Export crash

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Duncan1246
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Export crash

Post by Duncan1246 »

I can't export my mod until a few days, and I don't know what is the problem. Last export weights 164 Mo, so I think the problem isn't an asset problem, may be a bad script?? I don't know...
The crash warning is "not enough memory". Other thing, I notice this message at start of the editor: "warning: string ["ModSystem.lua"]:0: File not found: mod_assets/dungeon.manifeste.bin"
Does somebody can help?
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minmay
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Re: Export crash

Post by minmay »

Exporting a mod causes a pretty large memory balloon. Try going into the options and setting texture resolution and render quality to "Low" to reduce the memory usage in the editor, then export. The options will NOT affect the exported file, but they will give you a LOT more memory to use for it: "High" texture resolution uses 16 times as much texture memory as "Low" texture resolution.
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THOM
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Re: Export crash

Post by THOM »

But how can the settings affect the export process but not the exported file?

Aren't the exported grafics different depending on your choosen options?
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minmay
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Re: Export crash

Post by minmay »

No. All exporting does is pack the mod's files into a .dat. None of the game's settings will have any effect on that. Hell, you could probably write a 10 line python script that does the same thing.

But while you're exporting, the game and editor are still running, which means all the textures etc. are loaded into memory. If you use "Low" texture resolution, smaller versions will be loaded, so the editor uses less memory. This doesn't affect the files on disk, which are what exporting uses.
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Duncan1246
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Re: Export crash

Post by Duncan1246 »

minmay wrote:Exporting a mod causes a pretty large memory balloon. Try going into the options and setting texture resolution and render quality to "Low" to reduce the memory usage in the editor, then export. The options will NOT affect the exported file, but they will give you a LOT more memory to use for it: "High" texture resolution uses 16 times as much texture memory as "Low" texture resolution.
Thanks Minmay! Memory usage by editor is lowered by 20% and export works! But did the difficulties of export are linked with size of imported assets or does I have to worry about some scripts or specifics assets??
Duncan
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
minmay
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Re: Export crash

Post by minmay »

Memory usage of the exporting process itself will depend almost entirely on the total size of the .dds, .lua, .model, .animation, .wav, .ogg, and .ivf files in your mod's assets.* Basically it has to gather all the files up at once to compress them.

Memory usage of the editor other than the exporting process will be determined by the same factors as memory usage in the rest of the game: all the memory needed to store the state of the game including objects, Lua, etc., as well as the memory needed to store loaded models, textures, etc. Setting texture resolution to Low is an easy way to divide the required texture memory by 16, since all the textures are 1/16th as large as they are on High. E.g. a 1024x1024 texture becomes a 256x256 one. (Actually since the textures have mipmaps the reduction is slightly more than that, since instead of storing 1024*1024+512*512+256*256+128*128... it only stores 256*256+128*128...)

*Files with other extensions are not exported into the .dat at all, which is quite handy if you want to keep e.g. .txt documentation or .xcf source textures...
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Duncan1246
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Re: Export crash

Post by Duncan1246 »

minmay wrote:Memory usage of the exporting process itself will depend almost entirely on the total size of the .dds, .lua, .model, .animation, .wav, .ogg, and .ivf files in your mod's assets.* Basically it has to gather all the files up at once to compress them.

Memory usage of the editor other than the exporting process will be determined by the same factors as memory usage in the rest of the game: all the memory needed to store the state of the game including objects, Lua, etc., as well as the memory needed to store loaded models, textures, etc. Setting texture resolution to Low is an easy way to divide the required texture memory by 16, since all the textures are 1/16th as large as they are on High. E.g. a 1024x1024 texture becomes a 256x256 one. (Actually since the textures have mipmaps the reduction is slightly more than that, since instead of storing 1024*1024+512*512+256*256+128*128... it only stores 256*256+128*128...)

*Files with other extensions are not exported into the .dat at all, which is quite handy if you want to keep e.g. .txt documentation or .xcf source textures...
It's very clear and precise, thanks! I am not too lazy, I think, but when you write a mod, it's so time consuming that you neglect to learn the basics... :?
The Blue Monastery (LOG1)
download at:http://www.nexusmods.com/grimrock/mods/399/?

Finisterrae(LOG2)
download at:http://www.nexusmods.com/legendofgrimrock2/mods/61/?
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