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Error: Executing TexConv returned error FAILED [compress] (8007000e)


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#1 BONK1

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Posted 23 May 2019 - 09:08 AM

I got this error and I dont know what I have to do.

 

log error: https://pastebin.com/MFSi4P8Q


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#2 BONK1

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Posted 23 May 2019 - 09:40 AM

Here bugreport.txt and dynDOLOD log file.

 

 

DynDOLOD log:

https://shrib.com/#9...p-jr0knk7yw-Atp

 

bugreport.txt:

Attached File  bugreport.txt   115.42KB   2 downloads


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#3 sheson

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Posted 23 May 2019 - 09:49 AM

[00:13:30.628] Save C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld00.dds
[00:13:33.157]  FAILED [compress] (8007000e)
[00:13:33.782] Executing TexConv returned error: "C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f BC7_UNORM -bcquick -o "C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld00.dds"
The texture C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld00.dds is saved uncompressed (8888) before TexConv is called to convert it. Open the texture in an image viewer to see if it looks OK.
 
The error number 8007000e from TexConv supposedly means "Ran out of memory"
It is not clear if it means main or graphics memory. If you have a game/media player/lots of browser windows open in the background close them.
 
Test if it runs without error when running it manually on the texture, by copy pasting the entire command into a windows command prompt
 
"C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f BC7_UNORM -bcquick -o "C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Modding\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld00.dds"
 
If that works, you might try again.
 
If it fails again, change the texture format in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to
ObjectLODDiffuseFormat=88
ObjectLODAlphaDiffuseFormat=88
ObjectLODNormalFormat=87
TreeLODDiffuseFormat=88
and then manually convert all textures to BC7 with texconv afterwards.
 
Or use googd old BC1/BC3 like in Skyrim, you probably won't notice the difference anyhow.
ObjectLODDiffuseFormat=200
ObjectLODAlphaDiffuseFormat=202
ObjectLODNormalFormat=200
TreeLODDiffuseFormat=200
 
 
 
 

Edited by sheson, 23 May 2019 - 02:00 PM.

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#4 BONK1

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Posted 23 May 2019 - 12:59 PM

WOW finally I resolved, very big thanks. Without you I couldn't have done it, I hope you'll have a good future for your projects and again thanks for this great mod.


Edited by BONK1, 23 May 2019 - 01:00 PM.

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#5 sheson

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Posted 23 May 2019 - 02:00 PM

Thanks and you are welcome. Enjoy.


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#6 DiscomBob

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Posted 20 February 2020 - 08:41 AM

I've searched this subforum and googled, and the problem I'm getting is similar to what a couple of other users have experienced using the 32-bit version.

 

I've attached the bug report and log file; the pertinent section of the log file commences with preparing texture data, a couple of dozen notes about normal maps not being found (is this normal behaviour?), then the failures start while creating atlas textures for DynDOLOD_DLC2SolstheimWorld.dds:

[00:06:44.462]	<Note: textures\terrain\lodgen\skyrim.esm\treepineforestdeadsnow03_000ef5a3_n.dds normal map not found, using flat replacement>
[00:06:44.468]	Creating atlas textures C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds from 124 textures
[00:06:53.066]	<Error creating textures for atlas: Access violation at address 000000000050765A in module 'DynDOLODx64.exe'. Write of address 0000000000000000>
[00:06:53.070]	<Error creating textures for atlas: Access violation at address 000000000040DEF0 in module 'DynDOLODx64.exe'. Read of address FFFFFFFFFFFFFFFF>
[00:06:53.257]	<Error creating textures for atlas: Error while copying rect from image Image @0000000058B6ED10 info: Width = 284px, Height = 1024px, Format = R8G8B8, Size = 852 KiB, Bits @00000000792F1000, Palette @0000000000000000. to image Image @000000005EB90AB0 info: Width = 8192px, Height = 4096px, Format = A8R8G8B8, Size = 131,072 KiB, Bits @0000000090011000, Palette @0000000000000000.. Exception Message: Access violation at address 000000000050765A in module 'DynDOLODx64.exe'. Write of address 0000000000000000>
[00:06:53.276]	 FAILED [decompress] (8007000e)
[00:06:53.279]	<Error loading textures\lod\nordictempleext_lod.dds>
[00:06:53.291]	<Error creating textures for atlas: Access violation at address 000000000050765A in module 'DynDOLODx64.exe'. Write of address 0000000000000000>
[00:06:53.352]	<Error creating textures for atlas: Error while generating 11 mipmap levels for image Image @000000007085F8D0 info: Width = 340px, Height = 1024px, Format = A8R8G8B8, Size = 1,360 KiB, Bits @00000000736D1000, Palette @0000000000000000. Exception Message: Access violation at address 000000000050765A in module 'DynDOLODx64.exe'. Write of address 0000000000000000>
[00:06:53.355]	<Error creating textures for atlas: Error while generating 12 mipmap levels for image Image @000000007B76F8D0 info: Width = 2048px, Height = 2048px, Format = R8G8B8, Size = 12,288 KiB, Bits @00000000ACF91000, Palette @0000000000000000. Exception Message: Error in stretch resample. One or more errors occurred>
[00:06:53.487]	<Error creating textures for atlas: Access violation at address 000000000050765A in module 'DynDOLODx64.exe'. Write of address 0000000000000000>
[00:06:53.567]	<Error creating textures for atlas: Access violation at address 000000000050765A in module 'DynDOLODx64.exe'. Write of address 0000000000000000>
[00:06:53.597]	<Error creating textures for atlas: Error while generating 12 mipmap levels for image Image @000000006DC8F870 info: Width = 2048px, Height = 2048px, Format = R8G8B8, Size = 12,288 KiB, Bits @00000000A8B41000, Palette @0000000000000000. Exception Message: Error in stretch resample. One or more errors occurred>
[00:07:01.193]	 
[00:07:01.193]	Exception in unit userscript line 350: One or more errors occurred
[00:07:01.193]	 
[00:07:01.193]	Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.
[00:07:01.193]	 
[00:07:01.193]	If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
[00:07:01.199]	Error: One or more errors occurred
[00:07:02.421]	<Error creating textures for atlas: Access violation at address 0000000001391923 in module 'DynDOLODx64.exe'. Read of address 0000000000000380>
[00:27:34.316]	<Error creating textures for atlas: Integer overflow>
[00:27:34.328]	<Error creating textures for atlas: File not found: Thread Exiting: 7540>

I'm already using the 64-bit version of DynDOLOD, so is my only option to use a Medium or Low preset (I'm following the STEP guide for full 3D trees, which require the High preset according to the guide)?

 

TIA.

 

Attached File  bugreport.txt   113.13KB   1 downloadsAttached File  DynDOLOD_SSE_log.txt   250.12KB   1 downloads


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#7 sheson

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Posted 20 February 2020 - 09:04 AM

The low, medium, high presets do not change texture sizes or their memory requirements while processing them.

 

It is possible this is caused many large textures (like many large billboards over 1024) needed to be processed or because a corrupt texture or by OS or third party programs preventing access or otherwise influencing reading textures.

 

Even TexConv (FAILED [decompress] (8007000e) in the log) runs out of memory while try to process textures\lod\nordictempleext_lod.dds.

 

Open DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas in an text editor and change lines #42 and #43 to

  iAtlasMaxWidth = 4096;
  iAtlasMaxHeight = 4096;
 
Maybe it runs through then.

Edited by sheson, 20 February 2020 - 09:06 AM.

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#8 DiscomBob

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Posted 20 February 2020 - 09:24 AM

 

The low, medium, high presets do not change texture sizes or their memory requirements while processing them.

 

It is possible this is caused many large textures (like many large billboards over 1024) needed to be processed or because a corrupt texture or by OS or third party programs preventing access or otherwise influencing reading textures.

 

Even TexConv (FAILED [decompress] (8007000e) in the log) runs out of memory while try to process textures\lod\nordictempleext_lod.dds.

 

Open DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas in an text editor and change lines #42 and #43 to

  iAtlasMaxWidth = 4096;
  iAtlasMaxHeight = 4096;
 
Maybe it runs through then.

 

Thanks for the quick response. Your change works - at least, DynDOLOD is still processing, but it's well beyond the original point of failure! Currently waiting for LoDGenx64.exe to finish...

 

Does the change from 8192 to 4096 impact the quality of output LODs, or does it just change the number and size of files that DynDOLOD works with/creates? 


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#9 sheson

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Posted 20 February 2020 - 09:34 AM

Texture quality will stay the same. It will just create more texture atlases if needed.


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#10 DiscomBob

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Posted 20 February 2020 - 09:45 AM

Just to confirm, DynDOLOD ran to completion with the suggested edit to the Worlds.pas file.

 

Thanks again!


Edited by DiscomBob, 20 February 2020 - 09:46 AM.

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#11 z929669

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Posted 30 July 2020 - 05:28 PM

@sheson

I made some cohesion edits to the STEP Guide that may alleviate some LOD-related setup posting on these forums.

 

 

Also, I ran into this issue just recently. Specifically, "ran out of memory" error code: FAILED [decompress] (8007000e). Windows clean boot fixed, but it was specifically 'system' RAM limit and not GPU RAM ... I was watching both at the time.

"C:\Modding\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f BC7_UNORM -bc q -o "C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds"

I have 32 GB RAM, and the program seems to accumulate used RAM from start all the way through addressing the Solthseim stuff before reallocating (on my successful run, I went from 2.4 GB system RAM utilization to a peak of 30.8 GB, followed by 4.4 GB once SolstheimWorld textures completed). If you know of a way to get the program to swap RAM just prior to generating the SolthseimWord textures, maybe it would alleviate. It seems like the RAM accumulation is prior to worldspace file work, and that SolthseimWorld gets and unfair shake, because it is first up. It never went over about 10 GB after SolthseimWorld.

 

Anyway, just for benefit of anyone else out there with this issue:

 

Env

 

Attached Files



#12 sheson

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Posted 31 July 2020 - 01:15 AM

Not much I can do about TexConv running out of memory if it has to process large textures because of user settings. Make sure to leave OS page file settings default.

 

You can also set output format to 8888 so it doesn't have to compress and do it later manually.


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