<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
	<title type="html"><![CDATA[SoliForum - 3D Printing Community — STL files not slicing, crashes, errors etc.]]></title>
	<link rel="self" href="https://www.soliforum.com/feed/atom/topic/2701/" />
	<updated>2013-06-07T11:46:23Z</updated>
	<generator>PunBB</generator>
	<id>https://www.soliforum.com/topic/2701/stl-files-not-slicing-crashes-errors-etc/</id>
		<entry>
			<title type="html"><![CDATA[Re: STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25540/#p25540" />
			<content type="html"><![CDATA[<p>Ok, so I&#039;ve got KISSlicer slicing, and the printer printing at 0.1mm. Seems to print very well, kind cool futuristic graphics showing the slicing process, and it seems to handle a tricky models.<br />I&#039;ve changed the status of this one to &quot;Solved&quot;</p>]]></content>
			<author>
				<name><![CDATA[ThatGuy]]></name>
				<uri>https://www.soliforum.com/user/1590/</uri>
			</author>
			<updated>2013-06-07T11:46:23Z</updated>
			<id>https://www.soliforum.com/post/25540/#p25540</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25530/#p25530" />
			<content type="html"><![CDATA[<p>So it seems KISSlicer can slice it, actually quite fast. Now to get it setup to a point where I can print on my Solidoodle 3.<br />I see Ian Johnston has posted some images, but it looks different to the version I have ( I downloaded version 1.1.0.14).</p><p>You&#039;ll have to excuse my lack of software integration knowledge. I&#039;m a mechancal engineer, so this &quot;programming/setting&quot; stuff seems like some weird alien language to me <img src="https://www.soliforum.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>Has SD created a profile file for KISSlicer based on their tests?</p>]]></content>
			<author>
				<name><![CDATA[ThatGuy]]></name>
				<uri>https://www.soliforum.com/user/1590/</uri>
			</author>
			<updated>2013-06-07T06:43:50Z</updated>
			<id>https://www.soliforum.com/post/25530/#p25530</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25524/#p25524" />
			<content type="html"><![CDATA[<p>That error would be symptomatic of running out of memory... have you checked the memory lately with a memory stress tester? but more than likely it is the stl&#039;s with errors getting by the fixer progs.</p>]]></content>
			<author>
				<name><![CDATA[ronsii]]></name>
				<uri>https://www.soliforum.com/user/296/</uri>
			</author>
			<updated>2013-06-07T05:32:55Z</updated>
			<id>https://www.soliforum.com/post/25524/#p25524</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25523/#p25523" />
			<content type="html"><![CDATA[<p>maybe check for an nvidia driver update? The software guys here might have a better idea.</p>]]></content>
			<author>
				<name><![CDATA[2n2r5]]></name>
				<uri>https://www.soliforum.com/user/1906/</uri>
			</author>
			<updated>2013-06-07T05:22:37Z</updated>
			<id>https://www.soliforum.com/post/25523/#p25523</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25521/#p25521" />
			<content type="html"><![CDATA[<p>This machine is running XP Laptop,</p><p>Dual core, 2.4 GHz, 3Gb of ram.</p><p>Here&#039;s the output from Repetier host;</p><p>14:06:53.109 : OpenGL version:2.1.2<br />14:06:53.109 : OpenGL extensions:GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control <br />14:06:53.109 : OpenGL renderer:GeForce 9500M GS/PCI/SSE2<br />14:06:53.109 : Using fast VBOs for rendering is possible<br />14:07:46.734 : &lt;Slic3r&gt; =&gt; Processing triangulated mesh<br />14:12:17.156 : &lt;Slic3r&gt; =&gt; Generating perimeters<br />14:17:33.046 : &lt;Slic3r&gt; =&gt; Detecting solid surfaces<br />14:18:05.343 : &lt;Slic3r&gt; =&gt; Preparing infill surfaces<br />14:18:05.484 : &lt;Slic3r&gt; =&gt; Detect bridges<br />14:18:15.843 : &lt;Slic3r&gt; =&gt; Generating horizontal shells<br />14:18:21.109 : &lt;Slic3r&gt; =&gt; Combining infill<br />14:18:21.109 : &lt;Slic3r&gt; =&gt; Infilling layers<br />14:29:05.656 : &lt;Slic3r&gt; =&gt; Generating support material<br />14:47:49.296 : &lt;Slic3r&gt; This application has requested the Runtime to terminate it in an unusual way.<br />14:47:49.296 : &lt;Slic3r&gt; Please contact the application&#039;s support team for more information.<br />14:47:49.296 : &lt;Slic3r&gt; terminate called after throwing an instance of &#039;std::bad_alloc&#039;<br />14:47:49.296 : &lt;Slic3r&gt;&nbsp; &nbsp;what():&nbsp; std::bad_alloc</p>]]></content>
			<author>
				<name><![CDATA[ThatGuy]]></name>
				<uri>https://www.soliforum.com/user/1590/</uri>
			</author>
			<updated>2013-06-07T04:55:41Z</updated>
			<id>https://www.soliforum.com/post/25521/#p25521</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25513/#p25513" />
			<content type="html"><![CDATA[<p>Are you slicing on a slower machine? I&#039;ve never had a slice go longer than maybe 5m tops. I think that was a rose and stem I was slicing at .1mm. Was going to take a ridiculous amount of time to print so I never did. I also don&#039;t recall a model that made it through Netfabb cloud and didn&#039;t work. They&#039;ll only send you the file back if it&#039;s processed in under 5m so that usually means it&#039;s not too messed up. Have you double checked the Slic3r settings? I&#039;ve noticed bugs in there, i.e. if I use a % for first layer height it&#039;ll fail on error.</p>]]></content>
			<author>
				<name><![CDATA[Krythis]]></name>
				<uri>https://www.soliforum.com/user/1016/</uri>
			</author>
			<updated>2013-06-07T03:19:30Z</updated>
			<id>https://www.soliforum.com/post/25513/#p25513</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25502/#p25502" />
			<content type="html"><![CDATA[<p>Yeah, that&#039;s what I have been using, but I downloaded the free version to try out also (then saw that you couldn&#039;t export sliced models).<br />Even with the Netfabb cloud I seem to have issues with some models <img src="https://www.soliforum.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /> With no errors, Sli3er still dies after an hour or so. I&#039;m guessing if the file size is greater than 10Mb it has issues.</p>]]></content>
			<author>
				<name><![CDATA[ThatGuy]]></name>
				<uri>https://www.soliforum.com/user/1590/</uri>
			</author>
			<updated>2013-06-07T01:42:13Z</updated>
			<id>https://www.soliforum.com/post/25502/#p25502</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25446/#p25446" />
			<content type="html"><![CDATA[<p><a href="http://www.netfabb.com/cloud/">http://www.netfabb.com/cloud/</a> Works better for me than the application.</p>]]></content>
			<author>
				<name><![CDATA[Krythis]]></name>
				<uri>https://www.soliforum.com/user/1016/</uri>
			</author>
			<updated>2013-06-06T14:41:30Z</updated>
			<id>https://www.soliforum.com/post/25446/#p25446</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[STL files not slicing, crashes, errors etc.]]></title>
			<link rel="alternate" href="https://www.soliforum.com/post/25435/#p25435" />
			<content type="html"><![CDATA[<p>My Solidoodle 3 worked straight out of the box, I calibrated everything possible, and the prints are pretty decent.</p><p>The biggest issue I have been facing is things not slicing, or slicing but incorrectly (G-code doesn&#039;t look like the object model).<br />Models have been mainly from Thingiverse (just getting started and working out the bugs with good looking stuff). So I&#039;ve run them through Netfabb to correct them. I found recently a file I created in Solidworks had errors also, so I had to correct that too. But they print eventually.</p><p>As I find more and more interesting things to print, the harder it is to get them to slice.<br />This one has done my head in. 2 days messing around, using the latest version of Sli3er, Netfabb, Solidworks, back and forth.<br />thingiverse.com/thing:90325</p><p>I managed to get it to slice at 0.3mm at a reduced size, but not at 0.1mm (it crashes), so I scaled it down to 50%, then it slices at 0.1mm (It&#039;s finally printing now).</p><p>Has anyone found similar issues slicing models? Does anyone have a sure fire way of getting models to slice, or a better software to slice with?</p>]]></content>
			<author>
				<name><![CDATA[ThatGuy]]></name>
				<uri>https://www.soliforum.com/user/1590/</uri>
			</author>
			<updated>2013-06-06T11:46:04Z</updated>
			<id>https://www.soliforum.com/post/25435/#p25435</id>
		</entry>
</feed>
