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RPU process failed with a return code of '1' [SOLVED]


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#1
Lord Methrid

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After 1 1/2 hours of trying to post all to local, I recieve the following error.

Posted Image

Please don't tell me this is a windows vista problem, lol The closest solution I found on these forums is a similar error when someone was working with voice wave files in the conversation editor. But this is a different process. I'm trying to post all to local to get my level converted into an area.

Given the fact that this is a massive level, I require the entire thing to be viewable for a cutscene.

Any help would be immensly appreciated. At the moment I am redoing the pathfinding and will try to make the area zone tiny and test from there.

Modifié par Lord Methrid, 17 août 2012 - 04:43 .


#2
Karma

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I was having problems posting my level to local a couple weeks ago. Near the end, it would just fail for no logical reason. I don't know if it was the *same* error as you, but... I deleted everything from every possible export location there is. Emptied my temp folder. Even deleted my lightmaps (*sob*). Basically gave my toolset a digital enema. After that, it posted without incident.

EDIT: Does the post function have a time limit? Your error seems to imply that it does... and that it's timing out before finishing?

Modifié par satans_karma, 14 août 2012 - 03:58 .


#3
DarthParametric

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That's a 1hr timeout (3600 seconds). So either the mesh compiling process stopped responding, or whatever file it was working on was astronomically enormous. Go have a look at the referenced dspln1n_65_0.mmh.xml and see what the file size is. You might want to post the full log as well (right click on the console window and choose copy all to clipboard).

#4
Lord Methrid

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Gargh I'm getting frustrated!

After disabling my virus scanner (and internet for safety) I perform the "Do All Local Posts" and RPU.exe crashes! It was making further progress too!!

The interesting thing is that after disabling my virus scanner, I managed to successfully perfom a "Post to Local" of the entire level. The problem with this is that I have models that were not posted so I need to "Do All Local Posts" to get everything exported into an Area.

But after performing a "Do All Local Posts" I get this new error, the RPU.exe crash!

The log was too large so I took the most recent part:

E: 23:03:40 - Local Posts Failed!
S: 23:03:40 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed.  Please see below for more details.
I: 23:03:40 - Offers.xml file has been updated successfully.
I: 23:03:40 - AddIns.xml file has been updated successfully.
I: 23:03:39 - PostProcessing
E: 23:03:38 - Galaxia_Scene10.lvl - Exporter FAILED for resource: Galaxia_Scene10.lvl
E: 23:03:38 - Failed to post layout [dspln1n] locally.
E: 23:03:38 - RPU process failed with a return code of '-1073741811'.
I: 23:01:08 - Done copying files. Resource post completed.
I: 22:59:52 - Resource build completed. Copying files to output folder.
I: 22:59:52 - SKU successfully created.
I: 22:59:50 - Building SKU...

EDIT: Darth I don't know which file you are referring to, the actual dspln1n_65_0.mmh.xml is 16.6 kb
However I think I can see the dimention of the msh by looking at the top text in that xml:

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!-- Exported by EditorLvl --><ModelHierarchy Name="dspln1n_65_0" ModelDataName="dspln1n_65_0.msh">
    <Node Name="GOB">
        <BoundingBox>-16.328171 -14.896942 -74.213203 1 16.328171 14.896973 6.471005 1</BoundingBox>
        <NodeMesh Name="dspln1n_65_0" MeshGroupName="dspln1n_65_0" MaterialLibrary="INVALID" MaterialObject="dspln1n_65_0.mao" CastRuntimeShadow="1" ID="_0">
            <CollisionObject Static="true">
                <Shape Type="Mesh" HeightAxis="3" HeightExtent="-5000.000000 " GROUP_MASK_STATICGEOMETRY="true" GROUP_MASK_WALKABLE="true" Rotation="0.0 0.0 0.0 1.0" Position="0.0 0.0 0.0 1.0">
                    <VertexData length="289"><![CDATA[-16.328171 4.318115 -5.616494

satans_karma, I'll have a go at deleting all that stuff of mine as well but I have a bad feeling it still won't work, this level is a beast :(

Modifié par Lord Methrid, 14 août 2012 - 06:25 .


#5
DarthParametric

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There's no need to disable your AV. That's just useless crap half-assed tech support zombies parrot from their playbook.

16KB is fine. If it was like 50MB or something that might indicate a size-related issue. Try compiling it manually. Copy the XML into \\tools\\ResourceBuild\\Processors\\MMH\\ and then open a command prompt (or create a batch file) and run the following:

GraphicsProcessorMMH.exe dspln1n_65_0.mmh.xml

See if it successfully compiles and gives you an MMH or if it errors out/freezes.

#6
Lord Methrid

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UPDATE2: [SUCCESS.. kinda!]

Here are the steps I took:

1) Deleted my temp content by going to the following directory %temp%
2) Removed all lightmaps and exported level files by using this guide.
3) Decreased my area definition to exclude vista object (edge of mountain was inside my original green zone) as seen in this screenshot here.
4) Disabled my Internet Connection (for safety).
5) Disabled my MS Security Essentials (virus scanner)[UPDATE: NOT REQUIRED!! JUST TESTED AGAIN!]
6) Ran "Do All Local Posts"... and whala, it works! Check out the beast here.

=-=-=-=-=-=-=-=-
BUT...
=-=-=-=-=-=-=-=-

A couple of models didn't export out.

As you can see here , here and here.

My guess is that the level editor doesn't like models clipping into the geometry? Any incite about this?

For your reference the models that didn't export are cav_caiwall04_0, fca_wdbeam03_0 and prp_root06_0

P.S, Just saw your previous post, I would say that I did disable my scanner because after my prior test I found out that it was +1 contribution to the series of problems tonight <_<

P.S.S. One more thing... where is my Sun? 

Modifié par Lord Methrid, 17 août 2012 - 07:56 .


#7
DarthParametric

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Model intersection should be irrelevant. It would be very hard to find a level that doesn't have multiple instances of it.

You really need to post your whole console log. Dump it on http://pastebin.com/ or the like.

I see no reason why SE would be interfering with the toolset. In the event it was, just add the toolset directory to the exclusion list. No need to disable it altogether.

#8
Karma

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Lord Methrid wrote...

A couple of models didn't export out.

As you can see here , here and here.


Does posting those objects individually work?

#9
DahliaLynn

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I've recently experienced this mind boggling issue with Cuvieronius. In the end it turned out that the particular models that didn't show were just outside the "exportable area". (Perhaps he can elaborate here)

#10
AmstradHero

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Another question - are you taking those screenshots from the area editor or from within the game? I have noticed in some of my levels that some models do not appear in the area editor but I just get the shadow they cast, but when I load up the game itself, they're present.

#11
Lord Methrid

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[UPDATE]

DarthParametric wrote...

Model intersection should be irrelevant. It would be very hard to find a level that doesn't have multiple instances of it.

You really need to post your whole console log. Dump it on http://pastebin.com/ or the like.

I see no reason why SE would be interfering with the toolset. In the event it was, just add the toolset directory to the exclusion list. No need to disable it altogether.

The dump was too large for a free account on pastebin lol I will upload it via rapidshare if I encounter further issues, for now I seem to be on track to success. :)

AmstradHero wrote...

Another question - are you taking those screenshots from the area editor or from within the game? I have noticed in some of my levels that some models do not appear in the area editor but I just get the shadow they cast, but when I load up the game itself, they're present.

Bingo.

Those screenshots were taken in the area editor.

I tested this exact thought out by previewing the now exported area in my cutscene, whalah, those missing models now appear in the cutscene and I presume in game as well (I will get around to checking it out in game during the weekend).

For now however, I wanted to thank everyone here for helping me out!!!

Dahlia, that is a good point. As I took that precaution seriously, in my previous post I mentioned that I moved the vista mountain model out of the green zone and that may have also allowed me to "post all to local".  Regardless I am happy to report that this beast of a now area is - as far as I can see - ready for cutscene work!!!

I will add "[SOLVED]" to the thread title this weekend if I can confirm by then that the missing models also appear in game as they do in the cutscene editor.

Once again, thank you guys for your support and shared experience, it's good to see there are others fighting the good fight!
:wizard:

P.S. The Sun is still my main concern. Does anyone know if the sun only appears in game and not in any of the editors?

Modifié par Lord Methrid, 15 août 2012 - 10:00 .


#12
DahliaLynn

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The sun/moon only appears in game as far as I know.

In order to create scenes where they were in view I would have to preview my level sun/moon position changes in game and adjust accordingly.

Modifié par DahliaLynn, 15 août 2012 - 10:42 .


#13
DarthParametric

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Ah, so it's not too dissimilar an issue to lightmaps incorrectly displaying in the level editor that I mentioned in another thread the other day, inasmuch as what you see in the toolset is not always (or even often) representative of what you get in the game.

#14
Lord Methrid

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DahliaLynn wrote...

The sun/moon only appears in game as far as I know.

In order to create scenes where they were in view I would have to preview my level sun/moon position changes in game and adjust accordingly.

Ah ok, thanks Dahlia!

Shame how certain models and objects don't appear in these editors, it makes work that much more harder!

One last question:

From this point on, if I only need to add props and models, I can now resort to adding them in the area editor or must I perform a "render lightmaps" in the level editor and post to local ALL OVER again? :blink:

#15
DarthParametric

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You can't add static props in the area editor, only the level editor. The area editor is just for placeables, triggers, creatures, etc. So yes, any additions will require re-lightmapping and re-exporting your level.

#16
sea-

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Lord Methrid wrote...

One last question:

From this point on, if I only need to add props and models, I can now resort to adding them in the area editor or must I perform a "render lightmaps" in the level editor and post to local ALL OVER again? :blink:

Yeah, any time you need to edit your base level geometry you will need to re-render.  Also remember that most placeable models are available for use in the level editor, usually under the plc folder, although take note that they will be lit differently - placeables have different UVs (I think) and are meant to stand out from background geometry a little bit, so they are usually a bit brighter and tend to not respond as much to dark shadows when used in the level editor.

I sometimes use placeables in my levels to fill them out without resorting to a full re-render and export.  Especially if it's just a few crates or something, rarely is anyone going to notice the inconsistency.  It also works well for situations where you might want to reuse the same level but have different objects present in different areas.  I do this for some of my random encounter levels - a bit of a cheat, but it does save on file size to not have to include 5 versions of the same level.  However, if your levels are non-interactive and/or you want maximum visual consistency and quality, using placeables this way probably isn't advisable (though BioWare does it tons in the single player campaign).

Modifié par sea-, 17 août 2012 - 04:35 .


#17
Lord Methrid

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Indeed, good points sea and thanks for the tip darth.

As you said sea, sometimes it is just worth the 30 - 60 minute wait to re-render out just to get the perfect lighting on the geometry or objects. :) I think it's time I add an update to the title of this thread to "Solved". Thanks a million, guys!

Modifié par Lord Methrid, 17 août 2012 - 04:42 .


#18
DarthParametric

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Placeables lack a second set of UVs so they do not receive any baked lightmapping at all. While you can use them as static models in the level editor, it is generally not advisable to do so if you can avoid it because of the visual disparity between them and props that sea alluded to. If you have your heart set on a particular placeable model that does not already have an existing prop equivalent, you would be better off running it through Max/GMax and exporting it with a second set of UVs so it can lightmapped.

Hrmm..maybe I should should just reprocess them myself and upload them. Anyone got a list of the placeables that have no prop equivalent?

#19
sea-

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DarthParametric wrote...

Placeables lack a second set of UVs so they do not receive any baked lightmapping at all. While you can use them as static models in the level editor, it is generally not advisable to do so if you can avoid it because of the visual disparity between them and props that sea alluded to. If you have your heart set on a particular placeable model that does not already have an existing prop equivalent, you would be better off running it through Max/GMax and exporting it with a second set of UVs so it can lightmapped.

Hrmm..maybe I should should just reprocess them myself and upload them. Anyone got a list of the placeables that have no prop equivalent?

I have a few I use commonly:

- all of the plc_bonepile models
- plc_darkmirror_01
- plc_tent_large (not 100% sure but I don't think so)

Items with prop versions that don't have proper UVs:

- prp_market_stall
- prp_deadtree and prp_treea/b/c

Would need to look for more but those are the ones that immediately come to mind.