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BlockBuilder57 avatar BlockBuilder57 commented on May 28, 2024

This is because the program is running out of memory. Right now, my releases are 32-bit applications, which means they can only access ~3.2GB of memory. Future releases will be built as 64-bit applications, but at a cost of being able to use up even more memory (about 5GB for all of Gormott). The memory problem comes in when exporting props, where the glTF library I'm using doesn't seem to clear left over memory after it exports files.

I'll look in to trying to get it to run with that limited 3.2GB but for now I think I'll just have to cave in and make the executable 64-bit. Be warned that it can and will take loads of memory (5-6GB), not to mention how much other programs will take when reading the files that come out.

As for props, I've been noticing that too. I just dumped all of Uraya and all of the Garfont camp is missing, not to mention most of the town. I'll take a look and see if I can find where those missing meshes are.

Gonna leave this issue open until I actually solve that mesh problem.

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Rex234 avatar Rex234 commented on May 28, 2024

Ahh I see understandable. I appreciate that you'll take a look into this. It is a very useful tool. Thank you ^_^

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Rex234 avatar Rex234 commented on May 28, 2024

Sorry to bother.
Any update on this, Block builder? I understand if you've been terribly busy the past month ^ ^

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unbecomingname avatar unbecomingname commented on May 28, 2024

I don't know if this tool is supported anymore, but I don't know how to build github stuff so I'm stuck with this for now. I'm having the same problem with crashing in the 2.1 versions. Works completely fine in 2.0 but it doesn't come with UVs so I'm rather at a loss. I have tried it on a desktop on 24GB of Ram with internal graphics, then a laptop with 12GB Ram with a GTX 1050.

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freedom12 avatar freedom12 commented on May 28, 2024

Capture20220907113923
Capture20220907114056
youdu图片20220907114432
There are some missing props, and some code i changed just work for ma08a.
The miss props datas are stored in "seamwork\inst\pos" files There must be some relationship between "seamwork\inst\pos" files and "seamwork\inst\out" files, but i cant work it out.

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freedom12 avatar freedom12 commented on May 28, 2024

`
MapInfos[i] = ft.ReadMapInfo(MapInfoDatas[i].Data, new BinaryReader(MapInfoDatas[i].Data), true);

            //if (MapInfos[i].PropPosTableCount == 1 && MapInfos[i].PropPositions[0].PropID != 0)
            //{
            //    MapInfos[i].PropPositions.AddRange(MapPositions[MapPositionsIndex].Positions);
            //    MapInfos[i].PropPosTableCount = MapInfos[i].PropPositions.Count;
            //    MapPositionsIndex++;
            //}

            string filename = App.CurFileNameNoExt;
            Dictionary<string, Dictionary<int, List<int>>> cfg = new Dictionary<string, Dictionary<int, List<int>>>(){
                {"ma02a", new Dictionary<int, List<int>>() {{1, new List<int>() {0}}}},
                {"ma05a", new Dictionary<int, List<int>>() {{1, new List<int>() {0, 1, 2, 3}}, {3, new List<int>() {4}}}},
                {"ma07a", new Dictionary<int, List<int>>() {{1, new List<int>() {0, 1, 2, 3, 4} }, {3, new List<int>() {5}}}},
                {"ma08a", new Dictionary<int, List<int>>() {{1, new List<int>() {0, 1}}, {2, new List<int>() {2}}}},
                {"ma10a", new Dictionary<int, List<int>>() {{1, new List<int>() {0, 1, 2, 3}}}},
                {"ma11a", new Dictionary<int, List<int>>() {{1, new List<int>() {0}}, {2, new List<int>() {1}}}},
                {"ma13a", new Dictionary<int, List<int>>() {{1, new List<int>() {0, 1, 2, 3, 4}}}},
                {"ma15a", new Dictionary<int, List<int>>() {{0, new List<int>() {0, 1}}}},
                {"ma16a", new Dictionary<int, List<int>>() {{2, new List<int>() {0, 1}}}},
                {"ma17a", new Dictionary<int, List<int>>() {{0, new List<int>() {0}}}},
                {"ma18a", new Dictionary<int, List<int>>() {{2, new List<int>() {0, 1, 2}}}},
                {"ma21a", new Dictionary<int, List<int>>() {{2, new List<int>() {0}}}},
                {"ma40a", new Dictionary<int, List<int>>() {{2, new List<int>() {0, 1, 2, 3, 4}}, {4, new List<int>() {5}}, {5, new List<int>() {6}}}},
                {"ma41a", new Dictionary<int, List<int>>() {{1, new List<int>() {0, 1, 2, 3}}}},
            };
            if (cfg.ContainsKey(filename))
            {
                var dict = cfg[filename];
                if (dict.ContainsKey(i))
                {
                    var list = dict[i];
                    foreach (var index in list)
                    {
                        MapInfos[i].PropPositions.AddRange(MapPositions[index].Positions);
                    }
                    MapInfos[i].PropPosTableCount = MapInfos[i].PropPositions.Count;
                }
            }

`

I hardcode all maps in xb2, it works foe me

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Squall789 avatar Squall789 commented on May 28, 2024

I hardcode all maps in xb2, it works foe me

Would you be able to drop a link to your fixed exe, or perhaps share your whole MapTools.cs files if possible.
I understand the section you've added, but the sections before and after don't seem to correctly line up.
Also with these changes extracting ma03a doesn't want to work, just closes the tool, not that it worked well before I guess.

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