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View Full Version : Relighting crashing after adding a speedtree model.



Brexer
11-07-2009, 05:21 PM
Maybe its just a mistake i did, but i added the speedtree model (after exporting, creating the textures ect for Broadleaf_RT) onto the sandstorm map.

The tree looks fine, but when i try to relight the map, UDK.exe crashes after its completet.

Note, its UDK.exe that crashes, not Lightmass that pops up.

Anyways, it never imports the new lightmaps into the map it seems (perhaps thats where its broken ?), because it still complains i gotta relight the scene, so maybe its on importing the lightmaps it has a issue ?.

Since there is no error description / log it appears anywhere, its hard to say what goes wrong.

Anyone else have had issues with speedtree models and relighting the map ?

Brexer
11-08-2009, 02:42 PM
I guess noone else have a problem with this then ?

Denny
11-08-2009, 03:17 PM
I actually got the same problem. I opened the example map, built the light with Lightmass, works wonders. But whenever I add a Speedtree UDK crashes right before it should start to encode light maps.

I'm on Win XP Pro SP3.

Brexer
11-08-2009, 04:12 PM
Thank god (not that its not working), but that im not the only one, ive been trying for hours messing with materials ect ect, all the same (as you described better) udk.exe crashes.

So, i guess its a bug after all (i know, its beta, its all good :) ).

Denny
11-08-2009, 04:18 PM
XP has some issues with Lightmass/Swarm so unless someone with Vista and Win7 confirms that it works we should keep it cool. ;)

Brexer
11-08-2009, 06:01 PM
Oh, im using Windows 7 Ultimate 64bit (gives the error)

Daniel Vogel
11-08-2009, 07:48 PM
Brexer, any chance you could put the map that crashes during rebuild somewhere for download or provide step by step instructions on how to reproduce the crash? I assume it's not too hard given that multiple folks are running into it though it's not something we've seen in our testing and we made sure SpeedTree's worked. I wonder what we are doing differently. Thanks!

Brexer
11-08-2009, 09:38 PM
Sure thing vogel.

http://www.ninnea-online.com/UT3/content.rar

To put into the content folder, you know how it works so :)

Anyways, open VCTF-Sandstorm map (added 1 tree on it), and run Build -> Light or Build -> Build all, doesnt really matter.

It should crash (UDK.exe) when it hits 100% in lightmass, it does here atleast.

Zomy
11-10-2009, 05:11 AM
I have the same problem u.u. I'm on Windows 7.

Nestor Makhno
11-10-2009, 04:02 PM
Yah - I'm getting this as well - rather annoying tbh. :(

ltrulsse
11-10-2009, 04:31 PM
Crashing here aswell. Win7 64bit

skasteve
11-10-2009, 04:52 PM
Please see this thread http://forums.epicgames.com/showthread.php?t=706956

Zomy
11-10-2009, 04:56 PM
Please see this thread http://forums.epicgames.com/showthread.php?t=706956

Thanks a lot!
BTW, that three kill me several times...

Slickowicz
11-13-2009, 05:06 PM
Vogel, I've tracked this down to leaf cards and directional lights. Leaf MESHES work with all lights, leaf cards only work with point lights. That's why the broadleaf model crashes and the other sample trees work.

The short fix is to just use leaf meshes... just replace the 'card' geometry with an external mesh file like 'Tri-Foil.stm' for each leaf type.

Dekrayzis
11-14-2009, 10:51 PM
It worked fine for me for a while but now it fails all the time. I deleted all speedtrees and it rendered great. I went to alter the terrain added 3 terrain layer textures instead of just one. I go to rebuild and now swarm fails to render lightmass. Downloading beta 2 hopefully its been fixed.

vudismo
11-27-2009, 05:21 PM
I have the same problem UDK Crash when encoding light maps process after light mass finish , i think we have to wait for epic UDK update.
I solve the problem if i remove half of the geometry it always crash in enconding light maps 57 to 60 step. iŽll be trying to solve this.

Chaosrik
11-29-2009, 07:35 PM
I think i may have found the answer. I had exactly the same problem but the strange thing was I did have speedtree working a week or so ago. Anyway, doubleclick your speedtree in the editor to access speedtree actor properties and open it up. Under SpeedTreeActor tab -> Speed Tree Component -> Lighting tab uncheck Use Precomputed Shadows at the bottom. Then relight , it should now work.

:):)

I don't know if this made a difference but I unchecked static and checked dynamic under Lighting Channels so basically I just had dynamic checked only.

Denny
11-30-2009, 03:51 AM
The difference is that you won't get shadows from the trees which will look really bad.

Chaosrik
11-30-2009, 11:38 AM
Well I did get shadows from the trees that were moving with the wind and they were quite good quality, apart from when you look in the direction of the sun and then they sort of disapear.

Xendance
11-30-2009, 11:41 AM
Well I did get shadows from the trees that were moving with the wind and they were quite good quality, apart from when you look in the direction of the sun and then they sort of disapear.

Well that's basically because by unchecking "use precomputed shadows" you exclude that specific static mesh/speedtree/whatever actor from the raytracing process. It's then dynamically lit and will cast dynamic shadows it it has dynamic shadows checked.

The actor is then unable to cause any bounce lighting or receive any bounce lighting, which isn't desirable in my opinion. It would be a different story if you could have the tree lit using raytracing and still cast dynamic shadows, but I don't know if that is possible or not.

Chaosrik
11-30-2009, 12:51 PM
Yeh, I agree the tree does look unrealistic as it's only being lit by direct light, I don't know what the answer is, but at least it doesn't crash.;)

BTW Do you know why the dynamic shadow from the treet almost dissapears when you look in the direction of the domiant light (sun). I did some screen grabs but don't know how to attach them.