Document was not opened because there was an error reading the file sfm

Писал проэкт, в течении недели, открывался без проблем а теперь вместо того чтобы открыть проджект в ФЛ студии всплывает окно, а в нём...

Комментарии

Возможно Вам следует снести или «выключить» плагины и попытаться открыть файл. Еще попробуйте поставить в настройках частоту воспроизведения минимальную или поменять устройство воспроизведения. Посмотрите бэкап файлы в корне ФЛ…

возможно переустановка фрути поможет

плагины все стоят уже год или больше за это время не было проблем, я думаю это из за перепада напряжения у меня вся техника выключалась пару раз а комп нет

именно в этот день и сохранял

Кстати, его можно попробовать экпортировать в Project Bones

скорее всего системная ошибка, переустанавливать фл или систему. Файл может быть поврежден. Вообще когда пишеш музыку после каждого серьезного изменения, сохраняй новый файл по типу treck inda 1.06., treck inda 1.08 итд. Сохраняй в зип архивы. С помощью такой структуры ты убережешь себя от подобных проблем.
Еще одна тема. На рабочем компе надо ставить на голую систему музыкальный софт и ВСЁ. Любые программы вирусы и даже антивирусы могут попить вам нервы. Поэтому для инета и игр имейте другой комп.

Соблюдайте правила и не проёбы-те музыку. Всем спасибо.

Пожалуйста, зарегистрируйтесь (это быстро!) или
войдите, чтобы оставлять комментарии и делать ещё массу прикольных вещей.

Several users of Microsoft Excel report that they are faced with the issue where they get an error message of ‘Document not Saved’. They also experience the issue where their document doesn’t get saved at all despite trying all the actions. Microsoft has officially acknowledged this issue on their official website.

How to Fix Excel Document not Saved

How to Fix Excel Document not Saved

Despite what Microsoft was stating, we found that there are several other reasons as to why this issue was occurring and what are the workarounds present. Make sure that you follow the solutions from the start and work your way down accordingly. Also, we are assuming that you have an activated copy of Microsoft Office and are also an administrator.

What causes the Error messages ‘Document not Saved’, ‘Document not completely saved’, and ‘Document not Saved. Any previous saved copy has been deleted’?

After analyzing all the user reports and combining our research, we came to the conclusion that there were several different reasons as to why this issue might occur. Some of the reasons as to why you might experience the error messages listed are but not limited to:

  • Process interrupted: The saving process was interrupted by you either intentionally or unintentionally. This is usually done by pressing the ESC button or pressing the close icon present at the top-right side of the window.
  • Network issues: If you are saving the Excel document over the internet, there might be cases where because of a bad connection, the file sharing is interrupted and because of this, you receive an error message. Checking the network works here.
  • Hardware problems: There are also situations where you are saving the Excel file to external hardware such as a USB or hard drive. If that hardware is causing issues or the file is not getting through, you will experience the error message.
  • Permission issues: We also found some cases where users were saving the Excel files to a system directory where there were no permissions. If there are no permissions, the user will not be able to save the file and the error message will surface.

Before we move on to the solutions, we will try to save the existing Excel file which is open on your computer using another dummy file. This will save the contents of the file just in case and then we will proceed to troubleshoot the error message. Make sure that you are logged in as an administrator.

  1. Open a new Excel file. Now navigate back to the file which is causing the error and press Ctrl + C. This will copy the entire contents of the Excel file.

Copying Excel File Contents

Copying Excel File Contents
  1. Now move back to the dummy excel file which we just created. Now click on the top-left cell and then press Ctrl + V. This will copy the entire contents including the formulas to the new file.

Saving Excel File Contents

Saving Excel File Contents
  1. Once done, click on File > Save As and then select a local location which is present in your computer’s physical hard drive.

After saving the file, move on below to the troubleshooting methods:

Solution 1: Checking for Interruptions

There are also several cases where Excel is itself interrupted from saving the file to its required destination. This might occur in occasions where you accidentally press the Esc button or some other software/process prevents the saving from continuing.

Ending Problematic Processes

Ending Problematic Processes

Here, you should navigate back to the saving tab and then try saving again without pressing any other key. If this doesn’t work, press Windows + R, type “taskmgr” in the dialogue box and press Enter. The task manager should launch. Now check for any potential services which might disrupt the saving process. If you spot any, end the process and try saving again.

Solution 2: Checking Network Connection

There are numerous cases where you are saving the Excel file to a network location over a local network (for example, in organizations, employees sometimes save files remotely to another file location over the network). In these cases, the network should not have much delay and should have a stable property.

According to Microsoft, if your work network has disruptions every now and then and there is a high delay, there are chances that you will not be able to save the document. We also replicated the steps on our own systems and testing this statement positively.

If you are on an organizational network, try sending a remote file from other peer’s computer (considering he is already using the same network). If the same issue occurs, it means that there is some problem with the network connection properties and you should contact IT.

Solution 3: Checking Hardware Components

Another thing to check before we move on to the permissions is making sure that all your hardware is working properly. If you are saving the Excel file to an external flash/hard drive, then you should make sure that the connection is proper and seamless. Even if there is some physical damage to the external drive, you will receive this error message.

Checking External Hard drive

Checking External Hard drive

Hardware components also include your disk drive. If the disk head is not working properly, you will have issues accessing and writing files to your storage. Here you should check saving other files using software such as Microsoft Work and see if the issue occurs there as well. If it doesn’t, it means there is something wrong with the file location or with Excel itself. If the same issue occurs, you should dig deeper and make sure your hard drive is working as expected.

Note: You can also run a disk check to see for any errors.

Solution 4: Checking Permissions

If you are saving the Excel file to a location where your current user doesn’t have permissions, you will experience the error message as well. Each driver or folder has its own permissions which are usually granted to administrators (same with the ownership). However, some system folders might be restricted to one user or the main administrator (same goes for custom folders whose permissions have changed deliberately). In this solution, we will navigate to the directories and change the permissions.

Note: Make sure that you are logged in as a normal administrator. If you aren’t, make sure you log in with one as you will not be able to make changes in a normal account.

  1. Press Windows + E and navigate to the directory where you are trying to save the file. Now, go one step back and open the directory where this folder is present.
  2. Right-click on the folder and select Properties.
  3. Navigate to the “Security” tab and click on “Advanced” present at the near bottom of the screen. As you can see there are no proper permissions for your account in this case.

Advanced Security options

Advanced Security options
  1. Click on the “Change” button present in the preceding screen. It will be right in front of the owner value. Here we will change the owner of this folder to your computer account.

Changing ownership of File

Changing ownership of File
  1. Click on “Advanced” and when the new window comes forth, click on “Find Now”. A list will be populated at the bottom of the screen consisting of all the user groups in your computer. Select your account and press “OK”. When you are back at the smaller window, press “OK” again.

Finding your Username

Finding your Username
  1. Now check the line “Replace owner on sub containers and objects”. This will ensure that all the folders/files within the folder also change their ownership. This way you won’t have to proceed with all the process again and again for any sub-directories present. You can also check “Replace all child object permission entries with inheritable permission entries from this object” according to your preference.

Setting Ownership Preferences

Setting Ownership Preferences
  1. Now close the Properties window after clicking “Apply” and open it again afterward. Navigate to the security tab and click “Advanced”.
  2. On the permissions window, click on “Add” present at the near bottom of the screen.

Adding your Account for Full Control
  1. Click on “Select principle”. A similar window will pop up like it did in step 4. Repeat step 4 again when it does.
  2. Now check all the permission (giving full control) and press “OK”.

Granting Full Control to Profile

Granting Full Control to Profile
  1. Check the line “Replace all child object permission entries with inheritable permission entries from this object” and press Apply.
  2. Now, you have exclusive control of the directory in which want to save the Excel file. Try saving now and check if the issue still persists.

Solution 5: Launching Excel in Safe Mode

If all the above methods don’t work, we can try launching the Office Suite in Safe mode. When you launch the Office application is safe mode, it disables all the plugins which are running in the application and launching with only the basic editor. This might help troubleshoot problems where bad plugins are causing issues. Make sure that you are an administrator.

  1. Press Windows + R to launch the Run dialogue and type the following
excel /safe
  1. Now, press Enter. Excel will now be launched in save mode. Now try replicating the data into it and then try saving in safe mode. Troubleshooting whether the issue lies with some plugin or not.

Note: If you diagnose any plugin causing the issue, navigate to the plugin menu and disable it.

If the above method doesn’t work you can try starting your operating system in safe mode. This will help diagnose if any application is causing the problem. If the editor works normally there, then enable the applications one by one and identify. You can try the following article to boot your computer in Safe Mode:

How to: Start Windows 10 in Safe Mode

How to Enter Safe Mode in Window 7, Vista & XP

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Kevin Arrows

Kevin is a dynamic and self-motivated information technology professional, with a Thorough knowledge of all facets pertaining to network infrastructure design, implementation and administration. Superior record of delivering simultaneous large-scale mission critical projects on time and under budget.

Overview

CUtlRBTree Overflow Errors, CheckSum Errors, Wrong Models being loaded, Wrong Materials being loaded, Invisible Model, Missing Textures, ERROR model in a session. All these things tie themselves back to a lack of understanding how the Valve file structure works. This guide will try to explain how the Valve Hierarchy works and why you’re having these problems.

The Valve Hierarchy System

The way Valve games work is based on a folder hierarchy system and the way this hierarchy work is in tiers, First Found Loaded, If found again, Ignored.

The Steamapps folder under the steam main folder contains the manifests for the games you buy.

The Common folder under the Steamapps folder is where the games install and this is where you’ll find the Sourcefilmmaker folder.

Now under the Sourcefilmmaker folder you find the Game folder and this is the install folder for SFM

Under the Game folder your going to find a few folders and the SFM executable (SFM.exe)

Some of these folders contain the stuff required for SFM to run, like the bin, platform and sdktools folders.

The others are asset folders. Like HL2, left4dead_movie, tf, tf_movies, USERMOD and Workshop.
However, these 6 folders are KEY folders that also contain files required by SFM to run and should not be modified. The Workshop Folder is the folder your subscribed workshop assets are going to download to.

I also refer to these asset folders as ModFolders. (Yes, USERMOD is a ModFolder)

ModFolders are the folders that contain assets we use in SFM like models, materials, particles, sounds, etc. In fact, if you look inside an asset/ModFolder you are going for find folders at least one folder called Models, Materials, Particles, or Sound. They can be named whatever you want and can be used to organize your assets so you can minimize what you’re actually loading into a SFM Session and prevent the CUtlRBTree Overflow Error.

The ModFolder is the base folder required for creating a custom mod folder and how SFM determines they should be shown in the SDK Edit Search Path function.

What is This Hierarchy Thing and How Does it Work?

The Hierarchy is control through the Gameinfo.txt files found in the Usermod folder and it tells SFM which ModFolder has a higher priority than the others. It can be edited using the SFM SDK “Edit Search Path” function
Sample of the Gameinfo.txt file.

“GameInfo” { “game” “Source Filmmaker [Beta]” “gamelogo” “1” “type” “multiplayer_only” “nomodels” “1” “nohimodel” “1” “nocrosshair” “0” “hidden_maps” { “test_speakers” “1” “test_hardware” “1” } “nodegraph” “0” “SupportsDX8” “0” “FileSystem” { “SteamAppId” “1840” “ToolsAppId” “1840” “SearchPaths” { “Game” “|gameinfo_path|.” “Game” “Custom” “Game” “tf_movies” “Game” “TF2Extract” “Game” “tf” “Game” “left4dead2_movies” “Game” “hl2” “Game” “workshop” } } “ToolsEnvironment” { “Engine” “SFM” “ToolsDir” “../sdktools” } }

When we launch the Search Path tool in the SDK we’re presented with a list of folders that contain at least one of the asset folders (Models, Maps, Materials, Particles, Sound.)
When we launch the Search Path tool in the SDK we’re presented with a list of folders that contain asset folders.


These folders can be dragged around in the tool allowing you to prioritize what ModFolder is seen first.

You will not find the Usermod folder in the list, it is locked and this ModFolder that has the highest priority.

The HL2 and TF folders are greyed out, these are essential folders required by SFM and can’t be renamed, but they can be given higher or lower priorities.

If you look at the Search paths in the sample of the Gameinfo.txt file and the list stack in the image of the Edit Search Path tool above, you’ll find that the code in the .txt file matches the order of the stack that have the check boxes turned on.

When we launch SFM and start searching for assets, assets are loaded into a SFM cache file based on what is found first.

If a ModFolder is Checked On in the Edit Path tool, it will be appended to the Gameinfo.txt file and the path will be changed to match the stack automatically. Assets in the active ModFolders will be made available to SFM for caching.

If you UNCheck a ModFolder in the Tool the folder will be removed from the gameinfo.txt file and asset will not be loaded when SFM caches assets.

Base on the order of the search, anything found after an item is first found and cached in a different Modfolder that has the same {pathfilename.ext}, that asset will be ignored, only the first found asset that was cached will be made available to our session. We’ll look at an example of this in a minute.

DON’T use USERMOD as a Custom ModFolder

A lot of SFM users use USERMOD as a Custom Asset folder. As the USERMOD folder is the main game ModFolder and has the highest priority in the stack, any asset found in there will be cached first. All other instances in other ModFolders that have the exact same path and filenames WILL BE IGNORED.
This one of the main reasons why we should not be using USERMOD for any custom asset and is usually the main reason of the “WHY does SFM load the wrong models/materials” questions in the discussion area.

Also, because users usually have thousands (exaggerated) of various assets buried in USERMOD, every asset in in the folder gets loaded. SFM is only a 32bit program and even when standing alone, it is a resource hog. Having everything cache can cause an overload, which can lead to the dreaded CUtlRBTree Overflow Error. This error is usually caused by SFM trying to cache more than it can chew.

If you have assets in USERMOD, you should create a Custom ModFolder with asset folders and move the stuff under the assets folder from USERMOD to them.

Also because you can have as many Custom ModFolders as you want and can name them anything you want, you can organized your Custom assets based on type, name, game, whatever and only turn on the ModFolders you require for your project. This will minimize the cache, prevent the CUtlRBTree Overflow Error and maybe free up some resources so your FPS rate doesn’t drop to low.

More on Hierarchy and How it Works

When a modelers creates a model, they identify model paths and texture paths in the QC that is used to compile it. In other words these paths are stomped in stone and the associated files must be found in a ModFolder that SFM knows about in the specified paths.

If I write a QC for a model and use a $modelname statement like..
$modelname ptejackcharactersmyProfilepteJack.mdl

NOTE: The path in the statement is relative to ModFolderModels. The models folder doesn’t have to be in the path statement and is usually the problem with some models being invisible in SFM if the author added it. If the modeler includes models in the $modelname statement like

$modelname modelsptejackcharactersmyProfilepteJack.mdl

then the actual path to the model files will have to be {ModFoldermodels}modelsptejackcharactersmyProfile
or the model will be invisible in SFM and throw the Can’t find pteJack.mdl Error.

My code tells the model that it can be in any ModFolder that SFM knows about but it must be a folder path modelsptejackcharactersmyProfile. On compile the the process will create 3 model files, pteJack.mdl pteJack.dx90.vmt and pteJack.vvd and it will place these files in USERMODmodelsptejackcharactersmyProfile.

Also in the QC, the modeler identifies where the Material VMT files will be found with the $CDMaterials statement like

$cdmaterials ptejackcharactersmyProfile

which means my VMTs must be in the

{ModFoldermaterials}ptejackcharactersmyProfile

The $CDMaterials statement is relative to a ModFolderMaterials folder and the same rules apply for materials as the do for the $modelname Statement except it applies to the ModFoldermaterials folder rather than the ModFolderModels folder.

As I stated before, USERMOD is a system folder and should not be modified, but the compiler uses it as the default folder for custom models that are compiled. This is not a problem, I can move the files to ANY ModFolder that SFM knows about.

So I could create a Custom folder, add a Models and Materials folder to it, turn it on using the SDK and move the files into it as long as the models files end up in a path
CustommodelsptejackcharactersmyProfile (for the model files)
and the materials in
CustommaterialsptejackcharactersmyProfile (for the VMTs the model uses)
The models will work.

Now for models that occur in more than one place. Only the first found will be available to our SFM Session. For example, lets use the TF2 HWM Characters.

Did you know that the TF Game has HWM Player Characters? It’s true. Have a look, they are in the
gametfmodelsplayerhwm
folder. However, these are not the HWM models that we see when we use an unmodified version of SFM when we call for a HWMHeavy.

The HWM models we usually see are the ones found in the TF_movies folder.
gametf_moviesmodelsplayerhwm

There are major differences between the 2 HWM variants. The TF_Movies variants are the ones designed for cinematography work.

Look at the model paths above, they are exactly the same except for the ModFolders and if we look at the Model file names, we’ll find they are exactly the same as well.

It’s the hierarchy we identified in the search paths that determine which model we get.

The default setting has TF_Movies as having a higher priority in the stack of ModFolders if we look at the search paths tool of the SDK. Therefore, the TF_Movies models are loaded and used, the TF models are ignored. If I wanted to use the TF HWM models, I would have to change the order of the stack and place TF over top of the TF_Movies listing in the search paths.

Now let’s take this one step further. Let’s say I download a HWM version of the Heavy from somewhere and I stick into USERMOD. It uses the same path and uses the same filenames as the other 2. When I load SFM and search for the HWM Heavy, the one in USERMOD is always going to be presented and I won’t have a way to turn it off if I don’t want to use it. USERMOD is the folder that has the highest priority and because it is the SYSTEM main folder it is not displayed in the Search Paths tool and cannot be over written.

To fix this I would move the files I put into USERMOD to a Custom ModFolder and change the priority as required.

What are Custom ModFolders Good For

One of the best uses for a Custom ModFolder is for porting other Game Assets to SFM. One common mistake is a user will try to port the newest items available for the TF into SFM. Instead of creating a Custom ModFolder they will paste the new files into the SFM TF folder.

The TF folder is a required folder and it should not be tampered with. SFM pulls on this folder because it is based on the Valve Game engine that the files in that TF folder were made for. If you overwrite the information in that TF with the newer stuff from the TF2 Game Cache file, SFM is not going to run, or if it does, is not going to perform or look like it’s supposed to.

If you happen to make this mistake, the only way to fix is to validate your application cache files, have SFM find the overwritten files and replace them.

Next is organization, if you look at the Folder List image I provided earlier, you see I have a custom folder for my TF game cache extract, one for Custom models, one for my CS:GO game extracts, One for EP2.

And the one called HidderHole, well I have so many Custom ModFolders that had I took a screenshot of them all, the image would go in for—–ever! I buried them in there and can pull them back to the games folder and turn them on when I need them.
A Custom folder like this let’s you keep only the ModFolders you need visible in Explorer, the unused stuff is hidden. If you run into a problem, the folders are right there and your not chasing it though the ones that aren’t being used.

I hid one that I should have left out, it’s called Tex_Fixes. ALL my repaired paintable textures go in that one and I give it a higher than TF and TF_movies so the repaired VTMs and VTFs are used instead of the ones from those folders.

Then there’s troubleshooting, every GarryMod model I port into SFM, because there are usually problems associated with the port, I initially create a Custom ModFolder for every one, this allows me to contain and fix the problems with it and not have to go chasing through tons of models to find the problem. I can also move the GMod Folder down the list in priority and find out if it is going to collide with any of the other models I plan to use in a session.

Same goes for models I get from mods.TF, they go into a Custom ModFolder because they need repair out of the box.

Common Errors Related to Hierarchy

1. SFM won’t Start or just does load and look like it’s supposed to?
Fix:
a) Did you port the any of the TF2 Game cache and overwrite the TF folder in SFM?
Yes: You’ve pooched SFM, Validate the Game cache and let the process finish
Create a Custom ModFolder and only port the Material, Models, Particles, Maps and Sound folders into it
Change the hierarchy order placing the new ModFolder above TF and TF_Movies

b) Did you Extract ALL the folders from the TF2 Game Cache and put them into the TF or Custom ModFolders
Yes: I did the the first one, See the the fix above.
Yes: they’re in a ModFolder
Delete everything from the Modfolder except the Material, Models, Particles, Maps and Sound folders
SFM should now start normally.

c) Did you extract the HL2 Game Cache Files and do either of the above?
Fix:
Same as above depending on what you did.

2. I get a CUtlRBTree Overflow Error when I try to start SFM.
Fix:
You are most likely trying to load too many assets into your SFM Session.
a) If you have hundreds of Workshop subscriptions, Kill some of your subscriptions. If you’re afraid the workshop item will be deleted by the author, move them into Custom ModFolders and turn off your subscription. This way you won’t lose stuff if it’s deleted from the workshop.

b) If you have a ton of stuff located in USERMOD, move it to Custom ModFolders and turn the ones you don’t need off.

c) Turn off the ModFolders not required for the project you’re working on.

3. I’m getting a CheckSum error on a model.
Fix:
Your model is most likely trying to read a model file that it wasn’t compiled with or one of the 3 required model files is missing and the model is reading one from a different location.
a) Go to the model folder, make sure the 3 required files (.mdl, .DX90.VTX and .VVD) are there.
If the DX90.vtx is missing but there is a sw.vtx and/or a dtx80.vtx there, change the name of one of them to DX90.VTX. SFM needs this file. The model may work when this is done. If not, then decompile the model and recompile it using the SFM StudioMDL compiler, this should fix the model.
b) If only the .mdl file is there and the other 2 are missing, the model may be a Goldscr model. It will have to be decompiled and recompile to Source standards.
c) If a) and b) fail and you can’t decompile the model, scrap it and find another model.

3. My model has Black and Purple Textures or I’m getting Can’t find VMT or Can’t Find VTF Errors
Fix:
Your Materials or Textures aren’t where they’re supposed to be. Use this guide.
[link]

4. My model is invisible… or I’m getting Can’t find .mdl or .vvd or .DT90.vtx Errors
Fix:
Your Model files aren’t where they need to be. Use this guide.
[link]

5. The wrong model is loading and I can see the right one in the Model Browser.
Fix:
You have a model in a higher priority folder that is being called. This could be a model that you put into UserMod. You’ll have to research where the model is coming from, get it into a different ModFolder or change the priority of the folder it is in so that the correct model is being called.

6. I’ve downloaded models from Mod.TF and can’t get them into SFM.
Fix:
Mods.TF require manipulation of location and files names. Use this guide.
[link]

7. My map is full of error models and missing textures.
Fix:
You ported the map incorrectly or you haven’t ported assets it requires to SFM. You’re going to have to research the map and find out what game(s) or custom assets it pulls from and get those ported into SFM.

8. Load a map that I’ve used before now crashes SFM.

Fix:
a) If the map that you used before was a stock SFM map and you’ve ported the Map folder from the TF2 or another Game cache, the map may have been updated and is now a compressed map. The map may need to be decompressed. See this Video

[link]

b) Find and delete the new map then use the old one.

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