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View Full Version : Build Light function hang up EDK



Plastik
11-05-2009, 09:11 PM
Level size: 4096х4096х32 with few walls and sky light added. When i`m pressing «Build Light» with following options:

- Build BSP
- Build Static Meshes
- Build Only Current Level
- Preview Quality
- Use Lightmass

And when i`m pressing OK all i can see is just Building map and (Collecting the scene) and Swarm Agent. Thats all. Nothing happen and UDK hang up (even CPU load = 0).

It works fot me only one time (when i`m first time start UDK).

Specs:

E6750 / 4Gb / 8800GTS 320 / XP SP 2.0

PS. Without Use Lightmass option it works.

maj86
11-05-2009, 09:18 PM
I have this same problem with a very small map and a few lights. It works fine when the Use Lightmass option is unchecked.

WOBBLER
11-05-2009, 11:56 PM
The lightmass client is a 64 bit application can that be the problem? I dual boot and when I use xp 32bit I get the same problem but using xp 64 it works fine. Edit, Now its happening with xp64, here is the error log

05:45:02: [Interface:TryOpenConnection] Local connection established
05:45:02: [Job] Accepted Job D56FBE85-4135056C-A1DDF685-D70B89A6
05:45:02: [Interface:OpenChannel] Error opening 9AD45E32DF274C5496821EDD0112A82B.2382AA8A4374EE564 AC359BACC81E5F5.mtrl: The system cannot find the path specified.

05:45:02: [Interface:OpenChannel] Error opening 9AD45E32DF274C5496821EDD0112A82B.1414A5264BFC4F1E9 0FFFAB5483AE700.mtrl: The system cannot find the path specified.

05:45:02: [Job] Launched Job UnrealLightmass_2009-10-27_16-53-34_998680-64bit.exe
05:45:02: [Job] PID is 2380
05:45:02: [Job] GUID is "D56FBE85-4135056C-A1DDF685-D70B89A6"
05:45:03: Log file created: UnrealLightmass_C-OPCFFUA5BKF39_910B41D54A52E3886B622CAF38B0F001.log
05:45:03: Lightmass WIN64 started on: C-OPCFFUA5BKF39. Command-line: "C:\SwarmCache\Jobs\Job-D56FBE85-4135056C-A1DDF685-D70B89A6\UnrealLightmass.exe" D56FBE854135056CA1DDF685D70B89A6
05:45:03: Processing scene GUID: D56FBE854135056CA1DDF685D70B89A6 with 2 threads
05:45:03: Building static lighting...
05:45:03: [Job] Found a parent connection for PID 2380
05:45:03: [Job] 70646DBD -> 03F5FC19
05:45:03: [Interface:TryOpenConnection] Local connection established
05:45:03: [Interface:OpenChannel] Error: System.IO.FileNotFoundException: Could not find file 'C:\SwarmCache\9AD45E32DF274C5496821EDD0112A82B.23 82AA8A4374EE564AC359BACC81E5F5.mtrl'.
File name: 'C:\SwarmCache\9AD45E32DF274C5496821EDD0112A82B.23 82AA8A4374EE564AC359BACC81E5F5.mtrl'
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at System.IO.File.ReadAllBytes(String path)
at NSwarm.FSwarmInterfaceManagedImpl.OpenChannel(Char * ChannelName, TChannelFlags ChannelFlags)
05:45:03: [MaintainConnections] Detected dropped local connection, cleaning up (03F5FC19)
05:45:03: [CloseConnection] Closing connection 03F5FC19 using handle 03F5FC19
05:45:03: [CloseConnection] Connection confirmed for disconnection 03F5FC19
05:45:03: [CloseConnection] Connection disconnected 03F5FC19
05:45:03: [GetMessage] Safely returning to 03F5FC19 with no message
05:45:03: [Job] Job has failed! Job executable didn't exit cleanly. Exit code: 2
05:45:03: [MaintainConnections] Local connection has closed (03F5FC19)
05:45:03: [MaintainConnections] Removed connection 03F5FC19
05:45:06: [CloseConnection] Closing connection 70646DBD using handle 70646DBD
05:45:06: [CloseConnection] Connection confirmed for disconnection 70646DBD
05:45:06: [CloseConnection] Closing orphaned Job (D56FBE85-4135056C-A1DDF685-D70B89A6)
05:45:06: [CloseConnection] Connection disconnected 70646DBD
05:45:06: [GetMessage] Safely returning to 70646DBD with no message
05:45:06: [MaintainConnections] Local connection has closed (70646DBD)
05:45:06: [MaintainConnections] Removed connection 70646DBD
05:45:06: [MaintainConnections] All connections have closed

Wildstyle
11-06-2009, 07:30 AM
I had the same issue's. Unchecking Use Lightmass solves it. If anybody has a solution for this it would be awesome! Really would like to work with te lightmass system.

I'm running on Vista Ultimate x64

HEGI
11-06-2009, 07:44 AM
This could be an issue with your firewall, i have Zonealarm asking me about lightmass each time the swarm agent starts.
Windows firewall is no different i think and restricts access.

VorLoN
11-06-2009, 10:21 AM
Did you guys place a ightmass importance volume?

G0DLIKE
11-06-2009, 10:39 AM
I have Win32 (but running on Athlon 64) and no problem for me.

Wildstyle
11-06-2009, 11:52 AM
I've disabled my firewall and virus scanner wich mde no difference in my case. I think it's related to the swarm agent, wich gave me a the message:

Fialed to initialize SwarmCoordinator. And the "Building Map'" dialog hangs at "Collecting the scene".

After trying this i've added the lightmassInmportance volume, now Swarm agent gives no errors but "Buidling Map.."" still hangs at collecting the scene.

G0DLIKE
11-06-2009, 12:00 PM
Do you have enough space on hard disk?
Is your scene LARGE?
I had this same effect when trying to work it out with a large skysphere.

Wildstyle
11-06-2009, 12:38 PM
I just subtracted a cube 1024x1024x256 and slammed some textures on there, there a basic pointlight in the centre nothing fancy. There's enough free space in my HD.

Also under the "swarm status" tab it doesn't show any tasks in progress

WOBBLER
11-06-2009, 01:08 PM
After using a lightmass importance volume my problem seems to have gone, thanks VorLoN.

Wildstyle
11-06-2009, 02:55 PM
I'm still havng the problem,i've been messing with my firewall, running as admin, de-installin and re-installing. Right now I'm using the example-map as the try-out for re-doing the bake. I've mae no changes on it so the lightmass Importancevolume is also still in place.

In the logfiles from the swarm agent it keeps displayig the same massage:

[PingCoordinator] Coordinator ping failed
[PingCoordinator] Determined that we couldn't ping the coordinator
[PingCoordinator] Coordinator ping failed
[PingCoordinator] Determined that we couldn't ping the coordinator

I'm completely out of ideas

skasteve
11-06-2009, 04:49 PM
Wildstyle -

Can you follow this repro and send me what is displayed in your Swarm Agent Log tab:

1. Load ExampleMap
2. Build Lighting using preview lightmass

Also view the Swarm Status tab and see if your machine is listed there.

Wildstyle
11-06-2009, 05:31 PM
Hi Skasteve,

thnx for the repy. In the log Swarm Agent log tab is says the following:

23:29:27: Starting up SwarmAgent ...
23:29:27: ... registering SwarmAgent with remoting service
23:29:27: ... registering SwarmAgent network channels
23:29:28: ... initializing SwarmAgent
23:29:29: ...... initializing cache
23:29:29: ......... using cache folder 'C:\SwarmCache'
23:29:29: ......... recreating SwarmAgent cache staging area
23:29:29: ...... initializing connection to SwarmCoordinator
23:29:29: ......... using SwarmCoordinator on BUILDFARM-01
23:29:36: ......... SwarmCoordinator failed to be initialized
23:29:36: ...... initializing local performance monitoring subsystem
23:29:38: ... initialization successful, SwarmAgent now running

In the Swarm Status tab, no machines are listed at all.
I hope this helps

Argawaen
11-06-2009, 06:51 PM
Anything here any help? http://udn.epicgames.com/Three/SwarmDevelopmentAndSetup.html

Cheers
John

sgt_goomba
11-06-2009, 10:29 PM
FYI, I have this same exact issue. Found this thread via google. I have windows vista 64bit. Guy next to me with same exact setup can build all with lightmass just fine. I only tried a simple box room with one point light. Nothing in the above link seems to help me.

Sannaakita
11-07-2009, 06:01 AM
hi

I have very similar problems.
I couldn't run lightmass at all without it crashing - I've fixed most problems by changing changing the swarm agent and coordinators run preferences so that they run in xp service pack 2 compatability mode, turning off desktop themes (I'm running vista and that setting seems to always give problems)and that I'm running them as administrator.
However I still get the error dialogue 'The lighting build failed' though there seems to be no clue as to why in the log file. (see below).

__________________________________________________ ____________

10:55:51: [Interface:TryOpenConnection] Local connection established
10:55:51: [Job] Accepted Job 5EAD3D2B-4D80A573-E23B4B95-4A9980E3
10:55:52: [Job] Launched Job UnrealLightmass_2009-10-27_16-53-09_741144.exe
10:55:52: [Job] PID is 5636
10:55:52: [Job] GUID is "5EAD3D2B-4D80A573-E23B4B95-4A9980E3"
10:55:52: Log file created: UnrealLightmass_TERRY-LAPTOP_D35A772146754E1A254F6E8CB15B2E55.log
10:55:52: Lightmass WIN32 started on: TERRY-LAPTOP. Command-line: "C:\SwarmCache\Jobs\Job-5EAD3D2B-4D80A573-E23B4B95-4A9980E3\UnrealLightmass.exe" 5EAD3D2B4D80A573E23B4B954A9980E3
10:55:52: Processing scene GUID: 5EAD3D2B4D80A573E23B4B954A9980E3 with 2 threads
10:55:52: Building static lighting...
10:55:53: [Job] Found a parent connection for PID 5636
10:55:53: [Job] 227C6B5E -> 199CF26B
10:55:53: [Interface:TryOpenConnection] Local connection established
10:55:54: Measured CPU frequency: 1.38 GHz
10:55:54: FStaticLightingSystem started
10:55:54: Number of texture mappings: 0
10:55:54: Number of vertex mappings: 0
10:55:54: Number of terrain mappings: 0
10:55:54: Number of fluid mappings: 0
10:55:54: Number of foliage mappings: 0
10:55:54: Number of SpeedTree mappings: 0
10:55:54: Number of BSP mappings: 65
10:55:54: Scene surface area calculated at 4.515 million units (28.425% of the estimated 15.883 million units)
10:55:54: Importance volume surface area calculated at 4.515 million units (0.000% of the estimated 0.000 million units)
10:55:54: Static lighting kDOP: 232 nodes, 117 leaves, 468 triangles, 638 vertices
10:55:54: Static lighting kDOP: 25.641% wasted space in leaves
10:55:54: Processing...
10:55:54: Couldn't gather the requested number of indirect photon paths! 0 gathered
10:55:54: EmitDirectPhotons complete, 0.020 million photons emitted in 0.0 seconds
10:55:54: EmitIndirectPhotons complete, 0.005 million photons emitted in 0.0 seconds
10:55:54: Marking Irradiance Photons complete, 0.001 million photons marked in 0.0 seconds
10:55:54: Caching Irradiance Photons complete, 0.017 million cache samples in 0.1 seconds
10:55:54: Calculate Irradiance Photons complete, 0.001 million irradiance calculations in 0.0 seconds
10:55:55: Lighting 22.1%
10:55:55: Lighting 30.9%
10:55:55: Lighting 53.0%
10:55:55: Lighting 62.7%
10:55:55: Lighting 70.9%
10:55:56: Lighting 80.3%
10:55:56: Lighting 90.7%
10:55:56: Lighting 100.0%
10:55:56: [Job] Job is a success!
10:55:56:
10:55:56:
10:55:56: Total Static Lighting time: 2.18 seconds, 2 threads
10:55:56: 10.3% 0.2s Scene setup
10:55:56: 2.1% 0.0s Emit Direct Photons
10:55:56: 0.0% 0.0s Cache Indirect Photon Paths
10:55:56: 0.6% 0.0s Emit Indirect Photons
10:55:56: 0.5% 0.0s Mark 0.001 million Irradiance Photons
10:55:56: 6.6% 0.1s Cache 0.017 million Irradiance Photon Samples on surfaces
10:55:56: 0.7% 0.0s Calculate 0.001 million Irradiance Photons
10:55:56: 79.0% 1.7s Lighting
10:55:56: 0.1% 0.0s Unaccounted
10:55:56:
10:55:56: Total Direct Photon Emitting thread seconds: 0.1
10:55:56: 39.3% 0.0s Sampling Lights
10:55:56: 8.3% 0.0s Custom attenuation
10:55:56: 49.5% 0.0s Tracing
10:55:56: 21.2% 0.0s Processing results
10:55:56: 0.0% 0.0s Unaccounted
10:55:56:
10:55:56: Total Irradiance Photon Caching thread seconds: 0.5
10:55:56: 48.9% 0.2s Octree traversal
10:55:56: 1.0% 0.0s 0.004 million Visibility rays
10:55:56: 50.1% 0.2s Unaccounted
10:55:56:
10:55:56:
10:55:56: Total Lighting thread seconds: 3.42
10:55:56: 20.4% 0.7s Texel and vertex setup
10:55:56: 29.8% 1.0s Direct lighting
10:55:56: 51.3% 1.8s Area shadows with 0.733 million rays
10:55:56: 0.0% 0.0s Unaccounted
10:55:56: 28.3% 1.0s Indirect lighting
10:55:56: 0.7% 0.0s ImportancePhotonGatherTime
10:55:56: 0.4% 0.0s CalculateImportanceSampleTime
10:55:56: 23.0% 0.8s FirstBounceRayTraceTime for 0.417 million rays
10:55:56: 7.9% 0.3s CalculateExitantRadiance
10:55:56: 1.9% 0.1s CausticPhotonGatherTime
10:55:56: 0.0% 0.0s Unaccounted
10:55:56: 13.9% 0.5s Final IrradianceCache Interpolation
10:55:56: 0.2% 0.0s Volume Samples
10:55:56: 7.5% 0.3s Unaccounted
10:55:56:
10:55:56:
10:55:56: Lighting Threaded processing efficiency 99.2%, 2.0 speedup with 2 threads
10:55:56: Traced 1.151 million first hit visibility rays for a total of 2.3 thread seconds (0.496 million per thread second)
10:55:56: Traced 0.009 million boolean visibility rays for a total of 0.0 thread seconds
10:55:56: Scene radius 1124.2, Importance bounds radius 0.0
10:55:56: 65 Mappings, 0.099 million Texels, 0.067 million mapped texels, 0.000 million Vertices, 0.000 million Vertex samples processed
10:55:56: 95.9% of Total Lighting thread seconds on Texture Mappings, 0.0% on Vertex Mappings, 0% on Volume Samples, 3.9% Unaccounted
10:55:56: 1 Lights total, 11.0 Shadow rays per light sample on average
10:55:56: 33 Volume lighting samples, 97.0% placed on surfaces, 3.0% placed in the volume
10:55:56:
10:55:56: 0.020 million first pass Photons Emitted (out of 0.009 million requested) to deposit 0.001 million Direct Photons and 22 Indirect Photon Paths, efficiency of 5.82%
10:55:56: 0.005 million second pass Photons Emitted (out of 0.005 million requested) to deposit 0.000 million Indirect Photons and 0.000 million CausticPhotons, efficiency of 0.00%
10:55:56: 0.081 million Photon Gathers, 0.017 million Irradiance Photon Gathers
10:55:56: 0.000 million Importance Photons found, 0.000 million Importance Photon PDF calculations
10:55:56: 13.0% Bounce 1 Irradiance cache miss rate (0.067 million lookups, 0.009 million misses)
10:55:56: 35.0 Mb Peak Working Set
10:55:56:
10:55:56:
10:55:56: Lightmass on TERRY-LAPTOP: 4.12 sec total, 1.91 sec importing, 223 ms setup, 233 ms photons, 1.71 sec processing, 0 ms extra exporting [65/65 mappings]. Threads: 5.13 sec total, 3.28 sec processing.
10:55:56: Lighting complete [Startup = 1.91 sec, Lighting = 2.18 sec]
10:55:56: [CloseConnection] Closing connection 199CF26B using handle 199CF26B
10:55:56: [CloseConnection] Connection confirmed for disconnection 199CF26B
10:55:56: [CloseConnection] Connection disconnected 199CF26B
10:55:56: [GetMessage] Safely returning to 199CF26B with no message
10:55:57: [MaintainConnections] Local connection has closed (199CF26B)
10:55:57: [MaintainConnections] Removed connection 199CF26B

__________________________________________________ ____________

I am running 32 bit vista - is this the problem? if not any ideas?

thanks

Sannaakita
11-07-2009, 06:05 AM
I should add that the swarm status just seems to continue for ever in an 'importing results' state. Whenever the bar fills up - it just extends a little more.

Sannaakita
11-07-2009, 06:24 AM
Ok I changed the swarmagent settings to enable standalone mode.
I no longer get the failure error message box. Instead the status never gets beyond processing mapping, and the log file now shows:

__________________________________________________ _________

11:21:39: [Interface:TryOpenConnection] Local connection established
11:21:39: [Job] Accepted Job DFA378F5-4A8F891C-B8398787-63CF3A1A
11:21:40: [Job] Launched Job UnrealLightmass_2009-10-27_16-53-09_741144.exe
11:21:40: [Job] PID is 4284
11:21:40: [Job] GUID is "DFA378F5-4A8F891C-B8398787-63CF3A1A"
11:21:40: Log file created: UnrealLightmass_TERRY-LAPTOP_F57EB1B44EB7954CE85B83A390DA57E1.log
11:21:40: Lightmass WIN32 started on: TERRY-LAPTOP. Command-line: "C:\SwarmCache\Jobs\Job-DFA378F5-4A8F891C-B8398787-63CF3A1A\UnrealLightmass.exe" DFA378F54A8F891CB839878763CF3A1A
11:21:40: Processing scene GUID: DFA378F54A8F891CB839878763CF3A1A with 2 threads
11:21:40: Building static lighting...
11:21:41: [Job] Found a parent connection for PID 4284
11:21:41: [Job] 3C2A5F5F -> 28494519
11:21:41: [Interface:TryOpenConnection] Local connection established
11:21:41: Measured CPU frequency: 1.21 GHz
11:21:41: FStaticLightingSystem started
11:21:41: Number of texture mappings: 0
11:21:41: Number of vertex mappings: 0
11:21:41: Number of terrain mappings: 0
11:21:41: Number of fluid mappings: 0
11:21:41: Number of foliage mappings: 0
11:21:41: Number of SpeedTree mappings: 0
11:21:41: Number of BSP mappings: 65
11:21:41: Scene surface area calculated at 4.515 million units (28.425% of the estimated 15.883 million units)
11:21:41: Importance volume surface area calculated at 4.515 million units (0.000% of the estimated 0.000 million units)
11:21:41: Static lighting kDOP: 232 nodes, 117 leaves, 468 triangles, 638 vertices
11:21:41: Static lighting kDOP: 25.641% wasted space in leaves
11:21:41: Processing...
11:21:41: Couldn't gather the requested number of indirect photon paths! 0 gathered
11:21:41: EmitDirectPhotons complete, 0.020 million photons emitted in 0.0 seconds
11:21:42: EmitIndirectPhotons complete, 0.005 million photons emitted in 0.0 seconds
11:21:42: Marking Irradiance Photons complete, 0.001 million photons marked in 0.0 seconds
11:21:42: Caching Irradiance Photons complete, 0.017 million cache samples in 0.1 seconds
11:21:42: Calculate Irradiance Photons complete, 0.001 million irradiance calculations in 0.0 seconds
11:21:42: Lighting 22.1%
11:21:42: Lighting 30.9%
11:21:42: Lighting 53.0%
11:21:43: Lighting 60.7%
11:21:43: Lighting 70.9%
11:21:43: Lighting 80.3%
11:21:43: Lighting 90.7%
11:21:44: Lighting 100.0%
11:21:44: [Job] Job is a success!
11:21:44:
11:21:44:
11:21:44: Total Static Lighting time: 2.38 seconds, 2 threads
11:21:44: 9.7% 0.2s Scene setup
11:21:44: 1.7% 0.0s Emit Direct Photons
11:21:44: 0.0% 0.0s Cache Indirect Photon Paths
11:21:44: 2.0% 0.0s Emit Indirect Photons
11:21:44: 0.5% 0.0s Mark 0.001 million Irradiance Photons
11:21:44: 5.3% 0.1s Cache 0.017 million Irradiance Photon Samples on surfaces
11:21:44: 0.6% 0.0s Calculate 0.001 million Irradiance Photons
11:21:44: 80.1% 1.9s Lighting
11:21:44: 0.1% 0.0s Unaccounted
11:21:44:
11:21:44:
11:21:44: Total Irradiance Photon Caching thread seconds: 0.5
11:21:44: 46.4% 0.2s Octree traversal
11:21:44: 1.1% 0.0s 0.004 million Visibility rays
11:21:44: 52.5% 0.2s Unaccounted
11:21:44:
11:21:44:
11:21:44: Total Lighting thread seconds: 3.76
11:21:44: 19.5% 0.7s Texel and vertex setup
11:21:44: 29.4% 1.1s Direct lighting
11:21:44: 57.5% 2.2s Area shadows with 0.733 million rays
11:21:44: 0.0% 0.0s Unaccounted
11:21:44: 29.1% 1.1s Indirect lighting
11:21:44: 0.7% 0.0s ImportancePhotonGatherTime
11:21:44: 0.4% 0.0s CalculateImportanceSampleTime
11:21:44: 26.2% 1.0s FirstBounceRayTraceTime for 0.417 million rays
11:21:44: 9.1% 0.3s CalculateExitantRadiance
11:21:44: 2.5% 0.1s CausticPhotonGatherTime
11:21:44: 0.0% 0.0s Unaccounted
11:21:44: 14.5% 0.5s Final IrradianceCache Interpolation
11:21:44: 0.1% 0.0s Volume Samples
11:21:44: 7.3% 0.3s Unaccounted
11:21:44:
11:21:44:
11:21:44: Lighting Threaded processing efficiency 98.8%, 2.0 speedup with 2 threads
11:21:44: Traced 1.151 million first hit visibility rays for a total of 2.8 thread seconds (0.406 million per thread second)
11:21:44: Traced 0.009 million boolean visibility rays for a total of 0.0 thread seconds
11:21:44: Scene radius 1124.2, Importance bounds radius 0.0
11:21:44: 65 Mappings, 0.099 million Texels, 0.067 million mapped texels, 0.000 million Vertices, 0.000 million Vertex samples processed
11:21:44: 94.9% of Total Lighting thread seconds on Texture Mappings, 0.0% on Vertex Mappings, 0% on Volume Samples, 4.9% Unaccounted
11:21:44: 1 Lights total, 11.0 Shadow rays per light sample on average
11:21:44: 33 Volume lighting samples, 97.0% placed on surfaces, 3.0% placed in the volume
11:21:44:
11:21:44: 0.020 million first pass Photons Emitted (out of 0.009 million requested) to deposit 0.001 million Direct Photons and 22 Indirect Photon Paths, efficiency of 5.82%
11:21:44: 0.005 million second pass Photons Emitted (out of 0.005 million requested) to deposit 0.000 million Indirect Photons and 0.000 million CausticPhotons, efficiency of 0.00%
11:21:44: 0.081 million Photon Gathers, 0.017 million Irradiance Photon Gathers
11:21:44: 0.000 million Importance Photons found, 0.000 million Importance Photon PDF calculations
11:21:44: 13.0% Bounce 1 Irradiance cache miss rate (0.067 million lookups, 0.009 million misses)
11:21:44: 35.0 Mb Peak Working Set
11:21:44:
11:21:44:
11:21:44: Lightmass on TERRY-LAPTOP: 3.60 sec total, 1.19 sec importing, 230 ms setup, 241 ms photons, 1.89 sec processing, 0 ms extra exporting [65/65 mappings]. Threads: 5.65 sec total, 3.58 sec processing.
11:21:44: Lighting complete [Startup = 1.19 sec, Lighting = 2.38 sec]
11:21:44: [CloseConnection] Closing connection 28494519 using handle 28494519
11:21:44: [CloseConnection] Connection confirmed for disconnection 28494519
11:21:44: [CloseConnection] Connection disconnected 28494519
11:21:44: [GetMessage] Safely returning to 28494519 with no message
11:21:46: [MaintainConnections] Local connection has closed (28494519)
11:21:46: [MaintainConnections] Removed connection 28494519
11:21:52: [CloseConnection] Closing connection 3C2A5F5F using handle 3C2A5F5F
11:21:52: [CloseConnection] Connection confirmed for disconnection 3C2A5F5F
11:21:52: [CloseConnection] Closing orphaned Job (DFA378F5-4A8F891C-B8398787-63CF3A1A)
11:21:52: [CloseConnection] Connection disconnected 3C2A5F5F
11:21:52: [GetMessage] Safely returning to 3C2A5F5F with no message




__________________________________________________ _________

any ideas or suggestions?

cheers

sgt_goomba
11-07-2009, 01:21 PM
I don't think I have the same error as Sannaakita. When I build all, it freezes at "collecting scene" and I get no error message.

Sannaakita
11-07-2009, 06:50 PM
I stopped using lightmass for a while - but strangely my problem has gone away - the only change I can think that might have fixed it was that I added a player start!

I wasn't too worried before as all I was doing was playing with the lighting and not walking around the level - but its the only actor I've added and I'd stopped fiddling with the settings so i can't think of anything else.

Sannaakita
11-07-2009, 06:52 PM
The only other thing I did - now come to think of it - was to go through every .exe file in the binaries and make sure that it was 'run as administrator'. It may be changing one of those that did it - but since I changed them all I couldn't say which.

Sam2
11-08-2009, 02:10 AM
I am getting similar errors, the editor launches the SwarmAgent executable, but then the editor hangs on "Collecting the Scene". The SwarmAgent has no activity, it just sits there idling. It manages to connect to the SwarmCoordinator just fine, both locally or on the network. I've tried changing compatibility modes of the associated executables in the Binary, Win32 and Win64 directories. Here are the specs on my desktop:

Intel Q6600
BFG GeForce8800GTX OC2 (x1)
XFX 780i motherboard
8GB OCZ Reaper HCP RAM (4x2GB)
Windows Vista Home Premium x64
plenty of HDD space, 800W PSU, etc...

Everything is also installed into the default directories.

However, lightmass works fine on my other crappy little computer... here are its specs:

AMD Athlon 4400+ X2
BFG GeForce 6600GT OC
Asus A8N-E Motherboard
1GB Corsair something-or-other RAM (2x512MB)
Windows XP Professional x32
plenty of HDD space, 500W PSU, etc...

OS maybe? My friend has no problems on his 64-bit Windows Vista system...

flyinrooster
11-08-2009, 10:47 AM
I get the same issue as the above poster, only my SwarmAgent can no longer initialize the SwarmCoordinator. Funny thing is, this was working for a while, then suddenly stopped. I've tried a lot of troubleshooting myself, but nothing so far has worked.

sandiegojoe
11-08-2009, 02:13 PM
It looks like this problem is related to "swarmagent.exe." The editor uses this app to share the processing of the lighting among other workstations on your network. (It's located in the "Binaries" folder of the UDK install) If I try to open swarmagent.exe directly by clicking the executable, it immediately crashes with the following ".NET Runtime 2.0 Error" in the event log:

EventType clr20r3, P1 swarmagent.exe, P2 1.3.518.0, P3 4ae724c1, P4 system.drawing, P5 2.0.0.0, P6 471ebf30, P7 7da, P8 31, P9 system.argumentexception, P10 NIL.

I've repaired, removed and reinstalled every .NET version I have. (Starting with 2.0, and eventually moving on to all the others after that didn't work.)

Interestingly, I get the exact same error when I try to run a DVD ripping utility called "Handbrake." This all seems to be related to something with the .NET 2.0 framework, but I cannot figure out what exactly. Also, you will notice the error contains a reference to a function called "System.drawing." This also appears when I get the error in Handbrake. Does anyone out there know how or why this function might cause a problem?

Jmc
11-08-2009, 04:28 PM
Hi,

I was facing the same issue with Vista 64: Swarm Coordinator launching and Udk going blank when using lightmass.

I've found a workaround that worked for me, I've deactivated Vista firewall, restarted my computer, when back on the desktop closed Kaspersky, launched UDK then loaded the example map, finally I've clicked on build lighting ( with lightmass on ).

Now swarm coordinator launch and my computer is listed, UDK doesn't hang up anymore, but...

Now, whenever i try to build with lightmass, Udk show me a nice message :
" Failed to build lightmaps. Please read the log file. "

And then another one:
" Lightmaps need to be rebuilt."

I've tried to replace Binaries\Win32\UnrealLightmass.exe with the one in Binaries\Win64\
I've messed with the light in the level and tweaked the configuration...No luck.

Is there something wrong with ExampleMap.udk, something misconfigured ?

Plastik
11-09-2009, 01:04 AM
Tip from me:

Try to use DominantDirectionalLight (dont forget about Lightmass options) and also build Lightmass Importance Volume around visible part of your level. And if you did everything right, after light rebuilding you`ll get this:

http://img141.imageshack.us/img141/7969/49362520.jpg

:p

PS. If your level is huge and with alot of static meshes, light rebuilding can take few hours :D


--------------------------------------------------

Lightmass @ Work

http://img515.imageshack.us/img515/8779/lms.th.jpg (http://img515.imageshack.us/img515/8779/lms.jpg) http://img4.imageshack.us/img4/1249/lms1.th.jpg (http://img4.imageshack.us/img4/1249/lms1.jpg)

:cool:

Sam2
11-09-2009, 02:21 AM
The issues are not with the map but with the system's configuration most likely. As I mentioned, my other computer runs lightmass just fine on the included and on custom maps. That other computer is also a fairly fresh install.

I really can't seem to narrow it down. Doesn't appear to be caused by 64/32 bit, videocard brand, cpu brand... hmm. Keep trying I guess.

Plastik
11-09-2009, 02:29 AM
The issues are not with the map but with the system's configuration most likely. As I mentioned, my other computer runs lightmass just fine on the included and on custom maps. That other computer is also a fairly fresh install.

I really can't seem to narrow it down. Doesn't appear to be caused by 64/32 bit, videocard brand, cpu brand... hmm. Keep trying I guess.

Maybe its because of Vista? I`m using XP.

Jmc
11-09-2009, 03:28 AM
Already tried that, I've created a small room with a small LightMass importance and put only one DominantDirectionalLight, it doesn't work neither.

As if swarm coordinator starts and then can't launch Unreal lightmass.

I'll try with a fresh install of UDK ans see what happens.

Sam2
11-09-2009, 03:43 AM
Maybe its because of Vista? I`m using XP.

I tried on a classmate's Vista x64 laptop and lightmass worked fine. Everyone else I've talked to though who's had it working is on XP.

I just tried upgrading to SP2 (thought I did) and that didn't help at all. Tried turning the UAC settings to ON to see if that did anything but nope, tried playing with the Windows themes too...

morpheus2010
11-09-2009, 03:58 AM
I found the light system of udk has a lot of problem.

the shader can't show all right,even I turn to set the light properties,there is only white ..

I can't see the words I saw there,have you met it?



I'm using xp sp3 ,in ati display with wrong shader showing.

my classmate's XP SP3,with GTX275 is all right show the shader.

Sam2
11-09-2009, 04:07 AM
I'm not too sure what you mean, but look along the top of the view port and make sure you are set to view in "Lit" mode, not "Lighting Only".

morpheus2010
11-09-2009, 04:19 AM
If there are two or more mesh ,the shader show just like your display card go wrong like too hot in game.

the shader flash ,it disapear and show again.

so I have to use Nvidia' display card.

---------------------------------------------

today I found when I turn to the light properties,means press F4.

the words like light component,and words like lightmass all gone.

there are white colour only .

I have to close UDK and open again,now it can be see.

morpheus2010
11-09-2009, 04:22 AM
I'm not too sure what you mean, but look along the top of the view port and make sure you are set to view in "Lit" mode, not "Lighting Only".

in the two mode,the shader show all wrong.

when I try the UE3 FOR GOW,It works all right.

Plastik
11-09-2009, 04:25 AM
You can try this: Load ExampleMap.udk and than press Build Lighting (Use Lightmass) and see what happen next.

Jmc
11-09-2009, 04:31 AM
After a fresh installation of the UDK turning off Kaspersky, UAC and Vista's firewall, Lightmass and swarm agent are finally working like it should be.

The other thing I did was to change the install path from c:\UDK\UDK 2009-11-3 to c:\UDK.

morpheus2010
11-09-2009, 04:34 AM
You can try this: Load ExampleMap.udk and than press Build Lighting (Use Lightmass) and see what happen next.

thank you,when there is only one object,the shader show all right.

when you build another,the shader of them show all wrong

I'm sure a old ATI video card has the problem with it is normal.

a same map on the Nvidia's machine don't show the wrong shader.

what problem I meet before rebuild light.this is only small wrong showing.

what you have talking about I would meet not long.

I'm a new guy for UDK.thanks a lot.

morpheus2010
11-09-2009, 04:37 AM
After a fresh installation of the UDK turning off Kaspersky, UAC and Vista's firewall, Lightmass and swarm agent are finally working like it should be.

The other thing I did was to change the install path from c:\UDK\UDK 2009-11-3 to c:\UDK.

yes,when I rebuild light, my firewall show it has let it go.

they need to check the set of firewall.

morpheus2010
11-09-2009, 06:32 AM
You can try this: Load ExampleMap.udk and than press Build Lighting (Use Lightmass) and see what happen next.

thanks a lot!
I‘m a freshmen eve didn't know the rebuilding function.

some sitiuations,there is no shaders if I didn't use light mass.

oh! I found out!

when I input a light mesh,but what ever I set it properties,like cast shader.

It show no shader at all. I have to rebuild and set as you said.use light mass.

thanks!!

I shuould learn it myself haldly.

morpheus2010
11-09-2009, 06:46 AM
the rebuiding program will creat it self everytime,and its name always change.

when I use XP,the firewall of systerm didn't show anything and let it go.

my other firewall.show all that happen.

georaldc
11-09-2009, 08:18 AM
I use windows 7 firewall control, and everytime I build lights, it goes off warning me whether to allow UnrealLightmass or not. If I block it, the building process just continues and doesn't end. Allowing it allows the process to complete with no problems. What's odd is that it will always asks for me to do this every single time I build lights, so I have to set firewall control to allow everything while I use the UDK.

qwertyuiop
08-27-2010, 10:59 PM
hmm i have windows 7 and it was running fine with lightmass for a while actually,
then one day i try to build the lighting with lightmass and it stops with a "critical error" and stops the swarm agent... i never had any problems with firewalls and i haven't messed with any of the binaries and programing... any ideas?


ps it works with lightmass for example map but not for my map...

TheAgent
08-27-2010, 11:42 PM
this is 9- 10 month old thread

qwertyuiop
08-28-2010, 12:27 AM
yeah i no but the same problem popped up... any ideas?

i am trying to install the newest update and see if it will help...

qwertyuiop
08-29-2010, 11:51 AM
ok so i installed the august version and tried to build lighting with the same results: builds on example map, not on mine, and it works without lightmass... Help Please!!!

xxxhackaxxx
03-10-2011, 06:13 PM
Okay so i figured it out!!! (Well at least for myself)
Under your Firewall or any type of security software make sure the following are set to allowed

C:\UDK\UDK-20xx-xx\Binaries\SwarmAgent
C:\UDK\UDK-20xx-xx\Binaries\SwarmCoordinator
C:\UDK\UDK-20xx-xx\Binaries\UDK

(these are not the .exe XML Configuration Files, they are the Applications)
also make sure you set them to run as administrator.
Good luck!!!

Cujo
03-13-2011, 05:26 PM
I have the hanging problem too, what i do is kill udk when it hangs through task manager but leave swarm open, then i reopen the project file and rebuild and it works.

kn00tcn
03-16-2011, 10:21 PM
I have the hanging problem too, what i do is kill udk when it hangs through task manager but leave swarm open, then i reopen the project file and rebuild and it works.

ya i ran into that in november, annoying