• Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Social Media
    •   @Wings3dOfficial
    •   @Wings3dOfficial
    •   Wings3dOfficial
    •   Wings3dOfficial
  • Register
  • Login
  • Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Register
  • Login
Wings 3D Development Forum Wings 3D Bug Reports v
« Previous 1 … 31 32 33 34 35 Next »
Crash Report

 
  • 0 Vote(s) - 0 Average
Crash Report

roberts
Offline

Junior Member

Posts: 2
Threads: 1
Joined: May 2013
#1
05-12-2013, 02:42 PM
I'm new to Winds3D and just trying it out. I was importing a large (13.7GB) 3ds made from AC3D and Wings3D's import process crashed. I'm running Windows 7. Here is the crash report (the forum won't let me attach it):

Dump written 2013-5-12_9-9
Version: 1.4.1
Window: geom
Reason: function_clause

Short stack trace:
[{wings,command_1,2},
{wings_develop,time_command,2},
{wings,raw_command,4},
{wings_wm,handle_event,3},
{wings_wm,send_event,2},
{wings_wm,do_dispatch,2},
{lists,foreach,2},
{wings_wm,'-redraw_all/0-fun-1-',1}]

Long stack trace:
[{wings,command_1,
[{'EXIT',
{badarg,
[{ets,new,[e3d_tds,[named_table,ordered_set]]},
{e3d_tds,import,1},
{wpc_3ds,'-import_fun/1-fun-0-',2},
{wpa,do_import,3},
{wpa,'-import/3-fun-0-',3},
{wings_file,'-import_filename_1/2-fun-0-',3},
{wp8_file,file_dialog_event,1},
{wings_wm,handle_event,3}]}},
{st,{0,nil},
face,true,[],
{0,nil},
none,
{1,
{default,
[{maps,[]},
{opengl,
[{ambient,
{0.7898538076923077,0.8133333333333334,
0.6940444444444445,1.0}},
{diffuse,
{0.7898538076923077,0.8133333333333334,
0.6940444444444445,1.0}},
{emission,{0.0,0.0,0.0,0.0}},
{shininess,1.0},
{specular,{1.0,1.0,1.0,1.0}},
{vertex_colors,set}]}],
nil,nil}},
[],undefined,true,1,none,none,
{0,{}},
{1,{wings_shape,{no_folder,[]},nil,nil}},
ignore,none,none,
{ignore,ignore},
{'EXIT',
{badarg,
[{ets,new,[e3d_tds,[named_table,ordered_set]]},
{e3d_tds,import,1},
{wpc_3ds,'-import_fun/1-fun-0-',2},
{wpa,do_import,3},
{wpa,'-import/3-fun-0-',3},
{wings_file,'-import_filename_1/2-fun-0-',3},
{wp8_file,file_dialog_event,1},
{wings_wm,handle_event,3}]}},
{[],[]},
true,[]}]},
{wings_develop,time_command,2},
{wings,raw_command,4},
{wings_wm,handle_event,3},
{wings_wm,send_event,2},
{wings_wm,do_dispatch,2},
{lists,foreach,2},
{wings_wm,'-redraw_all/0-fun-1-',1}]

Argument #2:
ggaliens
Offline

Erlang Hacker
Posts: 954
Threads: 143
Joined: Nov 2012
#2
05-13-2013, 04:45 PM
I'll say that even if the import process points to something different and surmountable ... your 14GB model
is going to choke wngs3D out before it ever loads.

What is 14GB ? The disk file ? Or how the thing unfolds inyour app memory as you see it under your other application ?

Good luck with that model ... I think you are going to need it.
roberts
Offline

Junior Member

Posts: 2
Threads: 1
Joined: May 2013
#3
05-16-2013, 02:15 AM
The 14GB is the 3ds file. It's a floor plan for a 16x8 room, divided four ways, has a bed, sofa, sink (these three items have lots of polygons), a simple rectangular object for tv and four windows cut into the wall.
Ran13
Offline

Wings Hooligan

Posts: 18
Threads: 0
Joined: Nov 2012
#4
05-16-2013, 11:46 AM (This post was last modified: 05-16-2013, 11:47 AM by Ran13.)
If you have access to AC3D, export the items separately.
Parsing a 14GB file is likely slamming your memory limit for a 32-bit app (Wings3D).

Exporting separately should maintain the locations of the separate items wrt world origin, so they should import into their proper locations.

You might also consider, if you DO have access to the source file in the source app (AC3D), to try and limit the number of exported faces in those items that have lots of polys. Things like the furniture are likely modeled with higher order surfaces (lathed splines, sub-d, lofted curves, etc.) and these items usually have some sort of "resolution" setting for when they are converted to triangles on export which, 3DS is an all triangle format... just one of the MANY known limitations of the 3DS format.

On the subject of the 3DS format, these items that have "lots of polys" must be made of many separate objects since there is a hard limit on the number of discrete faces/vertices in an individual object in the 3DS format. (~65k per object). Also, be aware that any assigned materials or textures that have names/paths that violate the (ancient) DOS 8.3 file naming convention will have there names truncated in the 3DS export, and will appear that they are no longer referenced.
dgud
Offline

Grumpy Dev
Posts: 692
Threads: 37
Joined: Nov 2012
#5
05-20-2013, 02:03 PM
There is a 2GB limit for 32-bit's app.
« Next Oldest | Next Newest »

Users browsing this thread: 1 Guest(s)



  • View a Printable Version
  • Subscribe to this thread
Forum Jump:

© Designed by D&D - Powered by MyBB

Linear Mode
Threaded Mode