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[PARTIALLY SOLVED] UDK crashes with Crucible Weapon Pack... http://www.runestorm.com/forums/viewtopic.php?f=40&t=77312 |
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Author: | ryanjon2040 [ Wed Jan 04, 2012 12:58 am ] |
Post subject: | [PARTIALLY SOLVED] UDK crashes with Crucible Weapon Pack... |
Hello everyone...I recently downloaded Crucible Weapon Pack from Runestorm Main website. I got it working in UDK but weapons dont have diffuse texture applied. So i applied them and whenever i save the package UDK crashes. It only happens with Crucible Weapon Pack. Other than that UDK is stable. Here is the log file from UDK: Code: Log: Log file open, 01/04/12 11:58:49 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 9140 Init: Epic Internal: 0 Init: Compiled (64-bit): Nov 22 2011 17:03:20 Init: Changelist: 1081640 Init: Command line: editor Init: Base directory: G:\UDK\UDK-2011-11\Binaries\Win64\ [0001.02] Init: Computer: RAKU2040-PC [0001.02] Init: User: Raku2040 [0001.02] Init: CPU Page size=4096, Processors=4 [0001.02] Init: High frequency timer resolution =2.741220 MHz [0001.02] Init: Memory total: Physical=8.0GB (8GB approx) Pagefile=16.0GB Virtual=8192.0GB [0001.07] Init: WinSock: I am Raku2040-PC (116.68.84.97:0) [0001.07] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. [0001.08] Init: Object subsystem initialized [0001.32] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 465 [0001.32] Log: Adapter has 993MB of dedicated video memory, 0MB of dedicated system memory, and 3071MB of shared system memory [0001.43] Log: Shader platform (RHI): PC-D3D-SM3 [0003.16] Log: PhysX GPU Support: DISABLED [0003.28] Init: Initializing FaceFX... [0003.35] Init: FaceFX 1.7.4 initialized. [0009.83] Init: Finished loading startup packages in 4.30 seconds [0009.85] Log: 76341 objects as part of root set at end of initial load. [0009.85] Log: 0 out of 0 bytes used by permanent object pool. [0010.41] Log: Supported Consoles: [0010.41] Log: IPhone [0010.41] Log: Mac [0010.41] Log: PC [0010.41] Log: Initializing Engine... [0010.94] Log: Encountered missing default brush - spawning new one [0010.96] Init: UEngine initialized [0010.96] Log: Primary PhysX scene will be in software. [0010.96] Log: Creating Primary PhysX Scene. [0011.08] Init: Transaction tracking system initialized [0011.14] Log: Can't find edit package 'OnlineSubsystemGameSpy' [0011.14] Log: Can't find edit package 'OnlineSubsystemLive' [0011.41] Log: Building adjacency information for skeletal mesh 'WP_Cx_Sniper.Mesh.SK_WP_Cx_Sniper'. [0011.51] Log: Building adjacency information for skeletal mesh 'WP_Cx_Sniper.Mesh.SK_WP_Cx_Sniper_3p'. [0011.55] Log: Building adjacency information for skeletal mesh 'WP_Cx_Sniper.Mesh.SK_WP_Cx_Sniper_3p'. [0012.00] Log: Building adjacency information for static mesh 'WP_Cx_Effects.StaticMesh.S_WP_Cx_Effects_BulletHitCone3'. [0012.01] Log: Building adjacency information for static mesh 'WP_Cx_Effects.StaticMesh.S_WP_Cx_Effects_FlashCone4'. [0012.02] Log: Building adjacency information for static mesh 'WP_Cx_Effects.StaticMesh.S_WP_Cx_Rifle_MuzzleFlash'. [0012.03] Log: Building adjacency information for static mesh 'WP_Cx_Effects.StaticMesh.S_WP_Cx_Effects_WoodChip'. [0012.03] Log: Building adjacency information for static mesh 'WP_Cx_Effects.StaticMesh.S_WP_Cx_Effects_WoodHole'. [0012.04] Warning: Failed to compile Material WP_Cx_All.Materials.M_WP_Cx_StdBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.04] Warning: Failed to compile Material Instance WP_Cx_Sniper.Materials.M_WP_Cx_Sniper_Ammo with Base M_WP_Cx_StdBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.04] Warning: Failed to compile Material WP_Cx_Sniper.Materials.M_WP_Cx_Sniper for platform PC-D3D-SM3, Default Material will be used in game. [0012.05] Warning: Failed to compile Material Instance WP_Cx_Sniper.Materials.M_WP_Cx_Sniper_Main with Base M_WP_Cx_Sniper for platform PC-D3D-SM3, Default Material will be used in game. [0012.37] Warning: Failed to compile Material WP_Cx_Sniper.Materials.M_WP_Cx_ScopeBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.38] Warning: Failed to compile Material Instance WP_Cx_Sniper.Materials.M_WP_Cx_Sniper_Scope with Base M_WP_Cx_ScopeBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.43] Warning: Failed to compile Material Instance WP_Cx_Sidearm.Materials.M_WP_Cx_Sidearm_Main with Base M_WP_Cx_StdBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.43] Warning: Failed to compile Material Instance WP_Cx_Sidearm.Materials.M-WP_Cx_SideArm_Ammo with Base M_WP_Cx_StdBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.44] Warning: Failed to compile Material WP_Cx_Effects.BaseMaterials.M_WP_Cx_AmmoBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.52] Warning: Failed to compile Material Instance WP_Cx_Shotgun.Materials.M_WP_Cx_Shotgun_Skull with Base M_WP_Cx_StdBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.52] Warning: Failed to compile Material Instance WP_Cx_Shotgun.Materials.MI_WP_Cx_Shotgun with Base M_WP_Cx_StdBase for platform PC-D3D-SM3, Default Material will be used in game. [0012.61] Init: XAudio2 using 'Speakers (Creative SB X-Fi)' : 6 channels at 48 kHz using 32 bits per sample (channel mask 0x3f) [0012.65] Init: XAudio2Device initialized. [0013.25] Init: Client initialized [0013.25] Init: Editor engine initialized [0014.14] Log: Initializing Engine Completed [0014.14] Log: >>>>>>>>>>>>>> Initial startup: 14.14s <<<<<<<<<<<<<<< [0015.11] Cmd: MODE MAPEXT=udk [0017.60] SourceControl: Source Control disabled in UDKEditorUserSettings.ini. [SourceControl] has Disabled=True [0023.06] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 465 [0023.06] Log: Adapter has 993MB of dedicated video memory, 0MB of dedicated system memory, and 3071MB of shared system memory [0026.25] Cmd: MAP LOAD FILE="..\..\Engine\Content\Maps\Templates\Template_MidDay.umap" TEMPLATE=0 [0026.59] Log: Encountered missing default brush - spawning new one [0026.95] Log: New File, Existing Package (Package Untitled_2, Package Template_MidDay) [0027.27] Log: -- Checking Building LODs [0027.27] Log: Primary PhysX scene will be in software. [0027.27] Log: Creating Primary PhysX Scene. [0027.28] Log: Finished looking for orphan Actors (0.003 secs) [0027.28] Cmd: MAP CHECKDEP DONTCLEARMESSAGES [0027.39] Log: TIMER ALL OF INIT : [23.827411] [0119.27] Log: Missing cached shader map for material PreviewMaterial_0, compiling. [0119.27] Warning: Failed to compile Material Transient.PreviewMaterial_0 for platform PC-D3D-SM3, Default Material will be used in game. [0161.87] Log: saving as ..\..\UDKGame\Content\UT3\Weapons\WP_Cx_Shotgun.upk [0161.89] Log: OBJ SavePackage: Generating thumbnails for [4] asset(s) in package [WP_Cx_Shotgun] ([34] browsable assets)... [0161.91] Log: OBJ SavePackage: Rendered thumbnail for [ParticleSystem WP_Cx_Shotgun.Effects.P_WP_Cx_Shotgun_MuzzleFlash] [0161.96] Log: OBJ SavePackage: Rendered thumbnail for [Material WP_Cx_Shotgun.Materials.M_WP_Cx_Shotgun] [0161.98] Log: OBJ SavePackage: Rendered thumbnail for [Material WP_Cx_Shotgun.Materials.M_WP_Cx_Shotgun_AmmoPickup] [0161.98] Log: OBJ SavePackage: Rendered thumbnail for [SkeletalMesh WP_Cx_Shotgun.Mesh.SK_WP_Cx_Shotgun_UI] [0161.99] Log: OBJ SavePackage: Finished generating thumbnails for package [WP_Cx_Shotgun] [0161.99] Cmd: OBJ SAVEPACKAGE PACKAGE="WP_Cx_Shotgun" FILE="..\..\UDKGame\Content\UT3\Weapons\WP_Cx_Shotgun.upk" [0162.10] Critical: appError called: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk. [0162.10] Critical: Windows GetLastError: The operation completed successfully. (0) [0170.16] Log: === Critical error: === Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk. Address = 0xfcb1cacd (filename not found) [in C:\Windows\system32\KERNELBASE.dll] Address = 0x3fb38825 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3faf6b26 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x40f6cd86 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x40f6cdd4 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x40f6c5d0 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fabf49b (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fd7a7ac (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fd7c52b (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fd5f5f3 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fd60789 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fd62b50 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fae6c7e (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fb1cf24 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x3fa79437 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x40aabd55 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x40ac78e6 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x40bddda4 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0x40ba1842 (filename not found) [in G:\UDK\UDK-2011-11\Binaries\Win64\UDK.exe] Address = 0xee4419c2 (filename not found) [in C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll] Address = 0x33bda8 (filename not found) Address = 0x5aaa68 (filename not found) Address = 0xf4ab40ab (filename not found) Address = 0xf4ab40ab (filename not found) System.Runtime.InteropServices.SEHException error in UDK: External component has thrown an exception. at PackageTools.SavePackages(TArray<UPackage \*\,FDefaultAllocator>* , UInt32 , FString* , TArray<UGenericBrowserType \*\,FDefaultAllocator>* ) at MContentBrowserControl.SavePackages(TArray<UPackage \*\,FDefaultAllocator>* PackagesToSave, UInt32 bUnloadPackagesAfterSave) at MContentBrowserControl.ExecutePackageCommand(Object Sender, ExecutedRoutedEventArgs EvtArgs, TArray<UPackage \*\,FDefaultAllocator>* Packages, TArray<FString\,FDefaultAllocator>* PackageNames) at MContentBrowserControl.ExecuteAssetCommand(Object Sender, ExecutedRoutedEventArgs EvtArgs) at System.Windows.Input.CommandBinding.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.CommandManager.ExecuteCommandBinding(Object sender, ExecutedRoutedEventArgs e, CommandBinding commandBinding) at System.Windows.Input.CommandManager.FindCommandBinding(CommandBindingCollection commandBindings, Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.FindCommandBinding(Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated) at System.Windows.Input.CommandManager.TransferEvent(IInputElement newSource, ExecutedRoutedEventArgs e) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated) at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) at System.Windows.Threading.DispatcherOperation.InvokeImpl() at System.Threading.ExecutionContext.runTryCode(Object userData) at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Windows.Threading.DispatcherOperation.Invoke() at System.Windows.Threading.Dispatcher.ProcessQueue() at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs) at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam) at GuardedMainWrapper(Char* , HINSTANCE__* , HINSTANCE__* , Int32 ) at ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow) My System Specs: Windows 7 Ultimate x64 SP1 Core i5 760 8GB Corsair DDR3 45Gb of free space in C:\ Drive 118Gb of free space where UDK is installed Can someone please tell me whats wrong... Here is the thread in UDK Forums: http://forums.epicgames.com/threads/874 ... eapon-Pack |
Author: | ShadowBlade [ Wed Jan 04, 2012 2:47 am ] |
Post subject: | Re: UDK crashes with Crucible Weapon Pack... |
It's designed and cooked to work with UT3. I doubt you'd be able to save the packages. |
Author: | ryanjon2040 [ Wed Jan 04, 2012 3:31 am ] |
Post subject: | Re: UDK crashes with Crucible Weapon Pack... |
So is there anyway to use Crucible weapon pack in UDK. Because now the weapons dont have diffuse texture applied to it. |
Author: | ShadowBlade [ Wed Jan 04, 2012 9:15 am ] |
Post subject: | Re: UDK crashes with Crucible Weapon Pack... |
Very doubtful i'm afraid. It was cooked for UT3, not UDK. If the pack runs at all, it'd be a miracle. |
Author: | ryanjon2040 [ Wed Jan 04, 2012 10:34 am ] |
Post subject: | Re: UDK crashes with Crucible Weapon Pack... |
It runs fine in UDK. I created a map in UDK with crucible weapons, ammos in it. Unfortunately the weapons, ammos etc dont have diffuse texture applied. So is there any way to get Crucible Weapon Pack with textures applied to it or uncooked version to use with UDK so that i can save the package? |
Author: | ShadowBlade [ Wed Jan 04, 2012 12:23 pm ] |
Post subject: | Re: UDK crashes with Crucible Weapon Pack... |
No idea why the textures are screwy, but I cannot think of any way off-hand that could help in that regard. And unfortunately, uncooked content is massive and I'm not overly keen on distributing the content in it's original form ![]() |
Author: | ryanjon2040 [ Wed Jan 04, 2012 1:06 pm ] |
Post subject: | Re: UDK crashes with Crucible Weapon Pack... |
Oh no...please shadowblade...can you PM me (or share here) the uncooked content or atleast download UDK ---> load your uncooked package ---> save with textures and reupload. It would be a great help for me. |
Author: | Captain Xavious [ Wed Jan 04, 2012 2:13 pm ] |
Post subject: | Re: UDK crashes with Crucible Weapon Pack... |
Why do you need their stuff on UDK so badly? |
Author: | ryanjon2040 [ Wed Jan 04, 2012 3:36 pm ] |
Post subject: | Re: UDK crashes with Crucible Weapon Pack... |
The problem was with UDK november build. Downloaded UDK March 2011 build and Crucible weapon package now saves fine. However i could not fully load Sidearm and Assault rifle. This is what i get for sidearm (same for assault rifle) ![]() Captain Xavious wrote: Why do you need their stuff on UDK so badly? Because its so AWESOME!! ![]() |
Author: | ShadowBlade [ Wed Jan 04, 2012 4:00 pm ] |
Post subject: | Re: [SOLVED] UDK crashes with Crucible Weapon Pack... |
By the looks of that message, there is some kind of version difference. I'm not sure what or why or anything ![]() Also, I'm definitely not going to be distributing uncooked packages. Sorry man ![]() |
Author: | ryanjon2040 [ Wed Jan 04, 2012 4:31 pm ] |
Post subject: | Re: [SOLVED] UDK crashes with Crucible Weapon Pack... |
ShadowBlade wrote: By the looks of that message, there is some kind of version difference. I'm not sure what or why or anything ![]() Yes...am gonna download February 2010 build and see if it works ShadowBlade wrote: Also, I'm definitely not going to be distributing uncooked packages. Sorry man ![]() Its ok ShadowBlade...I understand ![]() |
Author: | ryanjon2040 [ Fri Jan 06, 2012 8:15 am ] |
Post subject: | Re: [PARTIALLY SOLVED] UDK crashes with Crucible Weapon Pack |
*Update* Still its no use....UDK Frontend crashes with Crucible Weapon Pack when cooking package. Here is the screenshot: ![]() Its really sad that i cant use it in my game ![]() |
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