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Author Topic: [SOLVED] Error #132 0x007B31F8 read 0x00000010  (Read 3269 times)

Milly

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[SOLVED] Error #132 0x007B31F8 read 0x00000010
« on: December 08, 2012, 07:41:35 pm »
Hi all. Before I get started, I just wanna let you all know that I searched every single topic concerning this error and still haven't found a solution. I've also tried everything I could to the best of my ability to fix this.

Okay. So basically I have been getting Error #132 0x007B31F8 read 0x00000010 in almost all of my ADTs now. These are, of course, edited Blizzard ADTs. They used to be working fine but now they're having issues. I've also been using the Doodad Fixer the whole time. And clearing my cache. And pretty much doing everything anyone has suggested thus far.

Schlumpf wrote this solution in his sticky post:

"This issue is caused by the ADT referencing a detail doodad ID that is not given in the DBC, either by saving incorrectly or not editing the DBC correctly. This can be fixed by adding an entry to the DBC for all IDs or by removing the id from the ADT."

I'll be honest, I don't fully understand what that's supposed to mean. I'm still very new at WoW modding and I don't fully understand the lingo right now. But I tried it anyways. This is exactly what I did:

1. I understood that I needed all my ground doodads to have an ID referenced in the DBC so...
2. I checked my GroundEffectTexture.dbc to find an ID. I found 339, for example.
3. Then I checked GroundEffectDoodad.dbc and made sure that all IDs listed for "339" were in there.
4. Now I know for certain that 339 is referenced in the DBC. So I then tried using Steff's Ground Effect tool to turn everything to 339.

By this logic, all ground doodads in my ADTs should be referenced in the DBC, correct? Or am I completely misunderstanding what Schlumpf said? Well if I'm correct, then this should have fixed my problem, but the problem continues to persist. I still get the same error as mentioned before. Even when using the Doodad Fixer after making my changes with the Ground Effects tool, the problem still hasn't changed.

Well if I'm wrong, then please correct me. But if I did everything right, then is there no hope left for this project? Thanks...
« Last Edit: December 09, 2012, 07:29:35 pm by Admin »

Steff

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Re: Error #132 0x007B31F8 read 0x00000010
« Reply #1 on: December 08, 2012, 08:45:18 pm »
first i would try to delte all models for testing.
Just use fileinfo save the file. clean out all models in the original and load them back again with loadinfo.
If they now work add the models step by step againt till the adt crash again.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Milly

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Re: Error #132 0x007B31F8 read 0x00000010
« Reply #2 on: December 08, 2012, 08:50:32 pm »
Quote from: "Steff"
first i would try to delte all models for testing.
Just use fileinfo save the file. clean out all models in the original and load them back again with loadinfo.
If they now work add the models step by step againt till the adt crash again.
Loadinfo doesn't work for me. It crashes immediately when I drop the ".txt" onto it. But I did remove all the models using the "Clear Models" assist option in Noggit. If anything, this actually made the problem worse. Instead of crashing after a few seconds, I crash the very instant that I reach the maptile while testing in-game.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: Error #132 0x007B31F8 read 0x00000010
« Reply #3 on: December 08, 2012, 10:17:18 pm »
Quote from: "Xapzi"
Quote from: "Steff"
first i would try to delte all models for testing.
Just use fileinfo save the file. clean out all models in the original and load them back again with loadinfo.
If they now work add the models step by step againt till the adt crash again.
Loadinfo doesn't work for me. It crashes immediately when I drop the ".txt" onto it. But I did remove all the models using the "Clear Models" assist option in Noggit. If anything, this actually made the problem worse. Instead of crashing after a few seconds, I crash the very instant that I reach the maptile while testing in-game.
You have to drop the ADT into it.

Else.

1. Create a backup (just duplicate it)
2. Open one version and add 4 textures, into each chunk - so that each chunk has 4 textures. Doesn't even have to show up. A 0/0 brush might work.
3. Run Groundeffect Fix
4. Test
5. Repeat step with "Groundeffectadder" and Fix afterwards and test again.
6. Post results


It is worth a test actually.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Milly

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Re: Error #132 0x007B31F8 read 0x00000010
« Reply #4 on: December 09, 2012, 09:00:08 am »
Here are my results for the tests:

1. (As suggested by Steff) By deleting every single M2 and WMO using fileinfe/loadinfo and then using Doodad Fixer, it made the problem beyond worse. Now I cannot even be within 1 or 2 ADTs away from the area before I crash. The area doesn't even open in Noggit anymore. I also receive a new type of error never seen before on the Modcraft forum (search function provided zero results). The error is as follows: Error #132 0x0076ED4B read 0x5B891E8B

2. (As suggested by Ascathos) By filling every chunk with grass base, grass highlight, dirt base, and road base, and then using Doodad Fixer, the crashes stopped. Note that these were the only 4 textures that I was using to begin with. At least for the areas that were crashing. The other textures are added by Blizzard.

3. (As suggested by Ascathos) Following #2, I used the Ground Effects tool to add the same exact IDs that I had been using previously. (Not the 339 example, but the ones that I actually want to use). There still aren't any crashes in this test.

4. By using the Save Current option in Noggit rather than Save All, the crashes continued.

5. By doing nothing to my files whatsoever, other than using the Doodad Fixer, the crashes continued.

6. By removing all textures originating from a neighboring region (Silverpine Forest merges with my ADTs) and then using the Doodad Fixer, the crashes continued.

7. By removing textures that are unique only to the areas that are crashing, such as Farmland, the crashes continued.

Based on these test results it's made it quite obvious that this is some kind of texture issue. Although that was already established long ago by Schlumpf. But what else can I possibly do that I haven't already done? I'm so stumped...
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Vel

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Re: Error #132 0x007B31F8 read 0x00000010
« Reply #5 on: December 09, 2012, 10:32:40 am »
I know this problem. Problem in "bugged chunks" in the adt. This problem causes only in Blizz Based ADT. Problem may be fixed via 010 hex editor.

how?

1) you need "check" (ingame) all chunks and then find problem areas (memory could not be read)
2) Manually find this chunks or chunk diapason in hex editor
3) in DetailID spawn flags (01101110101011 011010111011010 101110101011 101101010101 e.t.c) set all to 00000000000 0000000000000 00000000000000 00000000000000
4) then error on this chunk will be fixed.
-----------------
Ofc this is hardcore method,  but I think - there is no other ways

full: http://imagr.eu/up/50c45da72b9655_example.png
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
is no more

Milly

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Re: Error #132 0x007B31F8 read 0x00000010
« Reply #6 on: December 09, 2012, 11:23:32 am »
Thanks for the screenshot Vel. It's really helpful for people who haven't the slightest clue what they're doing. I'll take a look at it tomorrow or sometime. I've kinda come to terms with the fact that Blizzard ADTs are too much of a hassle and I've set my heart on a new project, using Steff's custommap1 preset. But either way this has been a great learning experience and thanks for all the help everyone.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Milly

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Re: [SOLVED] Error #132 0x007B31F8 read 0x00000010
« Reply #7 on: December 11, 2012, 10:09:33 am »
Update: I have tested and confirmed that this problem is caused by the Doodad Fixer when used on certain Blizzard ADT chunks. I can also confirm that Vel's method of fixing this problem works. However, if you use the Doodad Fixer again after fixing the chunks, it recreates the problem. Therefore I recommend that you wait until your Blizzard ADT project is completed before spending your time tediously fixing the problem in 010 Editor.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »