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I'm assuming you've done the whole rebooting process.
Are you absolutely certain that the app is finished processing? I'm sure you are.
Have you tried opening a file that works and then opening this file? Does it clear the viewport and the materials for the file that was open and then behave as you described or does the open file remain and just the title changes? This would help determine if SP is simply refusing to process it at all, if it's taking an eternity or if it's locking up.
This is a stretch, but do you have more than one HDD in your machine? If so, you might be able to copy the file over, using Windows Explorer, to a different drive and open it from there. One might assume this is pointless, but it is not. I've had a drive that appeared to be working, but a whole subfolder of it wouldn't allow me to open any files in any app. Again, a huge stretch but other than that I have literally no clue what to do.
Don't delete that file just yet. Perhaps the developers know of something that can be done. You won't get that answer within the 4 hours it takes you to get it back to what it was though.
Sorry man, that's very frustrating. I know from countless experiences myself. It's very hard to stay motivated, concentrated and to enjoy your work when you already poured it all into it once before and now you're looking at tons of work just to get back to where you were instead of making more cool stuff.
However, I know most of the time, when this happens to me, I end up doing it faster and a bit better the next time around. A lot of time is often spent on deciding what you want to do, not so much the clickies it takes to get there. Hopefully you can scream through it.
Say, what do you personally think of the progress I have made so far on my model?
http://orig15.deviantart.net/264e/f/2016/205/0/c/wraith_reaper_lower_body_texture_shots_by_shadow_whisperer-dab6an0.jpg
http://theshadowhisperer.deviantart.com/art/Wraith-Reaper-Lower-Body-Textures-623430052
P.S. I forgot to add bullet damage to the legs, derp!
I'm not a huge fan of the total amount of color in it. Basically too much red for me. While I can't 'exactly' tell what the thing's supposed to be or what kind of scale it's at, I get the feeling that it's space station sized. That much paint makes less sense in a real setting. Imagine the expense of such a task and also, what purpose does it serve? Smaller pockets of color, used to indicate areas of interest (landing bay, doorway...etc) would, I think, sell it more as a feasable object in a real world.
The rows of lower "fins?" are a hair confusing as to what's going on. Up top, there's clearly designed shapes with the light grey areas and the hexagonal details within them. That's being unbalanced too much with the color of the metal you have underneath on the fins. What it looks like is designed shapes of hexagon plating on the main parts with UNdesigned shapes of hexagon plating on the fins. Basically the fins are supposed to be damaged and revealing the raw metal, correct? I would, in this case, make sure the raw metal doesn't match the color of the designed elements so that it reads easier between design, wear and damage. I would go in and make one or the other much darker, almost black. If those are bullet damages, make those very dark and simulate burning and scorching.
Lastly, try not to just rely solely on Painter's edge tools. Make sure that edge damage is broken up at least in small parts. We're getting to the point where we can recognize Painter produced textures..much in the same fashion we can all clearly spot a photoshop lens flare filter. In reality, just because an object has a corner or edge, doesn't mean it's going to wear there. The wear should still be thought of in the areas that the object would receive a lot of friction and surface to surface contact....or dust/wind blowing against it. Just a small amount of break-up done with a procedural grunge to bring some of the unworn edges back in will help mask that. I personally find this important but you definitely need to weigh it against time spent on the project......This last paragraph isn't actually based on a single thing I see in your images. I'm only sharing something I feel about texturing in general. I'm a bit too far away from the asset to see those details perfectly clear. Your edges from this distance DO look broken up, but only you will know if they truly are.
Again, overall it's well done.
Supposedly the first machines were crude military reimaginings of industrial ones so I wanted to design a construction vehicle first then throw weapons and armour on it second. The fins are deployable like a riot shield with crude shield generators.
In the images of the robots you posted, it's clear what parts are the legs and it would still be clear if one of them was blown off because they have no color in them at all. Don't just mimic what you see, obviously, but keep those design concepts in mind moving forward. A cohesive design doesn't mean all one color combination. Breaking that apart on purpose goes a long way to help viewers recognize what's going on.
Imagine it in a movie. You've seen the whole robot throughout the film. This isn't the reveal and it's no secret what it looks like. In this imaginary scene of the film, somebody is hiding under a bed. A big red metal thing comes slamming down onto the floor and you see it from their point of view..from under the bed. Will you know if that's a foot, a hand, an anchor or a gun barrel or a melee weapon? Thinking of my work in these kinds of imaginary scenarios always seems to help me make decisions I'm happy with..which is what's important in the end.
I'm just spouting theories...again you're doin great work on it and I have nothing negative to say...(which I would mention if I did see something, because pandering to people's feelings doesn't make them push themselves). Be sure to post progress.