Mud-H Posted November 9, 2015 Share Posted November 9, 2015 I can't find an appropriate section to start a thread in which I would list some issues I'm encountering during TorqueLab development. I'd like to use it to post about issues that I don't understand so maybe someone can help me to fix it. I think it would be better that I stick to a single thread instead of flooding the forum with many thread which in most case are useless for general T3D development.So, I would add some issues to this post hoping someone can provide me some information that can help fixing it...--------------------------------------------------------------I'm having some freeze issues while working with the terrain editor, I'm still not sure if it only happen during a specific action but now I ran it in debug and found that it freeze there: ..\..\foundation\src\PsFoundation.cpp (268) : abort : User allocator returned NULL. This get call in loop and never exit so I have to kill the process. I never saw this before, someone know what's happening? Also how can I debug those external library issues? The callstack is unreadable for me... All I see is something about fmodex.dll but I don't get how it could be related to FMOD...EDIT: Seem to be related with PhysX but can't figure where to find that PsFoundation.cpp file to see what happen on line 268...EDIT2: I recompiled the code without PhysX and the issue is gone. Why would the TerrainEditor affect something related to PhysX? Quote Link to comment Share on other sites More sharing options...
Mud-H Posted November 10, 2015 Author Share Posted November 10, 2015 Figured out another crash cause but not sure what's happening. This mission is starting to have a lot of stuff and most of them are not optimized (Large Textures, no LOD), I think it's why it's crashing more often. In debug I got this break: GFXD3D9Shader::_compileShader - Error compiling shader: E_OUTOFMEMORY: Ran out of memory (8007000e) GFXD3D9Shader::_compileShader - no compiled code produced; possibly missing file 'shadergen:/b3b94f9fd93427e1_V.hlsl'. Failed to initialize material 'SemiRoughLargeA1_baseETRockBaseA' Happening is gfxD3D9Shader.cpp: res = GFXD3DX.D3DXCompileShader( buffer, bufSize + linePragmaLen, defines, smD3DXInclude, "main", target, flags, &code, &errorBuff, &table ); Am I hitting some kind of memory limit or something? I'm not very good in PC memory department maybe someone can help...EDIT: My game process is taking 1.8 of memory... Is it a problem? Maybe it's time to start optimizing and setting a Vis Range clipping. Quote Link to comment Share on other sites More sharing options...
Nils Posted November 10, 2015 Share Posted November 10, 2015 Hey @Mud-H, awesome work with the TorqueLab!You've most likely hit the T3D 32bit limit with 1.8GB. It's an issue we have as well. Try to compile to 64bit if you're able to, else if you have a 64bits; OS enable LARGEADDRESSAWARE for the 32bits build until you're able to solve the issue or optimized until you're below 1.4GB Quote Link to comment Share on other sites More sharing options...
Mud-H Posted November 10, 2015 Author Share Posted November 10, 2015 You've most likely hit the T3D 32bit limit with 1.8GB. It's an issue we have as well. Try to compile to 64bit if you're able to, else if you have a 64bits; OS enable LARGEADDRESSAWARE for the 32bits build until you're able to solve the issue or optimized until you're below 1.4GBThanks for the info. I'm trying with the LARGEADDRESSAWARE enabled to see if it fix my issue. Once the process was getting close to 1.8gb I could no longer render the T3D window, it was staying blank. I guess it's the cause of my recent issues with that big mission.Oh, what would be the memory limit with the LARGEADDRESSAWARE enabled? Do compiling to 64bit change something if it's run on a 32bit PC? :oops: Also thanks for your TorqueLab comments, I hope to get something final someday, the cleanup seem to never end... There's a lot of scripts in there...EDIT: With LARGEADDRESSAWARE enabled I still have the issue with the T3d window stop rendering. It happen when I try to maximize it, T3D render area stay same size and the maximized area is white, if I reset the size, it's still not rendering. I can still close the editor and hear my player spawned behind but nothing render :shock: That's a good thing that TorqueLab now have an autosaving feature :) Happened with memory at 1 571 500 KEDIT2: With LARGEADDRESSAWARE enabled, Got a In-Game crash this time and memory seem to be the cause:GFXD3D9Shader::_compileShader - Error compiling shader: E_OUTOFMEMORY: Ran out of memory (8007000e) internal error: compilation aborted unexpectedly Failed to initialize material 'RailA_20h_SegCrnL_ColorEffectR196G88B225_material' :idea: Anyone know how to not export those ColorEffect material from 3ds Max?---------------------------------------------------------------------------------Now that I think about it, I'm wondering if someone know why selecting/deleting many objects is so slow. I will have a closer look soon but maybe someone have a "solution"... Quote Link to comment Share on other sites More sharing options...
Nils Posted November 10, 2015 Share Posted November 10, 2015 Do compiling to 64bit change something if it's run on a 32bit PC?You can only run 64bit apps on a 64bit OS. With LARGEADDRESSAWARE enabled I still have the issue with the T3d window stop rendering. It happen when I try to maximize itMax the window while running shouldn't do much with mem. It's more a performance thing as there are suddenly much more pixels to render. How is the CPU load? Also make sure you're not running in debug mode/release; these kind of huge missions don't run very well while debugging. We had to do a lot of stuff to keep the huge map working. Optimization was part of the whole design from day 1. Having everything in the DDS format really helps. GFXD3D9Shader::_compileShader - Error compiling shader: E_OUTOFMEMORY: Ran out of memory (8007000e)Not sure if there's something else causing the crashes... Anyone know how to not export those ColorEffect material from 3ds Max?Give all the messes the default grey colour and T3D will stop creating new materials on import. Quote Link to comment Share on other sites More sharing options...
Mud-H Posted November 11, 2015 Author Share Posted November 11, 2015 Max the window while running shouldn't do much with mem. It's more a performance thing as there are suddenly much more pixels to render. How is the CPU load? Also make sure you're not running in debug mode/release; these kind of huge missions don't run very well while debugging. I will have a look at how is the CPU load next time. I'm running it in Release mode except when I want to know what crash. Release is ok or should I use something else? You answer confuse me with the "debug mode/release".We had to do a lot of stuff to keep the huge map working. Optimization was part of the whole design from day 1. Having everything in the DDS format really helps.Good, I will start converting all my textures to DDS, I know it's better but for "prototyping" I prefer .pngs. I'm curious to see how much it would help. Give all the messes the default grey colour and T3D will stop creating new materials on import.Do you mean the UVW Remove "set gray" checkbox? I'm pretty sure I tried it and was still having those material, gonna try again.Thanks for your answer, sometimes those short advices save a lot of time reasearching. Quote Link to comment Share on other sites More sharing options...
Nils Posted November 12, 2015 Share Posted November 12, 2015 Sorry, I meant debug mode or debug build. Being extremely busy can cause some brains farts now and then ;) At some point prototyping requires the compressed files I think; especially when investigating performance and all. It's also nice to have the artists working with compressed files so you know exactly what the end result would be (that's including the compression artefacts and loss of colours), of course always keep the source file. Do you mean the UVW Remove "set gray" checkbox? I'm pretty sure I tried it and was still having those material, gonna try again. I meant selecting all the objects in the scene and giving the same colour each time in the Object Color window. I use the default colour grey (untouched custom colour) Tip: You can also uncheck "Assign Random Color"This way T3D will create the material only once during import. I moved the material to a core material file so that it won't be deleted when the art is removed. singleton Material(ColorFxR86G86B86) { mapTo = "ColorEffectR86G86B86"; diffuseColor[0] = "0.337255 0.337255 0.337255 1"; specularPower[0] = "12.8"; translucentBlendOp = "None"; }; Quote Link to comment Share on other sites More sharing options...
Mud-H Posted November 12, 2015 Author Share Posted November 12, 2015 Ahhh, thanks for the info about 3DS Max. I will try that.I also start optimizing my art work but since I have not much time, I have used a nice DDS Converter I found that is made for Skyrim: http://wiki.step-project.com/Guide:DDSopt . It does a nice job with an effective GUI . It have some settings but got no time to play with them...I have been looking for such tools for a while, that the only one I found with a GUI and that handle batch process effectively.Ok enough about optimization, this is not the goal of this thread... :oops: Quote Link to comment Share on other sites More sharing options...
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