I'm having a problem building my map. It crawls to about 3% completed then races to 99.98% and just stops. The maps continue to processes but it doesn't continue building. I've tried upgrading to May, removing vertex painting, and even removing all my volumes and fog. Nothing seems to fix it. Here is my log.
Local connection established
5:58:30 PM: [Job] Accepted Job 5CA42BDB-4D560284-B100F8BF-6417DFF0
5:58:31 PM: [Job] Launched Job UnrealLightmass_2012-05-11_12-00-49_982880-64bit.exe
5:58:31 PM: [Job] PID is 1056
5:58:31 PM: [Job] GUID is "5CA42BDB-4D560284-B100F8BF-6417DFF0"
5:58:31 PM: Log file created: UnrealLightmass_AWESOMO-PC_88CFEA17471A8977E9ECF48A2FB6679E.log
5:58:31 PM: Lightmass WIN64 started on: AWESOMO-PC. Command-line: "C:\UDK\UDK-2012-05\Binaries\SwarmCache\Jobs\Job-5CA42BDB-4D560284-B100F8BF-6417DFF0\UnrealLightmass.exe" 5CA42BDB4D560284B100F8BF6417DFF0 -trisperleaf 4
5:58:31 PM: Processing scene GUID: 5CA42BDB4D560284B100F8BF6417DFF0 with 8 threads
5:58:31 PM: Building static lighting...
5:58:31 PM: [Job] Found a parent connection for PID 1056
5:58:31 PM: [Job] 169DE4B7 -> 7A68162A
5:58:31 PM: [Interface:TryOpenConnection] Local connection established
5:58:44 PM: Measured CPU frequency: 2.00 GHz
5:58:44 PM: FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
5:58:44 PM: Number of texture mappings: 229
5:58:44 PM: Number of vertex mappings: 6302
5:58:44 PM: Number of terrain mappings: 0
5:58:44 PM: Number of fluid mappings: 0
5:58:44 PM: Number of landscape mappings: 16
5:58:44 PM: Number of SpeedTree mappings: 0
5:58:44 PM: Number of BSP mappings: 0
5:58:44 PM: Number of static mesh instance mappings: 6531
5:58:44 PM: Number of SpeedTree mesh instance mappings: 0
5:58:44 PM: Reserving memory for 6547 meshes, 1434763 vertices, 1864597 triangles
5:58:44 PM: Scene surface area calculated at 241147.500 million units (21.563% of the estimated 1118354.875 million units)
5:58:44 PM: Importance volume surface area calculated at 12815.064 million units (24.432% of the estimated 52452.316 million units)
5:58:44 PM: Clamped the number of indirect photon paths to 20000.
5:58:47 PM: Building kDOP took 2.28 seconds.
5:58:47 PM: Static lighting kDOP: 1222858 nodes, 611430 leaves, 2445720 triangles, 1434763 vertices
5:58:47 PM: Static lighting kDOP: 23.809% wasted space in leaves
5:58:47 PM: kDopTree.Nodes : 130.6Mb
5:58:47 PM: kDopTree.SOATriangles : 167.9Mb
5:58:47 PM: kDOPTriangles : 0.0Mb
5:58:47 PM: TrianglePayloads : 56.9Mb
5:58:47 PM: MeshInfos : 0.0Mb
5:58:47 PM: Vertices : 21.9Mb
5:58:47 PM: UVs : 10.9Mb
5:58:47 PM: LightmapUVs : 10.9Mb
5:58:47 PM: Static lighting kDOP: 1222858 nodes, 611430 leaves, 2445720 triangles, 1434763 vertices, 399.3 Mb
5:58:47 PM: Processing...
5:58:54 PM: EmitDirectPhotons complete, 7.530 million photons emitted in 7.4 seconds
5:59:00 PM: EmitIndirectPhotons complete, 7.689 million photons emitted in 5.4 seconds
5:59:00 PM: Marking Irradiance Photons complete, 0.443 million photons marked in 0.6 seconds
5:59:10 PM: Caching Irradiance Photons complete, 2.658 million cache samples in 9.8 seconds
5:59:11 PM: Calculate Irradiance Photons complete, 0.079 million irradiance calculations in 1.1 seconds
6:01:14 PM: Lighting 14.6%
6:01:18 PM: Lighting 20.4%
6:01:42 PM: Lighting 30.6%
6:02:08 PM: Lighting 40.8%
6:02:39 PM: Lighting 51.0%
6:02:54 PM: Lighting 61.2%
6:03:29 PM: Lighting 71.4%
6:04:13 PM: Lighting 80.0%
6:04:52 PM: Lighting 90.0%
6:06:55 PM: Assertion failed: MappingContext.FirstBounceCache.InterpolateLightin g(RepresentativeVertex, FALSE, FALSE, IndirectLighting) [File:Lighting\Src\VertexMapping.cpp] [Line: 965]
6:06:55 PM:
Thank you![]()



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