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FPSC Classic Product Chat / Waiting for threads to finishis taking ages...

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PekelaarSFX
16
Years of Service
User Offline
Joined: 11th Apr 2010
Location: Netherlands
Posted: 4th Sep 2012 22:05 Edited at: 4th Sep 2012 22:07
When I'm test-building my level, the building process take ages to complete. My level is not even builded as we speak. I've tried it multiple times but it looks like it sort of halts there. I do see that the Mem Usage decreases during the waiting, but that's all about it. There are something I would like to know about this problem;

- What does the "waiting for threads to finish" do in general?
- What can cause this problem?
- How to fix/bypass it?

I want to know what it does, so I can use that knowledge to never get this problem again, if it is a problem...

PekelaarSFX

Its a state of mind.
PekelaarSFX
16
Years of Service
User Offline
Joined: 11th Apr 2010
Location: Netherlands
Posted: 5th Sep 2012 00:01
I am sure someone can answer me.

Its a state of mind.
Omegamer
17
Years of Service
User Offline
Joined: 25th Feb 2009
Location: There
Posted: 5th Sep 2012 00:41
This can be caused if youre using Lightmapping "Best for Quality".
I recommend to use "Best for Performance" for a much faster building process.

I hope this helps
PekelaarSFX
16
Years of Service
User Offline
Joined: 11th Apr 2010
Location: Netherlands
Posted: 5th Sep 2012 03:24
I tried it and it worked! And the pro on this is that even when I use Performance, my shadows look like how I want them

Its a state of mind.
Bejasc3D
17
Years of Service
User Offline
Joined: 17th Aug 2008
Location: Down Under
Posted: 5th Sep 2012 03:36
If you happen to run into this error again, using this new setting the issue may be with one of the assets you have included in your level. I had this problem (some time ago) caused by an entity and had to attempt to solve it by removing each entity one by one until the problem wasn't present anymore. A short time later I tracked it down, loaded up the map backup and removed that problematic entity and all was fine.

Just thought I'd share.

Anyways, good luck with your project!
Be happy to help you out if you need anything.

Omegamer
17
Years of Service
User Offline
Joined: 25th Feb 2009
Location: There
Posted: 5th Sep 2012 03:59
Quote: "I tried it and it worked! And the pro on this is that even when I use Performance, my shadows look like how I want them"


I'm happy that helped^^
PekelaarSFX
16
Years of Service
User Offline
Joined: 11th Apr 2010
Location: Netherlands
Posted: 5th Sep 2012 04:31
Haha Me 2

doopus
18
Years of Service
User Offline
Joined: 23rd Dec 2007
Location:
Posted: 5th Sep 2012 06:56
Bejasc3D's other solution is correct as well. I've fallen victim to this error before, and it can be quite frustrating. If you want to remain in best quality lightmapping, you'll have to search through all of your entities (I believe it's only entities, not segments) and delete them one by one until you find the culprit. Don't forget to make a backup of the level!

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