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[SOLVED] EclipseRay 1.2 crashes during lightmap render & cannot save lightmaps


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#1
turtlecrunch

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Solution: Problem was caused by attempting to render lightmaps on the model tce_kinloch_1.  Setting Lightmap to False for that model in the object inspector solved the problem.

Problem:
Updated ActivePython to 2.5.7 and patched the lightmapper using the stickied post at the top of this forum.  Deleted all lightmap-related .erfs and other files.  My only lights are sunlight and an ambient light.

This just started happening on a level I have rendered maps before on without problems.  I found some older forum posts about it but no one had found a solution.  I think the most recent one was 8 months ago.

So just checking to see if anyone has found a solution yet.

The exact problem goes like this: the lightmapper starts fine, the progress bar gets to 50-75% and EclipseRay is switched on in the log window, then after another few seconds I get one of those generic Microsoft error reports where you can choose to send/don't send.

The log window then says:

E: 21:35:23 - Failed to submit lightmap layout [ojar1]
E: 21:35:23 - Job submission process failed with a return code of '-1073740777'.

System info:

Game Version: Steam Dragon Age Collector's Edition and Awakening
DLC: Warden's Keep, Stone Prisoner, Blood Dragon Armor, Return to Ostagar, Golems of Amgarrak
System: Windows XP
Processor: Intel Core2 Duo T5470 @ 1.60Ghz
Graphics Card: NVIDIA GeForce 8600M GT
RAM: 2.0GB
Available Space: 28.0GB
(It's a laptop.)

The other error (which may or may not be related, it started happening back when I could still render lightmaps) is that when I save the level it says "Could not save lightmaps ERF."

Modifié par turtlecrunch, 15 septembre 2010 - 04:59 .

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#2
mikemike37

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I' don't really know much about troubleshooting the lightmapper (it worked almost out-the-box for me)... but in the interests of offering something to pass the time until somebody knowledgeable jumps in... did you check:

http://social.biowar...n-275454-1.html

EDIT: never mind, i cant read... thats exactly what you did!

Modifié par mikemike37, 07 septembre 2010 - 06:56 .


#3
ponozsticka

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Ey ~~ Posted answer to Community Contest page, my bad.

Anyways, there is an option File -> Compact Level Erf try that for second problem

#4
mikemike37

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it probably couldnt save to erf because of the first problem. would be my guess.

#5
ponozsticka

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I managed to save erf with half finished lightmaps, though I aborded EclipseRay myself, so that might be the difference

#6
TimelordDC

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Is this happening only for this one level? Trying to see if it's a lightmapper issue or level issue.



Have you tried clearing out your DALightmap folder? I don't know where exactly it will be in XP but you can search for the folder name.

#7
mikemike37

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I'm using XP and I can find pretty much everything lightmap-related in the following places:
  • My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\LvlWorkspace\\\\lightmaps\\\\LAYOUT
  • My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\ProbeLightMaps\\\\LAYOUT
  • My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\resourcepostintermediatewin32\\\\processed\\\\addins\\\\MODULE\\\\layouts\\\\win32\\\\layouts\\\\LAYOUT
  • My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\resourcepostintermediatewin32\\\\processed\\\\addins\\\\MODULE\\\\layouts\\\\win32\\\\modelhierarchies\\\\LAYOUT
  • My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\resourcepostintermediatewin32\\\\processed\\\\addins\\\\MODULE\\\\layouts\\\\win32\\\\textures\\\\dds\\\\LAYOUT
  • (path of your level file)\\\\LAYOUT.erf
  • (path of your level file)\\\\LAYOUT.bak.erf
  • C:\\\\DOCUME~1\\\\Mike\\\\LOCALS~1\\\\Temp\\\\DALightmap\\\\LAYOUT (you can use Run... and type %TEMP% and hit OK)
  • (if you have posted to local) My Documents\\\\BioWare\\\\Dragon Age\\\\addins\\\\MODULE\\\\core\\\\override\\\\toolsetexport\\\\LAYOUT
 

Modifié par mikemike37, 07 septembre 2010 - 10:50 .

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#8
turtlecrunch

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TimelordDC wrote...

Is this happening only for this one level? Trying to see if it's a lightmapper issue or level issue.

Have you tried clearing out your DALightmap folder? I don't know where exactly it will be in XP but you can search for the folder name.


I can confirm it is only happening for this level.  Lightmap rendering worked previously on this level...and now it doesn't.

I have cleared out everything lightmap related per Mike's post.  I deleted the exportable area as well and made a new exportable area with new sunlight and a new ambient light.  Then I renamed the layout and resaved the file with a different filename.  Still get the same error.

I also know that one other person who tried rendering the lightmaps with the current level could not do so, and got the same error, so it is something in the level...I just don't know what.

Sorry for bumping this so late.  I had some exams/etc this week that were preventing me from trying to work out this problem.

#9
mikemike37

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other person was me: can confirm that level is borked :P sorry turtle! I have literally no idea how something with a .lvl file alone can cause a lightmapper problem.



My advice would be to work from any older .lvl files you have (think you submitted an earlier one to DANexus, or you could check your lvl.baks?) and try and copy and paste models across. You can use selection groups (SELs) to copy across folders of stuff from one level to another... hopefully won't take long, but your terrain changes will be lost since theres no way to transfer them to your old level.

#10
TimelordDC

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If you don't have backups, what you could try doing is loading the level file and deleting the last placed prop. The toolset will then select by default the prop/tree with the next model instance ID (at least, that's what it appears to); delete it. Delete a bunch of those props, try lightmapping again. Rinse and repeat till you it appears ok.

Alternately, instead of deleting, you could just select groups of props and set Lightmap to False and try to isolate the problem.

#11
turtlecrunch

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TimelordDC wrote...

If you don't have backups, what you could try doing is loading the level file and deleting the last placed prop. The toolset will then select by default the prop/tree with the next model instance ID (at least, that's what it appears to); delete it. Delete a bunch of those props, try lightmapping again. Rinse and repeat till you it appears ok.
Alternately, instead of deleting, you could just select groups of props and set Lightmap to False and try to isolate the problem.


I tried deleting all the props (except for vegetation) just to confirm that it's a prop problem, and the lightmaps and lightprobes rendered without issue.  So I know it's not a plant, and I know it is one of the models I'm using that's causing the problem.  Now I just have to figure out which one(s).  Thank you so much. :) 

I couldn't find a way to set the lightmap to false via right-clicking or in the object inspector-- there's a visible false/true but I don't think that's what you mean.

Modifié par turtlecrunch, 15 septembre 2010 - 02:51 .


#12
mikemike37

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no, its called Lightmap, and its usually next to visible. I expect its not available when you select a whole group of stuff if you select any folders, since it cannot be set on a folder. Try selecting just props within one folder WITHOUT selecting the folder itself?

Modifié par mikemike37, 15 septembre 2010 - 02:55 .


#13
TimelordDC

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That's good news, turtlecrunch. If it is a prop problem, I expect some of the folks here might be able to fix it and you might have just saved future builders from a similar headache ;)

#14
turtlecrunch

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mikemike37 wrote...

no, its called Lightmap, and its usually next to visible. I expect its not available when you select a whole group of stuff if you select any folders, since it cannot be set on a folder. Try selecting just props within one folder WITHOUT selecting the folder itself?


Found it, thanks. :)

I also found the model that is the cause of the problem: tce_kinloch_1

It is the gigantic (vista-size) Tevinter tower with some hilly/rocky areas at the bottom of it.

If I set lightmap to false for that model, the lightmaps for everything else render perfectly. :)  Woo.

I had a couple other tce_* (Tevinter Castle Exterior) models in the level but they don't appear to cause any problems.  Nor does the actual vista object I have, vst_frostbacks_02_1

Thanks for all your help guys.

#15
mikemike37

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ah be sure to export your stuff and update your contest page - although its a little late for the actual judging, itll be good for other users to get the layout as it should be. I'll also try and get around to updating the bundle, though i may not have time until the weekend.