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adancau

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Everything posted by adancau

  1. Have just clean installed 182, and trying to generate textures using TexGen. Getting an OpenGL framebuffer objects unsupported error at various points (not always the same file on subsequent reruns). Attaching the logs from two consecutive runs. I'm using an Nvidia 4090 board with the latest 566.14 whql drivers, installed using NVCleanstall. Note: I remember having a similar issue a long time ago (posts should be in this same thread) and helping with debugging it (unsure if related though) Many thanks! EDIT: I had an older copy of 180 and reverted to it. No errors, TexGen run completed successfully. TexGen_Logs.zip
  2. Glad to help, and many thanks for the fix!
  3. Ran it three times without any issues with KeepRenderer=0 in the configuration. Just in case, I ran it once without KeepRenderer=0 as well, and encountered no issues either. Attaching the logs from all four runs. Logs.success.KeepRenderer0.1.zip Logs.success.KeepRenderer0.2.zip Logs.success.KeepRenderer0.3.zip Logs.success.noKeepRenderer.zip
  4. First run was successful, but the second one failed. Attaching the logs for both runs (I deleted them in between runs, so each should contain only their own run). Logs.failed.zip Logs.success.zip
  5. Selecting only Stitched Object LOD Textures completes without errors. After a few runs (with all options enabled, except for Grass *using HD Grass instead), this is the result for the error: Run 1: [02:10] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 2: Completed successfully ?! Run 3: [02:10] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 4: [02:07] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 5: [02:06] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Here I took a break and ran with only Stiched Object LOD Textures selected for a few more times, because I thought run 2 was very weird, as it just worked, so I wanted to try running with Stitched Object LOD Textures only a couple more times, just to figure out if the first time being ok was just a fluke. But no, it seems this one works every time. Run 6: ...indented list of items, showing only the last item below: [02:06] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\dlc02\lod\darkmatwall02lod.dds from 8 textures [02:06] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 7: ...indented list of items, showing only the last item below: [02:06] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\architecture\winterhold\winterholdwindow02_em.dds from 1 textures [02:07] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 8: ...indented list of items, showing only the last item below: [02:08] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\wrwoodplaster01lod.dds from 4 textures [02:08] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 9: ...indented list of items, showing only the last item below: [02:07] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\dlc02\lod\lightmattwall02lod.dds from 8 textures [02:07] Error: OpenGL: 467BECF0 framebuffer objects unsupported. For runs 6-9, I can see in TexGen_SSE_Debug_log.txt that it goes through imperialforticelod.dds: [02:01] [TexGenGenerate] <Debug: Adding atlas D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod.dds with 0, 1.00, 1.00, 1.00, 0, -1, 0> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.RenderTextures] <Debug: Enter LR 0 D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.RenderTextures] <Debug: Leave LR 0 D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.UnloadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.UnloadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> but I cannot see any reference to it in TexGen_SSE_log.txt Note: I have deleted the [textures] output folder in between runs. Only backed up the texture run that completed successfully under [textures.bak] (which shouldn't interfere in any way i guess)
  6. Another Nvidia GeForce Game Ready Driver - WHQL came out yesterday, and the problem still persists unfortunately after a clean minimal install. I've attached the logs. From my previous try: RenderSingle=1 causes the error not to appear and lets the TexGen run complete, however compared to not using it, things take 10-20 times as long. Please let me know if I can help in any other way with debugging this. Logs.zip
  7. I have nothing else apart from the drivers themselves. Normally generation takes about 5 minutes, but setting RenderSingle=1 in order to bypass the opengl error made it take more than an hour. I assume this is because it runs a single thread rather than doing multithreading as normal.
  8. I did a clean install, but it didn't help. I added the RenderSingle=1 afterwards, and that allowed it to complete, but it took 20 times as long. For the kicks, I removed RenderSingle=1 afterwards and re-ran, and got the framebuffer objects unsupported again. For whatever it's worth - last time I ran this version of TexGen was before the Nvidia driver update - and I had no issues. In fact I have not had any issues with TexGen/Dyndolod in a very very long time.
  9. Having the same OpenGL framebugger objects unsupported issue with the latest Nvidia WHQL Game ready driver (545.84, released Oct 17). Attaching the requested files. Logs.zip
  10. Tried TexGen again with Alpha 71. The only difference is that it now fails much faster than before (within the first 30s). Same error, different billboard each time. EDIT: Replaced TexGenx64.exe from A71 with the one from A69, and the issue goes away.
  11. Will post an update re: behavior on the next Alpha. Thanks.
  12. Having an issue with TexGen that's just started now with Alpha 70 (Alpha 69 and lower all work well): [Main Instruction] Texconv error 80070002. [Content] "C:\Users\XXXXX\AppData\Local\ModOrganizer\Skyrim SE\tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -aw 256 -m 1 -f BC7_UNORM -bc q -o "D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\terrain\lodgen\cathedral landscapes.esp" -flist "C:\Users\XXXXX\AppData\Local\Temp\TexGen_SSE\Texconv_295_2.txt" It's always happening on a different billboard though, but always very late in the process. This is another example, on a successive run. [Content] "C:\Users\XXXXX\AppData\Local\ModOrganizer\Skyrim SE\tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -aw 256 -m 1 -f BC7_UNORM -bc q -o "D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\terrain\lodgen\cathedral landscapes.esp" -flist "C:\Users\XXXXX\AppData\Local\Temp\TexGen_SSE\Texconv_300_1.txt" Log excerpt (as I said, it's always a different .nif): [01:43] Creating billboard D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\terrain\lodgen\skyrim.esm\treeaspen06_0007614a with Meshes\landscape\trees\treeaspen06.nif Skyrim.esm TreeAspen06 [TREE:0007614A] [01:44] FAILED (80070002: The system cannot find the file specified.) [01:44] Error: Texconv error 80070002 "C:\Users\XXXXX\AppData\Local\ModOrganizer\Skyrim SE\tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -aw 256 -m 1 -f BC7_UNORM -bc q -o "D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\terrain\lodgen\cathedral landscapes.esp" -flist "C:\Users\XXXXX\AppData\Local\Temp\TexGen_SSE\Texconv_300_1.txt" I have tried disabling Windows Defender, adding more rules, but nothing fixes it. Reverting to an older version of DynDOLOD, as I mentioned above, works without fail (tried 69, 68 and 66).
  13. Can confirm the error is gone. One small observation - the new file is called DynDOLOD 3.00 (Main, vAlpha-19), used to be DynDOLOD Resources SE 3.00 (Main, vAlpha-##) - it's not an issue though and installs with the proper mod name
  14. I have the same issue, where I get the same error concerning DynDOLOD Resources. I have just upgraded to DynDOLOD Resources SE 3.00 (Main, vAlpha-18) from Nexus (from the previous Alpha - it was the most routine upgrade). I have triple checked that I have installed the correct file (I'm in MO2). I have also upgraded to the latest DynDOLOD 3.0 Alpha-63. This is what I see in the log: [00:01] DynDOLOD Resources SE: 3.00 <= 3.00 <= 3.00 [00:01] Error: DynDOLOD Resources SE issue. Do not install DynDOLOD Resources intended for other game versions. Do not modify any of the files. Verify the archive downloaded completely and all core files were installed. [00:11] User says "Exit DynDOLOD" For the record, I am using Skyrim SE (1.5.97) EDIT: Downgraded to DynDOLOD Resources SE 3.00 (Main, vAlpha-17), problem disappears (using the same DynDOLOD 3.0 Alpha-63 executable)
  15. Hi Sheson, a big thank you for creating DynDOLOD. I've been using it for Oldrim, for SSE, and recently for Skyrim VR (via SSE), and it's always provided that big extra in terms of graphics and immersion. I wanted to ask if it's possible in the next version to have a -vr command line argument (like -sse for Skyrim SE), that would default the path to Skyrim VR instead of Skyrim Special Edition. It is a bit painful right now to create LODs in SSE and copy them over to Skyrim VR, as installed active mods need to be identical. Also, at least until SKSE comes out, the Generate DynDOLOD option needs to be disabled for VR to work properly (otherwise it would constantly complain about not finding *.json files, as well as DynDOLOD.esp). It would still complain (once on load) that it doesn't find SKSE, but the message seems to be just a warning, and everything looks and works great. And I have to say it takes the immersion all the way :)
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