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MehMan

1.14 buldozer crashes with rtm

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So I installed the 1.14 tools and what not and started the tedious work of reimporting a character from max to O2 and assigning all selections so he doesn't look like the thing. And as such a part of this process is using the testROM animation to see the result of changing selections. Buldozer is also used here since pure wireframe sometimes doesn't reveal as much as is needed.

In any case, since 1.14 whenever I try to check the animation in buldozer and I click some frames buldozer crashes. Lets say I click stage 612, check the result in buldozer, then I click stage 1917 and buldozer crashes.

Any help?

EDIT:

RPT:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

=====================================================================

== D:\ArmedA\ArmA.exe

=====================================================================

Exe version: Thu May 22 23:17:39 2008

build 1.14.5256

graphics: D3D9, Device: NVIDIA GeForce 7600 GT, Driver:nv4_disp.dll 6.14.11.7474

resolution: 1024x768x32

Addons:

Mods: CA

Distribution: 1294

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Out of Memory

Virtual memory total 2047 MB (2147352576 B)

Virtual memory free 1475 MB (1546952704 B)

Physical memory free 37 MB (39649280 B)

Page file free 4095 MB (4294967295 B)

Process working set 305 MB (320405504 B)

Process page file used 303 MB (317726720 B)

Runtime reserved 416 MB (436207616 B)

Runtime committed 290 MB (305127424 B)

ErrorMessage: Out of memory (requested 81 KB).

Reserved 294912 KB.

Total free 173 KB

Free blocks 11, Max free size 45 KB

Out of Memory

Virtual memory total 2047 MB (2147352576 B)

Virtual memory free 1475 MB (1546952704 B)

Physical memory free 36 MB (38600704 B)

Page file free 4095 MB (4294967295 B)

Process working set 308 MB (322961408 B)

Process page file used 303 MB (317726720 B)

Runtime reserved 416 MB (436207616 B)

Runtime committed 290 MB (305127424 B)

=======================================================

Date: 05/25/08 Time: 14:00:48

-------------------------------------------------------

Exception code: C0000005 ACCESS_VIOLATION at 008DE4F4

Version 1.14.5256

Fault address: 008DE4F4 01:004DD4F4 D:\ArmedA\ArmA.exe

file:

world:

Prev. code bytes: 89 44 8F F0 8B 44 8E F4 89 44 8F F4 8B 44 8E F8

Fault code bytes: 89 44 8F F8 8B 44 8E FC 89 44 8F FC 8D 04 8D 00

Registers:

EAX:6E696C23 EBX:00000009

ECX:00000002 EDX:00000001

ESI:00985A3C EDI:00000000

CS:EIP:001B:008DE4F4

SS:ESP:0023:0124C5CC EBP:0124C5D4

DS:0023 ES:0023 FS:003B GS:0000

Flags:00010297

=======================================================

note: Minidump has been generated into the file C:\Documents and Settings\MehMan\Local Settings\Application Data\ArmA\ArmA.mdmp

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yeah, i'm getting 'out of memory' dumps... rtm's not playing back properly... some do, some don't... the 'dancing stephan' rtm (2900 frames which i've been using as a benchmark) crashes buldozer & o2pe...

all was working fine and dandy under RC3... they probably are working in game but i can't be arsed testing...

at this time I can't offer any advice or thoughts except maybe break your rtm down into small chunks... but even then...

edit: yeah, agree with MD... think I'm going to back track to RC3...

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Or just keep the old tools but unpack the new bin.pbo to your working dir.

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Quote[/b] ]at this time I can't offer any advice or thoughts except maybe break your rtm down into small chunks... but even then...

Yeah, I see what you mean now. O2 huffed and puffed, locked up my whole PC just to crash in a glorious way.

In any case it's getting increasingly harder to do some work, or any work.

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I've tried all sorts to rectify this...

with anything larger than a few hundred frames I get Buldozer dying and leaving O2PE working with the following error and if I try to 'export' out to an .rtm the whole lot dies... basically it's all screwed... oh well...

o2_rtm_crash_small.jpg

1024x768

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Same here. I tried to get just a few frames out and export them, but got the same error.

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Well I reinstalled O2 completey a few times, but that didn't work, the bin replacement didn't do anything, I tried cfgs, those did nothing.

I guess I'll try reinstalling the work drive.

Reinstalling ArmA is going to be a bit tricky. And I'd much rather not do it.

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I got a little further... I found I could preview rtm's ok if I selected 'diable config' in the Buldozer menu from within O2PE...

When I say preview rtm's in Buldozer... I do mean only sorta... anything really long like the Dancing Stephan rtm will crash Buldozer to debug and kill O2PE 1.14.

If I only preview say up to 1500 frames then it seemed to work...

Also, If I tried to export anything large it crashed O2PE still...

I tried various additional Buldozer commandline parameters without success.

I firmly believe that the memory allocated for the 'point cache' that is created for long/big rtm's has a bug in this version of the tools.

One can go back to using RC3 tools, but I found that the RC3 tools would not work with the new .exe & .shdc combo of 1.14.

And, I don't have the 1.08.exe & it's associated .shdc's to couple with the RC3 tools... I could get them again but it would pretty much require me do the complete reinstall method to grab them back... and I couldn't be arsed reversing them outta the setup.exe for 1.08, which is doable but time consuming. besides my attention diverted of onto other things and with the 'turning the config' thing off in the O2PE buldozer menu it got it working just enough for me at the moment...

If I really have a requirement for a large rtm I can always whip up a manual method of constructing it...

I think I can live with waiting out a bug-fix on this in the next tools iteration... well, one's sorta force too wait it out isn't one...

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I got a little further... I found I could preview rtm's ok if I selected 'diable config' in the Buldozer menu from within O2PE...

When I say preview rtm's in Buldozer... I do mean only sorta... anything really long like the Dancing Stephan rtm will crash Buldozer to debug and kill O2PE 1.14.

If I only preview say up to 1500 frames then it seemed to work...

Also, If I tried to export anything large it crashed O2PE still...

I tried various additional Buldozer commandline parameters without success.

I firmly believe that the memory allocated for the 'point cache' that is created for long/big rtm's has a bug in this version of the tools.

One can go back to using RC3 tools, but I found that the RC3 tools would not work with the new .exe & .shdc combo of 1.14.

And, I don't have the 1.08.exe & it's associated .shdc's to couple with the RC3 tools... I could get them again but it would pretty much require me do the complete reinstall method to grab them back... and I couldn't be arsed reversing them outta the setup.exe for 1.08, which is doable but time consuming. besides my attention diverted of onto other things and with the 'turning the config' thing off in the O2PE buldozer menu it got it working just enough for me at the moment...

If I really have a requirement for a large rtm I can always whip up a manual method of constructing it...

I think I can live with waiting out a bug-fix on this in the next tools iteration... well, one's sorta force too wait it out isn't one...

Ah, this works pretty well for me.

Yeah, I guess all we can do is wait, but I'm happy to use any solution even if it doesn't work completely. I'd much rather spend my time making stuff than troubleshooting, and right now I'm pretty low on time.

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SOLVED

Sadly I have an even worse problem...bulldozer won't even load at all now that I installed 1.14 when before it worked perfectly.  Here are the errors windows that pop up:

No entry 'bin\config.bin/CfgDifficulties/Regular/Flags.VonID'.

This is followed by:

Shaders not valid (mismatch of exe and data?)

Followed by:

External Viewer: Attach failed.  No viewer found.

Then I get the happy windows box that says ArmA is not working and it proceeds to shut down its attempt to load buldozer.  It does not even get to the stage where it loads up the ArmA files on the ArmA CD because I took out the ArmA CD and it still does the same thing.  I can even change the name of the viewer on the file path under options and it does the same thing.  It did this even before I updated to the 1.14 tools however not before I updated the entire game to 1.14.    

One thing I should note:  When I reinstalled the updated 1.14 tools I put them in a new folder with the older version still there.  Could this be the reason for the problem not going away? Did I need to uninstall the old tools first?   I also didn't have it make a new P folder as I was afraid it could erase all the files I had in my P directory which would have SERIOUSLY pissed me off.   I'm going to back up all those work files before I try another reinstall doing that.  

I also disabled the Cfg as mentioned earlier.  That didn't help me any.  

I'm using Windows Vista by the way.  

My last resort is reinstalling ArmA all over again.  I'm not looking forward to that and I will be massively pissed if I get the same error...as that means I can't work on addons without trial and error checking in the game itself which would quadruple the amount of time it takes for me to work on addons....pretty much putting me out of the business.  That or I just will not be able to play version 1.14 or do any MP gaming.  

sad_o.gif

Frustrated....

Chris G.

aka-Miles Teg<GD>

SOLVED!     Thanks to JoJimbo for the solution on another thread that I didn't see until after posting here.   His advice was:

Quote ]

unpbo the bin.pbo in:

C:\Program Files\Bohemia Interactive\ArmA\Dta

grab the two shader files:

BICompiledShaders_Default.shdc

BICompiledShaders_nVidia.shdc

copy and paste these two to your P:\bin folder.

That there did the job although I still get the error:

No entry 'bin\config.bin/CfgDifficulties/Regular/Flags.VonID'.

I have no idea what that is...but the important thing is that the model and textures show up and as far as I can tell nothing is missing.   So far so good.  Thanks ya'all![/b]

Chris G.

aka-Miles Teg<GD>

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Can anybody else try to reproduce mine and Synide's problem? I'd like to see if it's strictly on our end or not.

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Well, after closer inspection I think this may be more or less on my end, TexView2 also refuses to work.

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Ok, I reinstalled all the tools, the work drive, completely removed all tracers of them, reinstalled them in new directories, etc. What did that do? A big fat nothing.

I'm getting slightly agrivated by all of this.

Here's the dump file:

http://www.sendspace.com/file/nh7m4l

I hope a solution will surface that isn't waiting for a new patch.

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I have analysed your crash dump and it has shown the crash happened when the ArmA.exe tried to shutdown after displaying some error message. Could you please check the .rpt file instead, or write the text of the error message here, if you got any?

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No error message, rpt only has this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

=====================================================================

== D:\ArmedA\ArmA.exe

=====================================================================

Exe version: Thu May 22 23:17:39 2008

build 1.14.5256

graphics:  D3D9, Device: NVIDIA GeForce 7600 GT, Driver:nv4_disp.dll 6.14.11.7474

resolution:  1024x768x32

Addons:

Mods: CA

Distribution: 1294

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices

Key frame animation, no 'keyframe' property

Warning: :0 Error while trying to generate ST for points: 1116, 1079, 741

Warning: :0 Error while trying to generate ST for points: 1110, 1116, 741

Warning: :0 Error while trying to generate ST for points: 1213, 1285, 1357

Warning: :0 Error while trying to generate ST for points: 1213, 1209, 1285

Warning: :0 Error while trying to generate ST for points: 2273, 2253, 2269

Warning: :0 Error while trying to generate ST for points: 2268, 2262, 2250

Warning: :0 Error while trying to generate ST for points: 2269, 2253, 2264

Warning: :0 Error while trying to generate ST for points: 2270, 2255, 2259

Warning: :0 Error while trying to generate ST for points: 2271, 2267, 2257

Warning: :0 Error while trying to generate ST for points: 2250, 2272, 2268

Warning: :0 Error while trying to generate ST for points: 2255, 2270, 2274

Warning: :0 Error while trying to generate ST for points: 2257, 2275, 2271

Warnings in :0

Warning Message: Cannot open object ca\weapons\ak_47_v58_proxy.p3d

Warning Message: Cannot open object ca\weapons\beretta.p3d

Warning Message: Cannot open object ca\weapons\dalekohled_proxy.p3d

Warning Message: Cannot open object ca\weapons\nvg_proxy.p3d

Warning Message: Cannot open object ca\characters\flag_vojak.p3d

Warning Message: Cannot open object ca\weapons\rpg7_proxy.p3d

Unsupported cursor format for #(argb,8,8,3)color(1,1,1,1)

Key frame animation, no 'keyframe' property

Out of Memory

Virtual memory total 2047 MB (2147352576 B)

Virtual memory free 1474 MB (1545728000 B)

Physical memory free 6 MB (6676480 B)

Page file free 2477 MB (2598187008 B)

Process working set 259 MB (272539648 B)

Process page file used 303 MB (318758912 B)

Runtime reserved 416 MB (436207616 B)

Runtime committed 291 MB (305250304 B)

ErrorMessage: Out of memory (requested 41 KB).

Reserved 294912 KB.

Total free 77 KB

Free blocks 9, Max free size 28 KB

Out of Memory

Virtual memory total 2047 MB (2147352576 B)

Virtual memory free 1474 MB (1545728000 B)

Physical memory free 2 MB (3006464 B)

Page file free 2477 MB (2598150144 B)

Process working set 263 MB (276078592 B)

Process page file used 303 MB (318763008 B)

Runtime reserved 416 MB (436207616 B)

Runtime committed 291 MB (305250304 B)

=======================================================

Date: 06/19/08  Time: 14:41:57

-------------------------------------------------------

Exception code: C0000005 ACCESS_VIOLATION at 008DE4F4

Version 1.14.5256

Fault address:  008DE4F4 01:004DD4F4 D:\ArmedA\ArmA.exe

file:    

world:    

Prev. code bytes: 89 44 8F F0 8B 44 8E F4 89 44 8F F4 8B 44 8E F8

Fault code bytes: 89 44 8F F8 8B 44 8E FC 89 44 8F FC 8D 04 8D 00

Registers:

EAX:6E696C23 EBX:00000009

ECX:00000002 EDX:00000001

ESI:00985A3C EDI:00000000

CS:EIP:001B:008DE4F4

SS:ESP:0023:012444FC  EBP:01244504

DS:0023  ES:0023  FS:003B  GS:0000

Flags:00010297

=======================================================

note: Minidump has been generated into the file C:\Documents and Settings\MehMan\Local Settings\Application Data\ArmA\ArmA.mdmp

The dump file in the previous post is when I'm using a slightly more complex model, 5 sections, 6700 triangles. This dump file that I'm posting now is what I get when I use a slightly less complex model, 4 sections, 6000 triangles(webbing remove), and I am able to import the whole testROM animation and select one frame and then run buldozer. But if I select another frame, changing a frame, buldozer crashes.

http://www.sendspace.com/file/nlfqi4

Also, apologies for being cranky.

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Well, I took the time and reinstalled ArmA, removing any registry entries etc etc, basically removing nearly all trace of ArmA. Then I started to reinstall it, which took a good ammount of time and that did nothing, I ran O2, opened the model, did all the things that crashed it previously, and it crashed again.

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Suma,

Here's my dump files if at all usefull...

This is from opening the 'BISkeleton.p3d' standard model in O2PE (the version from the 1.14 tools update) and applying the 'amovpercmstpsnonwnondnon_rom.rtm' with 'disable model config' in the Buldozer menu.

Upon launching Buldozer it thinks for a bit... then goes into debug mode...

There is heaps of memory, and hard disk space available. Windows XP x64 OS.

   ArmA_DumpFiles_Synide.rar

I can load any .rtm against the models and step through the animation in O2PE fine... it's when previewing large .rtm's... smaller ones preview ok in Buldozer... Or, attempting to 'export' an .rtm.

Q. What is the 'exact' definitive procedure for exporting an .rtm from a standard BIS character model?

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Has this been resolved ?

I also cannot export rtm's.I can load and view

Am I having same problem? When I export it comes up with several error boxes all saying no coordinates. All the proxies at first

Then it does some viewer work (operation in progress) and then comes up with a couple more saying no coordinates in eyelids,mbrow

Resulting in O2 crashing (viewer stays running)

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Not that I know of...

apparently it would appear to be non-operational at this time

or BIS are reluctant to provide a step-by-step verbatim, succint guide as to how they get it too work.

As it's only several months to a year (probably) till A2 comes out I'd imagine they won't worry about it too much.

It's funny... I was just playing around with some .rtm's yesterday and cursing, was going to track down this thread myself and bump it...

I've been enjoying other aspects of Life on Earth lately but maybe this issue needs some community attention.

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I just hit the half ratio button until it works. That's on the import side. The export side still doesn't work.

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