radiance_7.hdr).
Exporting asset 26 of 26 (World_radiance_8.hdr).
Exporting asset 1 of 10 (de.json).
Exporting asset 2 of 10 (el.json).
Exporting asset 3 of 10 (en_US.json).
Exporting asset 4 of 10 (es.json).
Exporting asset 5 of 10 (fr.json).
Exporting asset 6 of 10 (ja.json).
Exporting asset 7 of 10 (pl.json).
Exporting asset 8 of 10 (pt_br.json).
Exporting asset 9 of 10 (ru.json).
Exporting asset 10 of 10 (zh_cn.json).
Exporting asset 1 of 9 (license_fonts.md).
Exporting asset 2 of 9 (license_icons.md).
Exporting asset 3 of 9 (license_kinc.md).
Exporting asset 4 of 9 (license_lz4-wasm.md).
Exporting asset 5 of 9 (license_nfd.md).
Exporting asset 6 of 9 (license_stb.md).
Exporting asset 7 of 9 (license_tinydir.md).
Exporting asset 8 of 9 (license_v8.md).
Exporting asset 9 of 9 (license_zlib.md).
Exporting asset 1 of 3 (autosave.js).
Exporting asset 2 of 3 (import_tiff.js).
Exporting asset 3 of 3 (import_txt.js).
Exporting asset 1 of 1 (light.json).
Exporting asset 1 of 1 (version.json).
Exporting asset 1 of 4 (badge.png).
Exporting asset 2 of 4 (default_brush.arm).
Exporting asset 3 of 4 (default_material.arm).
Exporting asset 4 of 4 (Scene.arm).
Exporting asset 1 of 7 (base_color.json).
Exporting asset 2 of 7 (generic.json).
Exporting asset 3 of 7 (minecraft_mer.json).
Exporting asset 4 of 7 (unigine.json).
Exporting asset 5 of 7 (unity.json).
Exporting asset 6 of 7 (unreal.json).
Exporting asset 7 of 7 (xplane.json).
Exporting asset 1 of 2 (blender.json).
Exporting asset 2 of 2 (touch.json).
Exporting asset 1 of 7 (license.md).
Exporting asset 2 of 7 (license_cycles_nodes.md).
Exporting asset 3 of 7 (license_cgltf.md).
Exporting asset 4 of 7 (license_nanosvg.md).
Exporting asset 5 of 7 (license_tinyusdz.md).
Exporting asset 6 of 7 (license_utif.md).
Exporting asset 7 of 7 (license_xatlas.md).
Exporting asset 1 of 11 (hello_node.js).
Exporting asset 2 of 11 (hello_node_brush.js).
Exporting asset 3 of 11 (hello_world.js).
Exporting asset 4 of 11 (import_fbx.js).
Exporting asset 5 of 11 (import_gltf_glb.js).
Exporting asset 6 of 11 (import_stl.js).
Exporting asset 7 of 11 (import_svg.js).
Exporting asset 8 of 11 (import_usdc.js).
Exporting asset 9 of 11 (texture_breakdown.js).
Exporting asset 10 of 11 (uv_unwrap.js).
Exporting asset 11 of 11 (viewport_celshade.js).
Exporting asset 1 of 1 (cube_shared_uvs.arm).
Exporting asset 1 of 1 (readme.txt).
Exporting asset 1 of 1 (ammo.js).
Error: Unsupported shader language.
at Function.findType (eval at (eval at (node:kmake/Project:109:27)), :421:10)
at new ShaderCompiler (eval at (eval at (node:kmake/Project:109:27)), :386:30)
at exportArmorCoreProject (eval at (eval at (node:kmake/Project:109:27)), :1119:23)
at processTicksAndRejections (node:internal/process/task_queues:95:5)
at async exportProject (eval at (eval at (node:kmake/Project:109:27)), :1198:10)
at async run (eval at (eval at (node:kmake/Project:109:27)), :1240:10)
at async make_run (eval at (eval at (node:kmake/Project:109:27)), :1251:3)
at async eval (eval at (node:kmake/Project:109:27), :37:2)
Error: kfile did not call resolve, no project created.

I'm also a bit uneasy about this potential error in a previous step:

./armorcore/Kinc/make --from base/Tools --kfile extract_locales.js
Using Kinc (cf24a314) from C:\Tools\Material_Editor\ArmorTools\armorcore\Kinc
kfile found.
Creating Windows project files.
Error: kfile did not call resolve, no project created.

I assume checking out main branch current commit is the preferred method to compile and not a specific other branch or tag?

Unfortunately still the same here. Builds just fine with 0 errors, but doesn't run (windows 11 here). Would've been nice to use this, but guess it's currently impossible.

same problem here under windows 10 with direct3d11 as graphics API, what worked for me was to either use

  1. opengl command: ..\armorcore\Kinc\make --from ..\armorcore -g opengl
  2. or the Windows DXR wip (performance might be terrible)
commented

same problem here under windows 10 with direct3d11 as graphics API, what worked for me was to either use

  1. opengl command: ..\armorcore\Kinc\make --from ..\armorcore -g opengl
  2. or the Windows DXR wip (performance might be terrible)

This worked for me to getting the program to successfully run. However, when the program launches it is just a black window.

commented

same problem here under windows 10 with direct3d11 as graphics API, what worked for me was to either use

1. opengl command: **..\armorcore\Kinc\make --from ..\armorcore -g opengl**

2. or the Windows DXR wip (performance might be terrible)

It works, thx

same problem here under windows 10 with direct3d11 as graphics API, what worked for me was to either use

  1. opengl command: ..\armorcore\Kinc\make --from ..\armorcore -g opengl
  2. or the Windows DXR wip (performance might be terrible)

This works, Thank you @Asozialix.

commented

I'm also unable to start armorpaint when generating the build with direct3d11 as the API, is the solution at this point to reconfigure and rebuild with -g opengl on Windows 11?

Same on arch. Neither GL nor VKRT compiles for me

Unfortunately still the same here. Builds just fine with 0 errors, but doesn't run (windows 11 here). Would've been nice to use this, but guess it's currently impossible.

Same issue on Windows 10. I tried all three Graphic drivers and recompiled the VS solution after each:

..\armorcore\Kinc\make --from ..\armorcore -g direct3d11
..\armorcore\Kinc\make --from ..\armorcore -g opengl
..\armorcore\Kinc\make --from ..\armorcore -g direct3d12 # after applying DXR patch

then moved ArmorPaint.exe to armorpaint/build/krom each time.

When launching it, a process starts and uses quite a bit of CPU, but no window opens. This happens in all three cases.

Is there something I can do here? I'd really like to try out ArmorPaint 🙂

@Bromeon
Maybe I'm wrong. Is it the starting problem that has been known for weeks?
Then the script from "SiKo117" (issue number 1678) would help.
I've been using the script for some time now. My current script settings: "wait_time=0.2" and "max_runs=100"

I'm not sure if I'm supposed to post this here or in a new issue, but I'm having a completely different set of obstructions to compiling Armorpaint.

The issue I'm running into is that it's looking for unistd.h (which I have come to find out is a Linux header) on a Windows 11 system. I've tried finding a port which does exist, but when I make the include point to it, a ton of other issues pop up (not pictured).

image

Unrelated, but I did manage to get it to compile and run in WSL, though there was no pen pressure. I'd like to do the native Windows build if I can. Does anyone have any ideas?

@seansimonanimation
Yesterday I also had this error message. No more problems today. However, I need 70 startup attempts. So I'll use the recommended script from "SiKo117" (issue number 1678) again. My current script settings: "wait_time=0.2" and "max_runs=100"

Maybe one could reduce frustration and problems by guiding people to 23.08 This version should build and run more smoothly.

@MathemanFlo
Thanks for the tip. But I have no idea how to compile an older version. Without precise step by step instructions I'm lost.

@MathemanFlo Yeah, thanks for the tip. It seems to compile well but I don't see ArmorPaint in Deployment after compiling, only Armory, also there is no krom.js that it attempts to run with.

commented

Maybe one could reduce frustration and problems by guiding people to 23.08 This version should build and run more smoothly.

Can you give tutorial to clone this branch? (Pls:))

@MathemanFlo
Thanks again for the tip. So it finally worked for me with version 23.08. I had a few unsuccessful attempts with >> git checkout << and >> git reset << at first. But with
>>>>> git clone --recursive --branch 23.08 https://github.com/armory3d/armortools <<<<<
the compilation worked smoothly. The 23.08 starts with one click. And the brush mask works too. The current 1.0 alpha crashes every time I want to activate an image texture for the mask in the brush nodes. I'm happy for now.
@radicalaction and @cosM-green
Could you please test it like this and give me feedback?

Update (2024-05-14): For the recommended version 23.08 don't forget to extract v8_monolith.7z.
...
# Unpack ..\armorcore\v8\libraries\win32\release\v8_monolith.7z using 7-Zip - Extract Here (exceeds 100MB)
..\armorcore\Kinc\make --from ..\armorcore -g direct3d11
...
https://github.com/armory3d/armortools/tree/23.08/armorpaint

commented

@MathemanFlo Thanks again for the tip. So it finally worked for me with version 23.08. I had a few unsuccessful attempts with >> git checkout << and >> git reset << at first. But with >>>>> git clone --recursive --branch 23.08 https://github.com/armory3d/armortools <<<<< the compilation worked smoothly. The 23.08 starts with one click. And the brush mask works too. The current 1.0 alpha crashes every time I want to activate an image texture for the mask in the brush nodes. I'm happy for now. @radicalaction and @cosM-green Could you please test it like this and give me feedback?

I'll try, but I'm not good at compiling older tags

@cosM-green
It works with the recommended instructions. Only the git clone command needs to be changed for 23.08.

Update (2024-05-14): For the version 23.08 don't forget to extract v8_monolith.7z.
...
# Unpack ..\armorcore\v8\libraries\win32\release\v8_monolith.7z using 7-Zip - Extract Here (exceeds 100MB)
..\armorcore\Kinc\make --from ..\armorcore -g direct3d11
...
https://github.com/armory3d/armortools/tree/23.08/armorpaint

The goal should look like this (600d7c7):
armorpaint-23-08

commented

@cosM-green It works with the recommended instructions. Only the git clone command needs to be changed for 23.08. The goal should look like this (600d7c7): armorpaint-23-08

Ok, thanks. I'll try tomorrow

@think-about-3 No, doesn't work for me. It won't even compile, switching to 23.08 tag with checkout was a better option for me. Thanks anyway!

I used this guide for myself:
How to Install ArmorPaint (Build ArmorPaint from source) 2023 https://www.youtube.com/watch?v=SSuldv-Kg_s
I wouldn't have been able to compile it without these detailed instructions.
Maybe there will be some positive feedback: >>>git clone --recursive --branch 23.08 https://github.com/armory3d/armortools<<<

Update (2024-05-14): For the recommended version 23.08 don't forget to extract v8_monolith.7z.
...
# Unpack ..\armorcore\v8\libraries\win32\release\v8_monolith.7z using 7-Zip - Extract Here (exceeds 100MB)
..\armorcore\Kinc\make --from ..\armorcore -g direct3d11
...
https://github.com/armory3d/armortools/tree/23.08/armorpaint

@seansimonanimation
Pretty much running into the exact same issue but with 'streams.h' on Windows 10. Went through a bunch of hoops to get the baseclasses that come with the Win7 SDK, only for it to lead to more issues and errors.

rider64_FYAdPDCQFZ