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Old 11-06-2009, 02:08 PM   #11
WOBBLER
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After using a lightmass importance volume my problem seems to have gone, thanks VorLoN.
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Old 11-06-2009, 03:55 PM   #12
Wildstyle
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I'm still havng the problem,i've been messing with my firewall, running as admin, de-installin and re-installing. Right now I'm using the example-map as the try-out for re-doing the bake. I've mae no changes on it so the lightmass Importancevolume is also still in place.

In the logfiles from the swarm agent it keeps displayig the same massage:

[PingCoordinator] Coordinator ping failed
[PingCoordinator] Determined that we couldn't ping the coordinator
[PingCoordinator] Coordinator ping failed
[PingCoordinator] Determined that we couldn't ping the coordinator

I'm completely out of ideas
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Old 11-06-2009, 05:49 PM   #13
skasteve
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Wildstyle -

Can you follow this repro and send me what is displayed in your Swarm Agent Log tab:

1. Load ExampleMap
2. Build Lighting using preview lightmass

Also view the Swarm Status tab and see if your machine is listed there.
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Old 11-06-2009, 06:31 PM   #14
Wildstyle
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Hi Skasteve,

thnx for the repy. In the log Swarm Agent log tab is says the following:

23:29:27: Starting up SwarmAgent ...
23:29:27: ... registering SwarmAgent with remoting service
23:29:27: ... registering SwarmAgent network channels
23:29:28: ... initializing SwarmAgent
23:29:29: ...... initializing cache
23:29:29: ......... using cache folder 'C:\SwarmCache'
23:29:29: ......... recreating SwarmAgent cache staging area
23:29:29: ...... initializing connection to SwarmCoordinator
23:29:29: ......... using SwarmCoordinator on BUILDFARM-01
23:29:36: ......... SwarmCoordinator failed to be initialized
23:29:36: ...... initializing local performance monitoring subsystem
23:29:38: ... initialization successful, SwarmAgent now running

In the Swarm Status tab, no machines are listed at all.
I hope this helps
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Old 11-06-2009, 07:51 PM   #15
Argawaen
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Anything here any help? http://udn.epicgames.com/Three/Swarm...tAndSetup.html

Cheers
John
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Old 11-06-2009, 11:29 PM   #16
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FYI, I have this same exact issue. Found this thread via google. I have windows vista 64bit. Guy next to me with same exact setup can build all with lightmass just fine. I only tried a simple box room with one point light. Nothing in the above link seems to help me.

Last edited by sgt_goomba; 11-06-2009 at 11:33 PM.
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Old 11-07-2009, 07:01 AM   #17
Sannaakita
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hi

I have very similar problems.
I couldn't run lightmass at all without it crashing - I've fixed most problems by changing changing the swarm agent and coordinators run preferences so that they run in xp service pack 2 compatability mode, turning off desktop themes (I'm running vista and that setting seems to always give problems)and that I'm running them as administrator.
However I still get the error dialogue 'The lighting build failed' though there seems to be no clue as to why in the log file. (see below).

__________________________________________________ ____________

10:55:51: [Interface:TryOpenConnection] Local connection established
10:55:51: [Job] Accepted Job 5EAD3D2B-4D80A573-E23B4B95-4A9980E3
10:55:52: [Job] Launched Job UnrealLightmass_2009-10-27_16-53-09_741144.exe
10:55:52: [Job] PID is 5636
10:55:52: [Job] GUID is "5EAD3D2B-4D80A573-E23B4B95-4A9980E3"
10:55:52: Log file created: UnrealLightmass_TERRY-LAPTOP_D35A772146754E1A254F6E8CB15B2E55.log
10:55:52: Lightmass WIN32 started on: TERRY-LAPTOP. Command-line: "C:\SwarmCache\Jobs\Job-5EAD3D2B-4D80A573-E23B4B95-4A9980E3\UnrealLightmass.exe" 5EAD3D2B4D80A573E23B4B954A9980E3
10:55:52: Processing scene GUID: 5EAD3D2B4D80A573E23B4B954A9980E3 with 2 threads
10:55:52: Building static lighting...
10:55:53: [Job] Found a parent connection for PID 5636
10:55:53: [Job] 227C6B5E -> 199CF26B
10:55:53: [Interface:TryOpenConnection] Local connection established
10:55:54: Measured CPU frequency: 1.38 GHz
10:55:54: FStaticLightingSystem started
10:55:54: Number of texture mappings: 0
10:55:54: Number of vertex mappings: 0
10:55:54: Number of terrain mappings: 0
10:55:54: Number of fluid mappings: 0
10:55:54: Number of foliage mappings: 0
10:55:54: Number of SpeedTree mappings: 0
10:55:54: Number of BSP mappings: 65
10:55:54: Scene surface area calculated at 4.515 million units (28.425% of the estimated 15.883 million units)
10:55:54: Importance volume surface area calculated at 4.515 million units (0.000% of the estimated 0.000 million units)
10:55:54: Static lighting kDOP: 232 nodes, 117 leaves, 468 triangles, 638 vertices
10:55:54: Static lighting kDOP: 25.641% wasted space in leaves
10:55:54: Processing...
10:55:54: Couldn't gather the requested number of indirect photon paths! 0 gathered
10:55:54: EmitDirectPhotons complete, 0.020 million photons emitted in 0.0 seconds
10:55:54: EmitIndirectPhotons complete, 0.005 million photons emitted in 0.0 seconds
10:55:54: Marking Irradiance Photons complete, 0.001 million photons marked in 0.0 seconds
10:55:54: Caching Irradiance Photons complete, 0.017 million cache samples in 0.1 seconds
10:55:54: Calculate Irradiance Photons complete, 0.001 million irradiance calculations in 0.0 seconds
10:55:55: Lighting 22.1%
10:55:55: Lighting 30.9%
10:55:55: Lighting 53.0%
10:55:55: Lighting 62.7%
10:55:55: Lighting 70.9%
10:55:56: Lighting 80.3%
10:55:56: Lighting 90.7%
10:55:56: Lighting 100.0%
10:55:56: [Job] Job is a success!
10:55:56:
10:55:56:
10:55:56: Total Static Lighting time: 2.18 seconds, 2 threads
10:55:56: 10.3% 0.2s Scene setup
10:55:56: 2.1% 0.0s Emit Direct Photons
10:55:56: 0.0% 0.0s Cache Indirect Photon Paths
10:55:56: 0.6% 0.0s Emit Indirect Photons
10:55:56: 0.5% 0.0s Mark 0.001 million Irradiance Photons
10:55:56: 6.6% 0.1s Cache 0.017 million Irradiance Photon Samples on surfaces
10:55:56: 0.7% 0.0s Calculate 0.001 million Irradiance Photons
10:55:56: 79.0% 1.7s Lighting
10:55:56: 0.1% 0.0s Unaccounted
10:55:56:
10:55:56: Total Direct Photon Emitting thread seconds: 0.1
10:55:56: 39.3% 0.0s Sampling Lights
10:55:56: 8.3% 0.0s Custom attenuation
10:55:56: 49.5% 0.0s Tracing
10:55:56: 21.2% 0.0s Processing results
10:55:56: 0.0% 0.0s Unaccounted
10:55:56:
10:55:56: Total Irradiance Photon Caching thread seconds: 0.5
10:55:56: 48.9% 0.2s Octree traversal
10:55:56: 1.0% 0.0s 0.004 million Visibility rays
10:55:56: 50.1% 0.2s Unaccounted
10:55:56:
10:55:56:
10:55:56: Total Lighting thread seconds: 3.42
10:55:56: 20.4% 0.7s Texel and vertex setup
10:55:56: 29.8% 1.0s Direct lighting
10:55:56: 51.3% 1.8s Area shadows with 0.733 million rays
10:55:56: 0.0% 0.0s Unaccounted
10:55:56: 28.3% 1.0s Indirect lighting
10:55:56: 0.7% 0.0s ImportancePhotonGatherTime
10:55:56: 0.4% 0.0s CalculateImportanceSampleTime
10:55:56: 23.0% 0.8s FirstBounceRayTraceTime for 0.417 million rays
10:55:56: 7.9% 0.3s CalculateExitantRadiance
10:55:56: 1.9% 0.1s CausticPhotonGatherTime
10:55:56: 0.0% 0.0s Unaccounted
10:55:56: 13.9% 0.5s Final IrradianceCache Interpolation
10:55:56: 0.2% 0.0s Volume Samples
10:55:56: 7.5% 0.3s Unaccounted
10:55:56:
10:55:56:
10:55:56: Lighting Threaded processing efficiency 99.2%, 2.0 speedup with 2 threads
10:55:56: Traced 1.151 million first hit visibility rays for a total of 2.3 thread seconds (0.496 million per thread second)
10:55:56: Traced 0.009 million boolean visibility rays for a total of 0.0 thread seconds
10:55:56: Scene radius 1124.2, Importance bounds radius 0.0
10:55:56: 65 Mappings, 0.099 million Texels, 0.067 million mapped texels, 0.000 million Vertices, 0.000 million Vertex samples processed
10:55:56: 95.9% of Total Lighting thread seconds on Texture Mappings, 0.0% on Vertex Mappings, 0% on Volume Samples, 3.9% Unaccounted
10:55:56: 1 Lights total, 11.0 Shadow rays per light sample on average
10:55:56: 33 Volume lighting samples, 97.0% placed on surfaces, 3.0% placed in the volume
10:55:56:
10:55:56: 0.020 million first pass Photons Emitted (out of 0.009 million requested) to deposit 0.001 million Direct Photons and 22 Indirect Photon Paths, efficiency of 5.82%
10:55:56: 0.005 million second pass Photons Emitted (out of 0.005 million requested) to deposit 0.000 million Indirect Photons and 0.000 million CausticPhotons, efficiency of 0.00%
10:55:56: 0.081 million Photon Gathers, 0.017 million Irradiance Photon Gathers
10:55:56: 0.000 million Importance Photons found, 0.000 million Importance Photon PDF calculations
10:55:56: 13.0% Bounce 1 Irradiance cache miss rate (0.067 million lookups, 0.009 million misses)
10:55:56: 35.0 Mb Peak Working Set
10:55:56:
10:55:56:
10:55:56: Lightmass on TERRY-LAPTOP: 4.12 sec total, 1.91 sec importing, 223 ms setup, 233 ms photons, 1.71 sec processing, 0 ms extra exporting [65/65 mappings]. Threads: 5.13 sec total, 3.28 sec processing.
10:55:56: Lighting complete [Startup = 1.91 sec, Lighting = 2.18 sec]
10:55:56: [CloseConnection] Closing connection 199CF26B using handle 199CF26B
10:55:56: [CloseConnection] Connection confirmed for disconnection 199CF26B
10:55:56: [CloseConnection] Connection disconnected 199CF26B
10:55:56: [GetMessage] Safely returning to 199CF26B with no message
10:55:57: [MaintainConnections] Local connection has closed (199CF26B)
10:55:57: [MaintainConnections] Removed connection 199CF26B

__________________________________________________ ____________

I am running 32 bit vista - is this the problem? if not any ideas?

thanks
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Old 11-07-2009, 07:05 AM   #18
Sannaakita
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I should add that the swarm status just seems to continue for ever in an 'importing results' state. Whenever the bar fills up - it just extends a little more.
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Old 11-07-2009, 07:24 AM   #19
Sannaakita
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Ok I changed the swarmagent settings to enable standalone mode.
I no longer get the failure error message box. Instead the status never gets beyond processing mapping, and the log file now shows:

__________________________________________________ _________

11:21:39: [Interface:TryOpenConnection] Local connection established
11:21:39: [Job] Accepted Job DFA378F5-4A8F891C-B8398787-63CF3A1A
11:21:40: [Job] Launched Job UnrealLightmass_2009-10-27_16-53-09_741144.exe
11:21:40: [Job] PID is 4284
11:21:40: [Job] GUID is "DFA378F5-4A8F891C-B8398787-63CF3A1A"
11:21:40: Log file created: UnrealLightmass_TERRY-LAPTOP_F57EB1B44EB7954CE85B83A390DA57E1.log
11:21:40: Lightmass WIN32 started on: TERRY-LAPTOP. Command-line: "C:\SwarmCache\Jobs\Job-DFA378F5-4A8F891C-B8398787-63CF3A1A\UnrealLightmass.exe" DFA378F54A8F891CB839878763CF3A1A
11:21:40: Processing scene GUID: DFA378F54A8F891CB839878763CF3A1A with 2 threads
11:21:40: Building static lighting...
11:21:41: [Job] Found a parent connection for PID 4284
11:21:41: [Job] 3C2A5F5F -> 28494519
11:21:41: [Interface:TryOpenConnection] Local connection established
11:21:41: Measured CPU frequency: 1.21 GHz
11:21:41: FStaticLightingSystem started
11:21:41: Number of texture mappings: 0
11:21:41: Number of vertex mappings: 0
11:21:41: Number of terrain mappings: 0
11:21:41: Number of fluid mappings: 0
11:21:41: Number of foliage mappings: 0
11:21:41: Number of SpeedTree mappings: 0
11:21:41: Number of BSP mappings: 65
11:21:41: Scene surface area calculated at 4.515 million units (28.425% of the estimated 15.883 million units)
11:21:41: Importance volume surface area calculated at 4.515 million units (0.000% of the estimated 0.000 million units)
11:21:41: Static lighting kDOP: 232 nodes, 117 leaves, 468 triangles, 638 vertices
11:21:41: Static lighting kDOP: 25.641% wasted space in leaves
11:21:41: Processing...
11:21:41: Couldn't gather the requested number of indirect photon paths! 0 gathered
11:21:41: EmitDirectPhotons complete, 0.020 million photons emitted in 0.0 seconds
11:21:42: EmitIndirectPhotons complete, 0.005 million photons emitted in 0.0 seconds
11:21:42: Marking Irradiance Photons complete, 0.001 million photons marked in 0.0 seconds
11:21:42: Caching Irradiance Photons complete, 0.017 million cache samples in 0.1 seconds
11:21:42: Calculate Irradiance Photons complete, 0.001 million irradiance calculations in 0.0 seconds
11:21:42: Lighting 22.1%
11:21:42: Lighting 30.9%
11:21:42: Lighting 53.0%
11:21:43: Lighting 60.7%
11:21:43: Lighting 70.9%
11:21:43: Lighting 80.3%
11:21:43: Lighting 90.7%
11:21:44: Lighting 100.0%
11:21:44: [Job] Job is a success!
11:21:44:
11:21:44:
11:21:44: Total Static Lighting time: 2.38 seconds, 2 threads
11:21:44: 9.7% 0.2s Scene setup
11:21:44: 1.7% 0.0s Emit Direct Photons
11:21:44: 0.0% 0.0s Cache Indirect Photon Paths
11:21:44: 2.0% 0.0s Emit Indirect Photons
11:21:44: 0.5% 0.0s Mark 0.001 million Irradiance Photons
11:21:44: 5.3% 0.1s Cache 0.017 million Irradiance Photon Samples on surfaces
11:21:44: 0.6% 0.0s Calculate 0.001 million Irradiance Photons
11:21:44: 80.1% 1.9s Lighting
11:21:44: 0.1% 0.0s Unaccounted
11:21:44:
11:21:44:
11:21:44: Total Irradiance Photon Caching thread seconds: 0.5
11:21:44: 46.4% 0.2s Octree traversal
11:21:44: 1.1% 0.0s 0.004 million Visibility rays
11:21:44: 52.5% 0.2s Unaccounted
11:21:44:
11:21:44:
11:21:44: Total Lighting thread seconds: 3.76
11:21:44: 19.5% 0.7s Texel and vertex setup
11:21:44: 29.4% 1.1s Direct lighting
11:21:44: 57.5% 2.2s Area shadows with 0.733 million rays
11:21:44: 0.0% 0.0s Unaccounted
11:21:44: 29.1% 1.1s Indirect lighting
11:21:44: 0.7% 0.0s ImportancePhotonGatherTime
11:21:44: 0.4% 0.0s CalculateImportanceSampleTime
11:21:44: 26.2% 1.0s FirstBounceRayTraceTime for 0.417 million rays
11:21:44: 9.1% 0.3s CalculateExitantRadiance
11:21:44: 2.5% 0.1s CausticPhotonGatherTime
11:21:44: 0.0% 0.0s Unaccounted
11:21:44: 14.5% 0.5s Final IrradianceCache Interpolation
11:21:44: 0.1% 0.0s Volume Samples
11:21:44: 7.3% 0.3s Unaccounted
11:21:44:
11:21:44:
11:21:44: Lighting Threaded processing efficiency 98.8%, 2.0 speedup with 2 threads
11:21:44: Traced 1.151 million first hit visibility rays for a total of 2.8 thread seconds (0.406 million per thread second)
11:21:44: Traced 0.009 million boolean visibility rays for a total of 0.0 thread seconds
11:21:44: Scene radius 1124.2, Importance bounds radius 0.0
11:21:44: 65 Mappings, 0.099 million Texels, 0.067 million mapped texels, 0.000 million Vertices, 0.000 million Vertex samples processed
11:21:44: 94.9% of Total Lighting thread seconds on Texture Mappings, 0.0% on Vertex Mappings, 0% on Volume Samples, 4.9% Unaccounted
11:21:44: 1 Lights total, 11.0 Shadow rays per light sample on average
11:21:44: 33 Volume lighting samples, 97.0% placed on surfaces, 3.0% placed in the volume
11:21:44:
11:21:44: 0.020 million first pass Photons Emitted (out of 0.009 million requested) to deposit 0.001 million Direct Photons and 22 Indirect Photon Paths, efficiency of 5.82%
11:21:44: 0.005 million second pass Photons Emitted (out of 0.005 million requested) to deposit 0.000 million Indirect Photons and 0.000 million CausticPhotons, efficiency of 0.00%
11:21:44: 0.081 million Photon Gathers, 0.017 million Irradiance Photon Gathers
11:21:44: 0.000 million Importance Photons found, 0.000 million Importance Photon PDF calculations
11:21:44: 13.0% Bounce 1 Irradiance cache miss rate (0.067 million lookups, 0.009 million misses)
11:21:44: 35.0 Mb Peak Working Set
11:21:44:
11:21:44:
11:21:44: Lightmass on TERRY-LAPTOP: 3.60 sec total, 1.19 sec importing, 230 ms setup, 241 ms photons, 1.89 sec processing, 0 ms extra exporting [65/65 mappings]. Threads: 5.65 sec total, 3.58 sec processing.
11:21:44: Lighting complete [Startup = 1.19 sec, Lighting = 2.38 sec]
11:21:44: [CloseConnection] Closing connection 28494519 using handle 28494519
11:21:44: [CloseConnection] Connection confirmed for disconnection 28494519
11:21:44: [CloseConnection] Connection disconnected 28494519
11:21:44: [GetMessage] Safely returning to 28494519 with no message
11:21:46: [MaintainConnections] Local connection has closed (28494519)
11:21:46: [MaintainConnections] Removed connection 28494519
11:21:52: [CloseConnection] Closing connection 3C2A5F5F using handle 3C2A5F5F
11:21:52: [CloseConnection] Connection confirmed for disconnection 3C2A5F5F
11:21:52: [CloseConnection] Closing orphaned Job (DFA378F5-4A8F891C-B8398787-63CF3A1A)
11:21:52: [CloseConnection] Connection disconnected 3C2A5F5F
11:21:52: [GetMessage] Safely returning to 3C2A5F5F with no message




__________________________________________________ _________

any ideas or suggestions?

cheers
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Old 11-07-2009, 02:21 PM   #20
sgt_goomba
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I don't think I have the same error as Sannaakita. When I build all, it freezes at "collecting scene" and I get no error message.
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