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Bake problem, module crashing.


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#1
Xeneize

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Hello. I am facing an imminent issue with my map when baking. All of a sudden, the process of baking crashes my toolset completely.

 

It appears to always crash at the bit where it says 'Baking Phase 3 Stiching Placeable Walkmeshes -( 9 of 38) Cutting area mesh'

 

I don't know how to fix it nor what is causing it considering that it used to bake just fine. I even went beyond deleting half my map in the goal of being able to save some of my work, it still crashes. It seems that my other maps bake just fine however.

 

I could use assistance on how to resolve this. Thank you in advance.



#2
4760

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All of a sudden[...]

Does it mean it used to work in this very area before?

It appears to always crash at the bit where it says 'Baking Phase 3 Stiching Placeable Walkmeshes -( 9 of 38) Cutting area mesh'

If yes is the answer to the question above, did you try removing the last placeables or walkmeshes you added and see if that fixes it? In case there's something wrong with custom content, did you try to bake with an empty override/without the last hakpak added?
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#3
Xeneize

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I fixed the issue by continuing the eliminate things rather blindly... apparently, deleting a few trees did the trick... I don't know why it would cause baking problems to have trees.

 

And yes, the area baked just fine before.



#4
rjshae

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That is odd. I've never had a problem with baking trees. They shouldn't even effect the walk mesh unless you lay down a cutter.



#5
Dann-J

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I wonder if there's an upper limit to the number of objects (of any kind) that an area can have?



#6
kamal_

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I wonder if there's an upper limit to the number of objects (of any kind) that an area can have?


Someone tested it on the old bioboards, using the geometrically simple crossroads keep stone construction block. Their toolset would reliably crash out around 3250 of them in a flat untextured area. I tested and had the same behavior on my old less powerful pc. It seemed to be a hard limit on what the toolset could handle. Some of the city wards in Crimmor get up over 3000 objects including sounds, npcs etc, so those were probably near the object limits, though more compute intensive due to ai and higher poly placeables.