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Lightmass keeps failing. Ugh.

polycounter lvl 6
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punchface polycounter lvl 6
Recently upgraded from a 2010 version of UDK to April 2011. As I am running XP64 here at home, I can't get much more current than this. As a side issue, if anybody knows the most recently possible build of the UDK I can get is, that would be nice...

...but that's just a tangent.

This pathetic cry for help is about Lightmass. I mentioned briefly my 2010 UDK for background but also, when I would attempt to build my light with Lightmass in THAT version of the UDK, I didn't have the trouble that I'm having now.

Here's what the swarm agent log says:

5:38:45 PM: [Interface:TryOpenConnection] Local connection established
5:38:45 PM: [Job] Accepted Job B436883D-4BD74B11-7448FEAA-422636AB
5:38:45 PM: [Interface:CacheAllFiles] Failed to cache the executable: ..\Win32\UnrealLightmass.exe
5:38:45 PM: [Job] AddTask: Rejected, cannot add a task to a running job
5:38:45 PM: [CloseConnection] Closing connection 61B860C1 using handle 61B860C1
5:38:45 PM: [CloseConnection] Connection confirmed for disconnection 61B860C1
5:38:45 PM: [CloseConnection] Closing orphaned Job (B436883D-4BD74B11-7448FEAA-422636AB)
5:38:45 PM: [CloseConnection] Connection disconnected 61B860C1
5:38:45 PM: [GetMessage] Safely returning to 61B860C1 with no message
5:38:45 PM: [MaintainConnections] Local connection has closed (61B860C1)
5:38:45 PM: [MaintainConnections] Removed connection 61B860C1
5:38:45 PM: [MaintainConnections] All connections have closed

Here's what the UDK regular log says:

Log: Build time 8.45 sec
Log: LIGHTMASS: Quality level is 1
Log: Deterministic lighting is ENABLED
Log: Lighting will be slower to complete...
Log: Running Lightmass w/ Deterministic Lighting ENABLED
Log: Running Lightmass w/ ImmediateImport mode ENABLED
Log: Running Lightmass w/ ImmediateProcess mode ENABLED
Log: Running Lightmass w/ Sorting mode ENABLED
Log: Running Lightmass w/ Mapping paddings ENABLED
Log: Running Lightmass w/ Mapping debug paddings DISABLED
Log: Swarm launching: ..\Win64\UnrealLightmass.exe B436883D4BD74B117448FEAA422636AB
Log: LIGHTMASS: Writing scene settings: Quality level 1 (1 in INI)
Log: Swarm will be allowed to distribute this job
Log: Error, BeginJobSpecification failed with error code -2
Log: Error, fatal in BeginJobSpecification
Log: Error, EndJobSpecification failed with error code 0
Log: Error, fatal in EndJobSpecification

*

I would totally appreciate some help on this, I have no idea why this is happening.

pf

Replies

  • ZacD
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    ZacD ngon master
    Does it happen to one particular scene or does it happen even with the preset scenes?
    Have you uninstalled and reinstalled the new version of UDK?
  • punchface
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    punchface polycounter lvl 6
    Zac,

    For troubleshooting purposes, I closed the scene I'm currently fiddling around with and opened a new empty one. I imported a single asset developed by Epic themselves (I think it was a weapons locker) and lit that single asset with a single dominant direction light.

    Lightmass still gave me the middle finger even then.

    pf
  • JamesWild
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    JamesWild polycounter lvl 8
    Are you running the editor from the frontend? I'd try it if not, it makes sure the editor runs with admin privileges because god knows we can't compute lighting without access to the whole system.

    Have you ever tested your RAM? If not, it's worth testing it as it'll cause inexplicable indiscriminate instability.
  • punchface
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    punchface polycounter lvl 6
    Mr. Wild,

    Thanks for your recommendations sir. I'll give it a try. I didn't know what the hell you were talking about but a little research caught me up just fine.

    p

    P.S. Your sarcasm cracked m the fk up! :)
  • punchface
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    punchface polycounter lvl 6
    Mr. Wild,

    I've looked closely at the UI for FrontEnd as well as reviewing the UDN page that talks about FrontEnd that is located here:

    http://udn.epicgames.com/Three/UnrealFrontend.html

    Uhhh...uhhh, yeah, I can't figure out how I'm supposed to boot up the UDK editor and work with it via FrontEnd.

    Clue me in, sir.

    p
  • JamesWild
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    JamesWild polycounter lvl 8
    That's a screenshot from a 2010 edition, but the 2011 builds I've worked with had a big blue unrealEd button in the top right.

    Don't tell me they changed it again ughh.....

    I'm not gonna go download 1.7Gb of toolkit to find a button, nor can I find a screenshot of the newer version sorry.
  • punchface
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    punchface polycounter lvl 6
    So I rolled back to December of 2010 and lightmass works for me if I attempt to render using 12/2010.

    My level won't load and my package is screwed which is frustrating because I'll have to reassemble everything but whatever...I'll just deal with it. I'm an adult, I can handle it.

    p
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