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[SOLVED] Error #132 0x007B31F8 read 0x00000010

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Milly:
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...

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.

Milly:

--- 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.
--- End quote ---
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.

Ascathos:

--- 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.
--- End quote ---
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.
--- End quote ---
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.

Milly:
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...

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