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Can not run Light mapper script - Error 1073741819


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14 réponses à ce sujet

#1
Tikigod60

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Somehow I didn't notice this seperate forum for level creation and discussion when I made my original post in general discussion, so sorry for making a duplicate in the correct section.

I've been playing around with the level editor and keep coming across this problem regardless what kind of level I am trying to export, it will chug along fine processing lightmaps untill the end where the log will show:


17:22:58 - Failed to submit lightmap layout [pom_cam]
17:22:58 - Job submission process failed with a return code of '-1073741819'.
17:22:50 - Processing lightmap job
C:\\DOCUME~1\\Eric\\LOCALS~1\\Temp\\DALightmap\\pom_cam\\F5CEDFB8-85F5-4353-B255-B53D43B99540\\job_lm0.xml
...
17:22:50 - Running lightmapper script.
17:22:45 - Submiting jobs to lightmapper took 15 seconds.



And during the 'processing lightmap job' phase, I will get a typical windows pop-up informing me that EclipeRay.exe has hit a problem and needs to close, and asks me if I would like to report the problem to Microsoft yaddayadda.

I am now currently using Python 2.5, although fresh installs of either python 2.5 + Windows extensions or ActivePython 2.5 give the same problem.

Thinking it was a bad install, I have also redownloaded and installed the Toolset fresh (Removing both existing database and SQL server 2005 when uninstalling) but after a full uninstall but the problem still occurs.

Anyone know what might be causing this problem and have any advise on how to fix this? At first I thought I had simply made a bad level, but after making 3 more levels one of which was just empty open terrain with nothing except a ambient light, a lightprobe, a point static light and a start marker and still caused the problem, I think it might be something else.

The Toolset Wiki entry for installation seems to indicate that my problem is very likely caused by using a incompatible version of Python, but as I am using 2.5 and made a habbit of firmly removing any traces of any previous versions before installing a new one I am at a loss on what might be causing the incompatibility.


Edit:
Also, should add that I own the game through a STEAM purchase, though I can not see that effecting the toolset myself but anything is possible I suppose.

Modifié par Tikigod60, 22 novembre 2009 - 05:34 .


#2
Erenz

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Are you 100% sure you are using the win32 version of python? The 64bit version won't work.

#3
Tikigod60

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Yep completely sure, as I have downloaded the 32bit version 4 times now to ensure I had downloaded the correct thing and hadn't got a corrupted file when downloading.

ActivePython .msi name is: ActivePython-2.5.4.4-win32-x86_1.msi

And Python installer itself doesn't not mention the version when installing but it was downloaded from: http://www.python.or...thon-2.5.4.msi.

I did initially start with 2.6, but after the toolset would not even begin the lightmapper process I did a search on these forums and discovered that 2.6 wouldn't work, uninstalled it and installed 2.5 32bit fresh.

It doesn't mean much to me as I'am not that knowledgable in troubleshooting, but the error signature provided in the windows error report is now:

AppName: eclipseray.exe AppVer: 0.0.0.0 ModName: ntdll.dll
ModVer: 5.1.2600.5755 Offset: 00011689



Which is new to today after doing a clean install of Python, Toolset and SQL Server 2005, as previous the modName was always listed as 'Lightmapper.py'. (Still the same error code however)

Modifié par Tikigod60, 22 novembre 2009 - 07:04 .


#4
hunharibo

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this is a different error code than the python error, i dont think its related, no clue however

#5
Tikigod60

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Ok, as the crash always happens at the same point after the bulk  processing steps is done and it attempts to actually run the lightmapper script, here is a contents of the XML file in question right after the lightmapper script tries to run and Elipseray.exe crashes:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!-- Exported by EditorLvl --><RenderFarmOutput InputSceneFile="C:\\DOCUME~1\\Eric\\LOCALS~1\\Temp\\DALightmap\\gok_s1\\E29CAAF2-A693-4946-B37E-5F6907598D81\\..\\CachedScene\\scene_lod1.mb">
    <RenderConfig Preset=""/>
    <RenderOptions Preset="">
        <AmbientOcclusion>
            <MinColour R="-1.500000" G="-1.500000" B="-1.500000"/>
            <MaxColour R="1.000000" G="1.000000" B="1.000000"/>
            <MinSamples>32</MinSamples>
            <MaxSamples>256</MaxSamples>
            <AdaptSampleEnabled>1</AdaptSampleEnabled>
            <AdaptSampleAccuracy>40.000000</AdaptSampleAccuracy>
            <AdaptSampleSmooth>1.000000</AdaptSampleSmooth>
            <ConeAngle>90.000000</ConeAngle>
            <MaxRayLength>5.000000</MaxRayLength>
            <Exponent>2.000000</Exponent>
        </AmbientOcclusion>
    </RenderOptions>
    <Output Type="LightMap"/>
    <Light Type="Ambient" CastShadows="false">
        <Brightness>1.000000</Brightness>
        <Colour R="0.500000" G="0.500000" B="0.500000"/>
        <ShadowColour R="0.000000" G="0.000000" B="0.000000"/>
        <GUID A="924619749" B="7213" C="18829" D="251282580"/>
        <NumShadowSamples>1</NumShadowSamples>
        <LightSize>0.000000</LightSize>
        <Transform M00="1.000000" M01="0.000000" M02="0.000000" M03="0.000000" M10="0.000000" M11="-1.000000" M12="0.000000" M13="0.000000" M20="0.000000" M21="0.000000" M22="-1.000000" M23="0.000000" M30="35.340420" M31="35.773373" M32="0.000000" M33="1.000000"/>
    </Light>
    <LightList>
        <GUID A="924619749" B="7213" C="18829" D="251282580"/>
    </LightList>
    <RenderTarget Model="gok_s1_10_1_i10" Part="gok_s1_10_1" UnwrapChannel="1" SizeX="32" SizeY="32" OutputFile="C:\\DOCUME~1\\Eric\\LOCALS~1\\Temp\\DALightmap\\gok_s1\\E29CAAF2-A693-4946-B37E-5F6907598D81\\TGA\\lmgok_s1_a_1_0.StandardLightMap.tga"/>
    <RenderTarget Model="gok_s1_9_1_i9" Part="gok_s1_9_1" UnwrapChannel="1" SizeX="32" SizeY="32" OutputFile="C:\\DOCUME~1\\Eric\\LOCALS~1\\Temp\\DALightmap\\gok_s1\\E29CAAF2-A693-4946-B37E-5F6907598D81\\TGA\\lmgok_s1_9_1_0.StandardLightMap.tga"/>
    <RenderTarget Model="gok_s1_8_1_i8" Part="gok_s1_8_1" UnwrapChannel="1" SizeX="32" SizeY="32" OutputFile="C:\\DOCUME~1\\Eric\\LOCALS~1\\Temp\\DALightmap\\gok_s1\\E29CAAF2-A693-4946-B37E-5F6907598D81\\TGA\\lmgok_s1_8_1_0.StandardLightMap.tga"/>
    <RenderTarget Model="gok_s1_7_1_i7" Part="gok_s1_7_1" UnwrapChannel="1" SizeX="32" SizeY="32" OutputFile="C:\\DOCUME~1\\Eric\\LOCALS~1\\Temp\\DALightmap\\gok_s1\\E29CAAF2-A693-4946-B37E-5F6907598D81\\TGA\\lmgok_s1_7_1_0.StandardLightMap.tga"/>
</RenderFarmOutput>


I can't make much sense of what alot of it actually means because I am not all that familar with the toolset yet, but hopefully someone might be able to make some sense of it and at least be able to point me in a general direction to what's causing the problem.

Also, forgot to mention that the previous steps process fine.

Ambient occlusion process job gets done, shadowmap process job gets done, it then reports ' no FESL allocator defined', and continues to render settings before attempting to run the lightmapper script.

#6
Languard

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Have you tried using the updated lightmapper script? social.bioware.com/project/717/#files

#7
Tikigod60

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Yes, tried it with and without the updated script.

The problem still happens at the same exact point in the process, except the error signature reported back changes slightly to:

AppName: eclipseray.exe AppVer: 0.0.0.0 ModName: yafraycore.dll
ModVer: 0.0.0.0 Offset: 000a7955


Modifié par Tikigod60, 22 novembre 2009 - 10:54 .


#8
Tikigod60

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Ok... interesting development...



I have just tried to export a interior level, and it works perfectly.



It seems the problem I am having is isolated entirely to exterior levels.

#9
Qutayba

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There are two/three things I've needed to do to get my exterior levels to export (still with some lighting (and of course the water) problems, but it's functional). You need Pyton 2.5, 32 bit, as well as the extensions (http://sourceforge.n...ojects/pywin32/ - see the wiki, "Installing the Toolset" (not Step by step: Installing the toolset: the wiki is already in need of cleaning up :P). I've also applied the James Goldman patch (http://social.bioware.com/project/717/), which doesn't hurt, but it hasn't fixed all the problems. I've found the lighting issues to be most frustrating because I can never tell whether it's a bug or whether I'm doing something incorrectly. It might be worth it for some Bioware employee to write a really good guide to the toolset (I'd even pay a microtransaction for it!), though I suspect the modding community on the forum will beat them to it!


#10
Tikigod60

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Heya Qutayba, cheers for the reply.

After finding out I could export a plain interior just fine, whilst a plain exterior would also cause elipseray to crash, I've done abit of experimenting.

I am starting to think that whatever is causing my problems isn't a python problem, but rather is a quirk of the current state of the lightmapper script, as I have now been able to replicate the crash using interiors by placing props in the map.

As soon as I add something that isn't a floor or a hollow wall (Hollow as in the main character can run through them when testing the area), it seems the script is unable process the job.

First two obvious causes that come to mind for me are:

1) This is just a bug, and will be sorted along with the rest of the fixes due.

2) This is a result of my machine not having enough memory to process anything more complicated then a plain interior. (I am assuming here that a empty exterior is still much more resource intensive then a plain interior when  exporting).


Guess I will leave it for now, and wait for the updated toolset and go from there.

Modifié par Tikigod60, 23 novembre 2009 - 07:08 .


#11
ModWriter

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Try this:

For exterior level!

Load a downloaded Python25.dll in tools\\lightmapper
[Jakan86 - World of Players]

It works now and i can export and play a level/area, but not with 'Do All Local Posts'; only with 'Post to local'. I have the notice 'No lightmap atlas found', but it works anyway.

If anybody has a clue about this lightmap atlas, please post...

Modifié par ModWriter, 23 novembre 2009 - 11:01 .


#12
ModWriter

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By the way, how can i delete a post? And why can i not edit a post? And where can i upload something? This forum is a mess :whistle:

Modifié par ModWriter, 23 novembre 2009 - 11:02 .


#13
Languard

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A) no deleting posts

B) There should be an edit link on your posts next to the Quote link

C) Create a project and post a link to that project :P A bit backwards but it works

#14
ModWriter

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ok, thks.
ähmmm ok i know that edit button ;) but it did not work in my first post. in the second post it was possible.
but enough of that, it is offtopic.

Modifié par ModWriter, 23 novembre 2009 - 10:00 .


#15
Tikigod60

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For anyone who comes across this problem themselves and finds this thread through searching...

When using the new version, the elipseray crash problem is completely resolved on all the levels I have tried so far, so it seems version 1.1 has fixed the problem.

Modifié par Tikigod60, 25 novembre 2009 - 04:53 .