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  1. #1
    MSgt. Shooter Person
    Join Date
    Jun 2011
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    366

    Default Lighting build failed!

    I have a big map with Landscape and it usually builds fine, but i made it bigger and i got an error so here is the log, hopefully someone can tell me whats wrong.


    Log file created: UnrealLightmass_CHAYSCOMPUTER_D4EC5BFC4C919DB8AC5A C8BF7A4D6A48.log
    Lightmass WIN64 started on: CHAYSCOMPUTER. Command-line: "C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe" 2C17E1E64EE6DCBD3071E0A8AECC3953 -trisperleaf 4
    Processing scene GUID: 2C17E1E64EE6DCBD3071E0A8AECC3953 with 4 threads
    Building static lighting...
    Measured CPU frequency: 2.53 GHz
    FStaticLightingSystem started using GKDOPMaxTrisPerLeaf: 4
    Number of texture mappings: 28
    Number of vertex mappings: 803
    Number of terrain mappings: 0
    Number of fluid mappings: 0
    Number of landscape mappings: 260
    Number of SpeedTree mappings: 0
    Number of BSP mappings: 129
    Number of static mesh instance mappings: 831
    Number of SpeedTree mesh instance mappings: 0
    Reserving memory for 1220 meshes, 4784985 vertices, 9373126 triangles
    Scene surface area calculated at 1495879.000 million units (23.800% of the estimated 6285205.000 million units)
    Importance volume surface area calculated at 65958.109 million units (14.464% of the estimated 456029.344 million units)
    Clamped the number of indirect photon paths to 20000.
    Assertion failed: NewPtr || Size==0 [File:LightmassCore\Src\LMMemory.cpp] [Line: 98]
    OUT OF MEMORY: Realloc: 2699449056 bytes ( 2574.40MB) requested, 8385846.00 of 8388608.00 MB of virtual memory free, 594.22 of 3893.86 MB of physical memory free, 1303.80 of 7785.91 MB of page file free
    === Critical error: ===
    Assertion failed: NewPtr || Size==0 [File:LightmassCore\Src\LMMemory.cpp] [Line: 98]
    OUT OF MEMORY: Realloc: 2699449056 bytes ( 2574.40MB) requested, 8385846.00 of 8388608.00 MB of virtual memory free, 594.22 of 3893.86 MB of physical memory free, 1303.80 of 7785.91 MB of page file freeRaiseException() Address = 0xfcddcacd (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
    CxxThrowException() Address = 0x60eb14f1 (filename not found) [in C:\Windows\system32\MSVCR100.dll]
    Address = 0x400558b1 (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x400560cf (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x400535c6 (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x4000dc1b (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x40050334 (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x40048cdd (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x4008d9e3 (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x40064588 (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x400646a1 (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0x4002e23e (filename not found) [in C:\UDK\UDK-2012-03\Binaries\SwarmCache\Jobs\Job-2C17E1E6-4EE6DCBD-3071E0A8-AECC3953\UnrealLightmass.exe]
    Address = 0xe5d417c7 (filename not found) [in C:\Windows\Microsoft.NET\Framework64\v4.0.30319\cl r.dll]
    Address = 0x181bd4 (filename not found)
    Address = 0x181bd4 (filename not found)

    CreateProc AutoReporter.exe "UE3AutoReportDump.txt" "UnrealLightmass_CHAYSCOMPUTER_D4EC5BFC4C919DB8AC5 AC8BF7A4D6A48.log" "UE3AutoReportIniDump.txt" "UnrealLightmass.exe-2012.07.20-05.21.05.dmp" -unattended
    Couldn't start up the Auto Reporting process!
    *** CRITICAL ERROR! Machine: CHAYSCOMPUTER
    *** CRITICAL ERROR! Logfile: UnrealLightmass_CHAYSCOMPUTER_D4EC5BFC4C919DB8AC5A C8BF7A4D6A48.log
    *** CRITICAL ERROR! Crash report:

  2. #2
    Boomshot
    Join Date
    May 2011
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    Chicago
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    Default

    Seems like you just made it too big for one level. Break it up into multiple levels and build the lights separately then stream them together.

  3. #3
    Redeemer
    Join Date
    Jul 2011
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    London, UK
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    1,749

    Default

    It says that it is out of memory, which seems normal as your level is too big, try to reduce it or follow Jessie's advice,

  4. #4
    MSgt. Shooter Person
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    Jun 2011
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    Default

    Ok i'll break it up, thanks.

  5. #5
    Palace Guard
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    Mar 2008
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    Default

    Yeah, you've got 9 million polygons

  6. #6
    MSgt. Shooter Person
    Join Date
    Jun 2011
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    Default

    ok, well i want to break it up but its terrain and how am i going to make the terrain streaming in look good? i mean, a big landscape popping up in front of the player isnt exactly appealing, how do pro game designers do it? like in skyrim, you can see a massive distance away yet doesnt affect playability.

  7. #7
    Palace Guard
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    Default

    If you're using the landscape system then it doesn't just pop in

  8. #8
    MSgt. Shooter Person
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    Default

    even if im streaming it?

  9. #9
    Boomshot
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    The terrain could go in the persistent level (since it has LODs by default) and the rest of the meshes in the level would be divided into different levels that you load in and out. The only way to hide the loading of these objects is to design your map in a way that won't make it so obvious to the player. Also make use of LODs or else your game will most likely still lag terribly even after getting it to build the lights.

  10. #10
    MSgt. Shooter Person
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    Default

    There are no meshes on my map though, thats the problem its just the landscape, ive had this problem before with big landscapes. can i stream in the Landscape pieces? like if i select the parts i want to stream and save them in a different map? will that work? if so thats what i'll do.

  11. #11
    Boomshot
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    Default

    Quote Originally Posted by Chay Hawk View Post
    There are no meshes on my map though, thats the problem its just the landscape, ive had this problem before with big landscapes. can i stream in the Landscape pieces? like if i select the parts i want to stream and save them in a different map? will that work? if so thats what i'll do.
    The log says you have over 800 static mesh instances and over 1000 meshes saved in memory. You also have over 100 BSPs.
    Last edited by JessieG; 07-20-2012 at 08:27 PM.

  12. #12
    MSgt. Shooter Person
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    Default

    oh yeah i forgot about those, i had them on hidden the whole time, but even when i create a blank falt big landscape it still gives me problems. so it is the landscape mostly.

  13. #13
    MSgt. Shooter Person
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    Default

    Ok now im streaming the pieces out but i get this error that wont let me save

    Cant save, graph is linked to an object in external map package. ??

  14. #14
    Boomshot
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    Default

    Are you not saving your packages in the content folder? Or did you open a package that you got from somewhere else and use stuff from there?

  15. #15
    MSgt. Shooter Person
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    Jun 2011
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    Default

    im not sure, but i closed out and re did it and it showed me this:

    The following items must be moved out of the persistant level and into a package that can be shared between multiple levels

    Lab_001.LayerInfoObject_Grass
    Lab_001.LayerInfoObject_Dirt
    Lab_001.LayerInfoObject_Rock
    Lab_001.LayerInfoObject_Cliff1
    Lab_001.LayerInfoObject_Cliff2
    Lab_001.LayerInfoObject_Grass2
    Lab_001.LayerInfoObject_Gravel
    Lab_001.LayerInfoObject_Gravel2
    Lab_001.LayerInfoObject_Moss


    I click ok and it asks me where i want to save them, it has Lab_001 as a package name which it created because i dont have a package named that, what do i do from here? save it in my pacjkage i have been working in?

  16. #16
    MSgt. Shooter Person
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    Default

    Ok i got it working i saved some of the level but when i opened the level and tried to build lighting, it takes forever. The entire mape took 8 minutes to fully build, now its at 20 minutes and 33 seconds and the build meter hasnt even started, why is it doing this?

  17. #17
    MSgt. Shooter Person
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    Jun 2011
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    Default

    Any suggestions? I really need to get this project going i have had way too many setbacks. please help D:

  18. #18
    MSgt. Shooter Person
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    Default

    Anyone anything?

  19. #19
    Palace Guard
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    That's completely normal, especially if it's a large map and you don't have much computer power it can take hours

  20. #20
    MSgt. Shooter Person
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    Default

    But the thing is, this was part of a bigger map, the map was huge and it only took 8 minutes to fully build, i selected the landscape components i wanted to stream and save in a different map, now its half the size of the original, why is it taking so long? its smaller so it should take less time, thats what i dont get.

  21. #21
    MSgt. Shooter Person
    Join Date
    Sep 2011
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    249

    Default

    add more virtual memory to ur pc, if u on xp you can only have 4 gigs about, and win 7 is something like 12 terabites,
    also use readyboost if u on win 7, it built in, and if u on xp use eboosta (free), this should help with the out of memory alot but maybe not all.
    my maps build lighting takes about 4 hours and thats not even production....
    read about this b4 you use
    albert einstein
    imagination is more important than knowledge,
    thou i believe without knowledge, imagination is limited.


    http://damnedge.blogspot.com/


    some screenshots of my game in progress

  22. #22
    MSgt. Shooter Person
    Join Date
    Jun 2011
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    366

    Default

    ok i plugged in a 4 gig memory stic i had that was blank and i dedicated it to reday boost, but what does that do exactly, how does it speed up my PC?


 

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