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  1. #1
    MSgt. Shooter Person
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    Default Lighting build error

    Hey guys i could really use your help as fast as possible as my assignment is due in soon, every time i build my level it comes up with lighting build error, see log for details, i tried building light seperately etc.. but to no avail here's my log:

    EDIT: I do have lightmass importance volume in my level

    HTML Code:
    [12652.89] Log: Build time 38:29 min
    [12728.25] Cmd: DELETE
    [12728.26] Cmd: ACTOR DELETE
    [12728.44] Log: Deleted 1 Actors (0.170 secs)
    [12793.56] Cmd: MAP REBUILD ALLVISIBLE
    [12793.56] Log: Rebuildmap Clear paths rebuilt
    [12794.29] Cmd: REGENALLPROCBUILDINGS
    [12794.29] Log: -- Checking Building LODs
    [12794.42] Log: UTScout_13 add special paths
    [12794.42] Log: SET paths rebuilt
    [12794.44] Log: Added 0 slots due to spacing! (had 0 before adds) (0 added bytes)
    [12794.44] Log: DumpCoverMemoryStats...
    [12794.45] Log: >>Inside CoverLinks<<
    [12794.45] Log: 	(0) CoverLinks 	(0)
    [12794.45] Log: 	(0) CoverSlots 	(0)
    [12794.45] Log: 	(0) Firelinks  	(0)
    [12794.45] Log: 	(0) FirelinkInteracts 	(0)
    [12794.45] Log: 	(0) ExposedFireLinks 	(0)
    [12794.45] Log: 	(0) OverlapClaims 	(0)
    [12794.45] Log: 	(0) DynamicLinkInfos 	(0)
    [12794.45] Log: +++	Total Inside COVERLINKS Bytes: 0
    [12794.45] Log: >>Inside Levels<<
    [12794.45] Log: 	(0) Levels
    [12794.45] Log: 	(0) CrossLevelRefs 	(0)
    [12794.45] Log: 	(0) CoverLinkRefs 	(0)
    [12794.45] Log: 	(0) CoverIndexPairs 	(0)
    [12794.45] Log: +++	Total Inside LEVELS Bytes: 0
    [12794.45] Log: TOTAL BYTES: 0
    [12794.45] Log: Time: 0.02
    [12794.54] Log: Deterministic lighting is ENABLED
    [12794.54] Log: 	Lighting will be slower to complete...
    [12799.51] Log: Running Lightmass w/ Deterministic Lighting ENABLED
    [12799.51] Log: Running Lightmass w/ ImmediateImport mode ENABLED
    [12799.51] Log: Running Lightmass w/ ImmediateProcess mode ENABLED
    [12799.51] Log: Running Lightmass w/ Sorting mode ENABLED
    [12799.51] Log: Running Lightmass w/ Mapping paddings ENABLED
    [12799.51] Log: Running Lightmass w/ Mapping debug paddings DISABLED
    [12799.54] Log: Swarm launching: ..\Win64\UnrealLightmass.exe CEAB327149E6DCA7B33E55A4C438F7CF
    [12799.54] Log: LIGHTMASS: Writing scene settings: Quality level 0 (0 in INI)
    [12799.79] Log: Swarm will be allowed to distribute this job
    [15082.26] Log: *** CRITICAL ERROR! Machine: DAEM0NZ-PC
    [15082.26] Log: *** CRITICAL ERROR! Logfile: UnrealLightmass_DAEM0NZ-PC_87471D6549B38ED5A43DB79C04FA22F4.log
    [15082.26] Log: *** CRITICAL ERROR! Crash report: 
    [15082.26] Log: Job has failed! The task failure count is non-zero
    Last edited by daem0nz; 04-15-2012 at 06:08 PM.
    Blog: http://daem0nz.wordpress.com
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    Intel Core i7 IvyBridge 3770K Oc'd @ 4.2GHZ, 16GB G.Skill Ripjaw RAM, Gainward GeForce GTX 570 1280MB GDDR5, 1TB WD BC HDD, 150GB Velociraptor 10k RPM, 120GB OCZ SSD, Asus Z77 Maximus V Gene Intel Z77, 850w PSU.

  2. #2
    MSgt. Shooter Person
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    Default

    Hopefully someone can help, but to make sure you get a response post it in the Unrealscript area as well.

  3. #3
    MSgt. Shooter Person
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    Default

    Does anyone else have any solutions to my problem?
    Blog: http://daem0nz.wordpress.com
    Youtube: http://www.youtube.com/user/daem0nzgaming
    Intel Core i7 IvyBridge 3770K Oc'd @ 4.2GHZ, 16GB G.Skill Ripjaw RAM, Gainward GeForce GTX 570 1280MB GDDR5, 1TB WD BC HDD, 150GB Velociraptor 10k RPM, 120GB OCZ SSD, Asus Z77 Maximus V Gene Intel Z77, 850w PSU.

  4. #4
    Prisoner 849
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    Default

    Not enough information. Your system spec, when did this problem start, did it ever successfully build before, what version of UDK...

  5. #5
    MSgt. Shooter Person
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    Default

    intel core i5 2.66GHz
    ATI RADEON EAH4890 1gb GDDR5
    4GB RAM
    150gb velociraptor HDD

    it started after i put in a static mesh which i imported myself, most of my models have invalid lightmap co-ordinates but i was going to fix them after i finished the level. Yes it did build correctly before and it's the january 2012 version
    Blog: http://daem0nz.wordpress.com
    Youtube: http://www.youtube.com/user/daem0nzgaming
    Intel Core i7 IvyBridge 3770K Oc'd @ 4.2GHZ, 16GB G.Skill Ripjaw RAM, Gainward GeForce GTX 570 1280MB GDDR5, 1TB WD BC HDD, 150GB Velociraptor 10k RPM, 120GB OCZ SSD, Asus Z77 Maximus V Gene Intel Z77, 850w PSU.

  6. #6
    MSgt. Shooter Person
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    Default

    Turns out one of my static meshes were causing the problem.
    Blog: http://daem0nz.wordpress.com
    Youtube: http://www.youtube.com/user/daem0nzgaming
    Intel Core i7 IvyBridge 3770K Oc'd @ 4.2GHZ, 16GB G.Skill Ripjaw RAM, Gainward GeForce GTX 570 1280MB GDDR5, 1TB WD BC HDD, 150GB Velociraptor 10k RPM, 120GB OCZ SSD, Asus Z77 Maximus V Gene Intel Z77, 850w PSU.

  7. #7
    MSgt. Shooter Person
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    Default

    Turns out one of my static meshes were causing the problem.
    Blog: http://daem0nz.wordpress.com
    Youtube: http://www.youtube.com/user/daem0nzgaming
    Intel Core i7 IvyBridge 3770K Oc'd @ 4.2GHZ, 16GB G.Skill Ripjaw RAM, Gainward GeForce GTX 570 1280MB GDDR5, 1TB WD BC HDD, 150GB Velociraptor 10k RPM, 120GB OCZ SSD, Asus Z77 Maximus V Gene Intel Z77, 850w PSU.

  8. #8
    MSgt. Shooter Person
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    Default

    an old thread, but were you able to figure out what aspect of the static mesh was causing lightmass to crash? i'm getting this problem as well which most likely pertains to one skeletal mesh in the scene, since this is the only level that uses it, and only crashes on this level. not sure where to start troubleshooting this mesh, but the crash occurs in the log at 'job complete'


 

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