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Terrain/Water/Texture/Grass erased after error


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#1
DotFreelance

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Aside from the scripting issues I've been having, and the constant errors from the toolset, I've found after attempting to import an ERF file that the toolset crashed again but this time has, for whatever reason, completely erased all the terrain data.

Is that a function of importing the ERF? The ERF contained scripts and an item. 

For what it's worth, I have the steam NwN2 plat. Might change the diagnosis. 

#2
painofdungeoneternal

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Don't use ERF's...



If it has a given file name, and so does your module, it will replace it.



Use NWN2Packer, extract to a folder. Then for the toolset make sure you use directory mode and then you can just copy into the folder. ( if you use a module you can use nwn2packer to copy the resources into the module, however for least possible issues use directory mode )

#3
MokahTGS

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No, importing an .erf file should not do that, but the toolset crashing can corrupt areas.  For the record, I've never had an issue with .erf files, importing or exporting.  Some people don't like them, but it's not a universal truth.  There are a few things that you should do when building that could reduce the crashing issues:

1) Turn Auto Save off.
2) Always save/build in directory mode. Go to File|Save Directory. This save the module as a directory that you can remove and dump files into. It's much more stable, and a better way to build.
3) Save often, keep a backup, and save often.

You should know that there are some areas of the toolset that are more prone to crashing than others.  The appearance wizard is one, and some plugins can cause stability issues.

Modifié par MokahTGS, 03 février 2011 - 12:01 .


#4
Mad.Hatter

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I've only had this issue once and it was caused in a test module run for the sole purpose of exploring what I should and shouldn't do with the toolset. I had exported about 450mb of areas from the OC and then imported them as one big .erf into the test module. I lost all my grass and water in the test areas but the texturing was still there. Still, you mention scripts and an item--that's unlikely to be large enough to destabilize your toolset.



Try what mokah and pain recommend. Turn off Auto Save because it's a giant PITA. Directory mode is the way to build, in my opinion, and it makes adding and removing content extremely easy without the chance of toolset corruption.

#5
c i p h e r

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It sounds like module corruption to me - which is unfortunately not that uncommon for large modules like yours - when working in module mode. As has already been said, switch to directory mode. You will protect your work by doing this because the content is broken out into individual files. In module mode, it's all packed into a .mod, so if something goes wrong, you'll corrupt the mod file and you can lose some or all of your work.



You may want to also check that your toolset settings (like the water and grass toggles) didn't change on the crash. That can happen.



p.s. If you're using Win 2K, switch to XP (the minimum requirement). The toolset is very prone to crashing on Win 2K. It's much more stable on Win XP.

#6
dunniteowl

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Yes, very large modules can sometimes "choke" the toolset and memory (RAM) due to known optimization and memory leakage issues in the toolset. Corruption of files is also a known issue for these sorts of things and can be hard to track down.

Auto Save OFF! Muy Importante, Tres Important, Sehr Important, Really M-portant.

When saving large module files and baking, try baking only one area at a time, not the entire module.

Use directory mode (also as Mokah suggested) as it's more stable and saves in smaller chunks.

Save, then exit. Don't exit and then save during exit (increases chances for module corruption should the application hang during exiting.)

Restart the toolset after several hours of continuous use (especially if things get laggy all of a sudden)

If there seems to be lag, you either have a very large number of placeables or a very large placeable is being moved. Wait for everything to settle down before clicking on other functions (I have seen this particular thing crash the toolset and lose data personally.) Once things settle down, see recommendation regarding restarting the toolset.

Other than that, enjoy. :)

dunniteowl

#7
DotFreelance

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All great suggestions, but I was hoping someone might know a way to recover the module. If not, I suppose I'll just have to go at it again...



I was running 1 area, 3 custom scripts and 2 custom items. It really shouldn't have corrupted the module when attempting to import the ERF for the MTT ( Module Testers Toolkit. )



I'll make the changes so I'm less likely to lose the data a second time.



I'm still getting used to the new toolset... although I used the old one a lot. ( Took part in DMFI and was invited to work on CEP in NwN1. )

#8
dunniteowl

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You might still have the area if you were using saves in .mod (meaning you didn' specifically create and point your saves to that directory by choosing "save as..." and setting that up as opposed to hitting "save" which just saves it in .mod format.

If you were saving like this, it's a possibility that in your modules, there is one or more strangely named modules with gobbledegook alpha-numerics and somewhere in all that, the name of your module. This is what happens during save as the toolset crashes for whatever reason and most, if not all your last bits of your module should be in there. If not, then yeah, you'll have to start over, but considering it's "1 area, 3 custom scripts and 2 custom items," that shouldn't be too back breaking to repeat build if needed.

Good luck -- I once lost an entire module that had 4 areas, and while there weren't scripts or custom items of any sorts, the actual building represented something on the order of 40 to 50 hours of build time -- poof. It was literally just not there anymore -- not even the file name.

While frustrating, I just figured it was another opportunity to build it better next time.

dunniteowl

#9
c i p h e r

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There should be a temp folder in your modules directory that will still be there after a toolset crash (generally named "temp" followed by a bunch of random characters). If the folder is still there (and it should be unless you deleted it), you can open it by selecting the Open Directory option off the file menu and see what's in there. It should represent that last valid working version you had prior to saving/crashing.

#10
DotFreelance

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Soooo, I decided finally to try working on this bad boy again, only to have it do the exact same thing. I have it saved in directory mode this time. The area lost all terrain data in between uses; I had the module running and working without crashes. I saved. Closed. Re-opened today and here we go, no terrain data.

I really wish programmers weren't allowed to continue working in the field if they're completely incapable of doing their job. :(