Tomb Raider Forums  

Go Back   Tomb Raider Forums > Tomb Raider Level Editor and Modding > Tomb Raider Level Editor

Reply
 
Thread Tools
Old 28-05-12, 14:47   #1
hannon13
Member
 
hannon13's Avatar
 
Joined: Dec 2009
Posts: 590
Post error .prj

Version=1.2.2.6
CRS=Enabled
Last diagnostic mexage: LOG_0x4298E4: Object 0 in room 147 claims to be in room 0

Last directX error:
START_P1:1002D0B7
END_P1:10071F86
START_P2:10083617
END_P2:100A8CC1
START_P3:100B2347
END_P3:100E38D2
START_P4:100071E7
END_P4:1000FDA4
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON READ AT OFFSET 0x63AF45C
RECOVERABLE : YES
CRASH OFFSET: 0x422FC5
REGISTERS:
EAX=63AF442
EBX=0
ECX=300EF20
EDX=11
ESI=2FC39CC
EDI=7B91E0A
EBP=5DDFD80
EIP=422FC5
ESP=5DDFD20
DYNAMIC POINTER LIST:
------------------------------------------
10434E70:Ptr_VetBigTails
063B0020:Ptr_MemoriaMesh
0300EF20:Ptr_MemoriaVertici
03034738:Ptr_MemoriaListaVertici
09200020:Ptr_Memoria1_6Mb
02F94E30:Ptr_ObjectCodeArray
02FB7888:Ptr_VetBaseOggetti
02FF7CF0:Ptr_VetSlotOggetti
07F90020:Ptr_BaseImmagineTextureOggetti
07D6FBF0:Ptr_VetMeshPointers
097A3D40:Ptr_ObjjBonesWad
07B90048:Ptr_VetRoomSlots
0309DFE8:Ptr_VetPointerRooms
00000000:Ptr_MemoriaPerDatiCD
00000000:Ptr_MenuAttivo
0046E4D8:Ptr_Pointer_VetDirectDrawDevice
0046E4F5:Ptr_BaseDirectXLibrary
0046E0A8:Ptr_ColorTableEntry
006FB5CC:Ptr_IDirect3DDevice3
03095EFE:Ptr_TabellaColori
02C3205A:Ptr_MemoriaTexFaces
02F71FE8:Ptr_TextureTailInfos
00600BD8:Ptr_DatiPoligoni
0309D7E0:Ptr_VetCodeTriggers
02FA2540:Ptr_VetTriggers
02F71FE8:Ptr_MemoriaRoomTexInfos
02F75FF0:Ptr_ObjectTextureWad
05EA0020:Ptr_TextureRawImage
0309BBD8:Ptr_MemTestTextureNero
00000000:Ptr_VettorePuntatoriTexture
0300E318:Ptr_VetObjectCodeEffetti
00000000:Ptr_VetSoundEffects
02F9CB38:Ptr_VetItemEffetti
09200020:Ptr_MemoriaFileTexture
00799CD0:Obj_IDirectDrawSurface3
00799DF0:Obj_IDirectDraw7
00799D30:Obj_IDirectDraw4
00000000:Obj_IDirect3DTexture2
00000000:Obj_DirectDrawSurface4
00000010:IndiceRoomAttuale
00000000:TipoModeView
00000000:TestMostraFlipMap
00000000:TestDrawDoors
000000C8:Tot_RoomSlots
00000000:TestFaceEdit
00000000:TestModoLightning
0018FF88:SalvaBaseStack1
05DDFF88:SalvaBaseStack2
------------------------------------------
MEMORY USAGE
------------------------------------------
VetPtrMeshObject memory is full at 49.22 (Used 0x1F8 bytes)
ZonaVerticiObjectMesh memory is full at 49.22 (Used 0x1F8 bytes)
ZonaMemoriaVertex memory is full at 80.00 (Used 0x1067E4 bytes)
ZonaMemoriaVertexSecondario memory is full at 20.00 (Used 0x419E4 bytes)
MemoriaTexFaces memory is full at 0.69 (Used 0x2038 bytes)
MemoriaPoligoni memory is full at 0.47 (Used 0xBB4 bytes)
VetSegnaliMesh memory <EMPTY: never used>
MemoriaTexture8Bits memory is full at 100.00 (Used 0x3FFFC bytes)
ZonaOverlaps memory <EMPTY: never used>
VetTexSonorePrj memory is full at 99.61 (Used 0x3FC bytes)
VetTextureBumpMap memory <EMPTY: never used>
VetAnimatedTilesTextures memory is full at 99.90 (Used 0xFFC bytes)
ZonaListaElenco memory <EMPTY: never used>
ZonaVetCamera memory <EMPTY: never used>


------------------------------------------
Stack=0x5DDFD20 pContesto=0x5DDFA38 pInfoEccezione=0x5DDF9E8
PRIMARY_STACK:
ESP=0x5DDFD20
STACK_TRACE:
0x418A5C
0x41AAF1
0x41D7E9
0x41E5E2
0x42706A
0x41A3C2
0x426AEF
0x419F10
0x44B45A
0x44B47B
0x44D3C0
0x44B424
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x18B168
STACK_TRACE:
0x41004D
0x43005C
0x43005C
0x43005C
0x41004C
0x440034
0x45002D
0x450043
0x42002D
0x430046
0x420032
0x10020201
0x100B9AA6
0x100DBC6C
0x444672
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x100B9AA6
0x100DBC6C
0x444672
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x100B9AA6
0x100DBC6C
0x444672
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x100B9AA6
0x100DBC6C
0x100B9AA6
0x100DBC6C
0x100E0B91
0x444610
0x100E0E09
0x444839
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x444610
0x444074
0x444559
0x44B5D6
0x44D3C0
END_STACK_TRACE
hannon13 is offline   Reply With Quote
Old 28-05-12, 14:55   #2
teme9
Member
 
teme9's Avatar
 
Joined: Nov 2005
Posts: 3,252
Default

I'd suggest you to post more information about this crash. Hardly any of us can figure out what happened from the crash information log. And if possible post a screenshot if you can what was going on before the crash.

heres some questions which may help you to tell us what happened:
1. What were you doing ("Pressing jump and alt key" as example)
2. When exactly this did happen ("During a Lara dying animation on spikes" as example)
3. What was going on when this happened ("Lara hit spikes and rolling ball was rolling around" as example)

Edit:

Or is this actually a tomb converter crash?

If I figured correctly there is some problem in your level. To be more specific in room 147.
"Object 0 in room 147 claims to be in room 0"

Have you deleted a room with object or perhaps deleted a flipped room with object?

Last edited by teme9; 28-05-12 at 14:58.
teme9 is offline   Reply With Quote
Old 28-05-12, 17:17   #3
hannon13
Member
 
hannon13's Avatar
 
Joined: Dec 2009
Posts: 590
Default

is with the .prj. A level of TRLE (using NGLE). I can not access the .prj
hannon13 is offline   Reply With Quote
Old 28-05-12, 17:27   #4
Titak
Moderator
 
Titak's Avatar
 
Joined: Jul 2003
Posts: 33,359
Default

You can't open the prj in the editor?
Are you getting any errormessages before you get this crashreport?
If so, what are those errormessages about?

If you are also using TRNG and NG-Center you could try NG_Doctor on it.
Perhaps that will give some more clear information about what might be wrong.

It is probably better to go back to an earlier save of the prj and restart from there.


Btw, I've never gotten an errorreport like that when the editor crashed... I only get errorreports like that when the game itself crashes.

Last edited by Titak; 28-05-12 at 17:29.
Titak is offline   Reply With Quote
Old 28-05-12, 17:43   #5
hannon13
Member
 
hannon13's Avatar
 
Joined: Dec 2009
Posts: 590
Default

Extract .tr4 to .prj with tr2prj program
hannon13 is offline   Reply With Quote
Old 28-05-12, 18:05   #6
Titak
Moderator
 
Titak's Avatar
 
Joined: Jul 2003
Posts: 33,359
Default

You extracted a prj with TR2prj?
Well, is it pretty common knowledge that prj's extracted with that program are buggy.
So in most cases it simple is a no go.

You'll have to build the level from scratch it seems.
Titak is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 15:23.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.