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2PHAZT

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  1. Hi Sheson, just out of curiosity: how are tree large references handled exactly? Does any tree become a large reference? Which models then are used? What is the expected performance impact? Actually I use ultra trees with billboards 4,4,1,6.
  2. Finished the build with lodgen64.exe without problems.
  3. This is the log where I aborted v152 after waiting 1.5 hours ============================================================ Skyrim/Fallout Object/Terrain LOD Generator 3.0.15.0 Created by Ehamloptiran and Zilav Updated by Sheson Log started at 14:22:53 .NET Version: 6.0.6 Game Mode: SSE Worldspace: Tamriel Fix Tangents: False, False, False, False Generate Tangents: True, True, True, True Generate Vertex Colors: True, True, True, True Merge Vertex Colors: True, True, True, True Merge Meshes: True Grouping: False Remove Faces under Terrain: True Remove Faces under Water: True Remove Faces Z-Shift: 10 Use HD Flag: True Ignore Materials: False Alpha DoubleSided: False Default Alpha Threshold: 128 Use Source Alpha Threshold: False Use Backlight Power: False Use Decal Flag: False Specific level: No Specific quad: No Max Level: 32 Output: C:\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\ Using UV Atlas: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt Using Flat Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_FlatTextures.txt Using Alt Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_AltTextures_Tamriel.txt Generating object LOD meshes for worldspace Tamriel Reading C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Terrain_Tamriel.bin -64,-64 to 64,48 Threads: 16 Concs: 8 Finished LOD level 4 coord [-4, 16] [20676/12456] Finished LOD level 4 coord [28, -28] [45722/29764] Finished LOD level 4 coord [8, -20] [31612/19461] Finished LOD level 4 coord [-20, 16] [26552/16418] Finished LOD level 4 coord [32, -20] [27682/17145] Finished LOD level 4 coord [32, -28] [40323/27694] Finished LOD level 4 coord [36, -20] [22373/15475] Finished LOD level 4 coord [-16, 12] [36742/19502] Finished LOD level 4 coord [36, -24] [38073/25016] Finished LOD level 4 coord [-8, 16] [19802/12013] Finished LOD level 4 coord [-8, -20] [59651/36890] Finished LOD level 4 coord [-20, 20] [50353/32010] Finished LOD level 4 coord [-32, -8] [39053/22266] Finished LOD level 4 coord [32, -24] [35368/23958] Finished LOD level 4 coord [12, -12] [47399/26901] Finished LOD level 4 coord [0, 20] [30649/18884] Finished LOD level 4 coord [0, 16] [44159/25098] Finished LOD level 4 coord [-20, 12] [38551/21258] Finished LOD level 4 coord [-4, 20] [25300/14269] Finished LOD level 4 coord [8, -16] [35476/21218] Finished LOD level 4 coord [16, 12] [48230/30565] Finished LOD level 4 coord [-12, -24] [43322/29696] Finished LOD level 4 coord [-8, 20] [23986/13278] Finished LOD level 4 coord [-32, 0] [39833/24956] Finished LOD level 4 coord [40, -28] [31085/19896] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (4, -12): 0 statics Finished LOD level 4 coord [4, -12] [96305/72356] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-24, 16): 0 statics Finished LOD level 4 coord [-24, 16] [47037/28284] Finished LOD level 4 coord [0, -12] [47010/27176] Finished LOD level 4 coord [-8, -16] [30599/11145] Finished LOD level 4 coord [16, -12] [39213/22843] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (20, -12): 0 statics Finished LOD level 4 coord [20, -12] [63781/40379] Finished LOD level 4 coord [-4, -16] [36271/18451] Finished LOD level 4 coord [-8, 24] [29392/17209] Finished LOD level 4 coord [44, -12] [22568/13540] Finished LOD level 4 coord [40, -20] [26851/20448] Finished LOD level 4 coord [-4, 12] [43665/26541] Finished LOD level 4 coord [-12, 24] [16463/7994] Finished LOD level 4 coord [-8, 12] [28292/18858] Finished LOD level 4 coord [12, 8] [27841/18405] Finished LOD level 4 coord [12, 4] [25124/13200] Finished LOD level 4 coord [8, 24] [38345/21337] Finished LOD level 4 coord [-4, -32] [9969/5911] Finished LOD level 4 coord [-8, 8] [38787/29708] Finished LOD level 4 coord [16, 4] [45009/29886] Finished LOD level 4 coord [4, 24] [28076/17814] Finished LOD level 4 coord [16, 8] [29852/17300] Finished LOD level 4 coord [28, -20] [20536/13887] Finished LOD level 4 coord [-4, -28] [27286/17099] Finished LOD level 4 coord [16, 0] [35951/17677] Finished LOD level 4 coord [-44, 4] [40848/24565] Finished LOD level 4 coord [12, 12] [30976/17590] Finished LOD level 4 coord [8, 8] [19815/11910] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (0, -16): 0 statics Finished LOD level 4 coord [0, -16] [68463/40889] Finished LOD level 4 coord [44, -8] [16986/11641] Finished LOD level 4 coord [40, -12] [36972/24652] Finished LOD level 4 coord [-16, 16] [36183/25851] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (24, -12): 0 statics Finished LOD level 4 coord [24, -12] [66093/40588] Finished LOD level 4 coord [-36, 0] [41617/25627] Finished LOD level 4 coord [24, -24] [50665/32899] Finished LOD level 4 coord [40, -8] [33788/20851] Finished LOD level 4 coord [-32, 4] [59206/36056] Finished LOD level 4 coord [8, 4] [32295/21230] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-40, 4): 0 statics Finished LOD level 4 coord [-40, 4] [69779/40347] Finished LOD level 4 coord [-28, 28] [33598/24367] Finished LOD level 4 coord [24, -20] [37901/24077] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (16, -20): 0 statics Finished LOD level 4 coord [16, -20] [27434/16886] Finished LOD level 4 coord [-32, 28] [22517/13791] Finished LOD level 4 coord [-32, 24] [26749/17307]
  4. Is it just me or is the latest xlodgenwin64.exe extraordinary slow? Usually dyndolod takes 25m but I aborted the run with v151 after 6 hours. V152 seems to be the same (running atm).
  5. Working fine as you expected. Thank you for your help and patience!
  6. It is my assumption that it is related to the loose files but it could be a coincedence. The unexpected behaviour started with v129. No changes on the textures or texgen settings otherwise. Of course I follow the update procedure and don't have other problems with dyndolod texgen bugs.zip Did a test run without the loose files with the same results: some grasses are too bright.
  7. No, it means that only grass seems to be affected that overwrites the original bsa with some losefiles. Looks like the brighter version from the bsa is taken for lod generation.
  8. Here are the logs: https://ufile.io/f/xa97c It's just that from v129 on the almost default values produce a much brighter outcome - at least for me. Hoped that this effect would be fixed in the meanwhile just to see, that I cant generate lod anymore with the last working version I used. Using dyndolod since v30 or so with no problems. Edit: Seems, that only the grass is affected. Seems to be some grass where loose textures overwrite a bsa.
  9. Hi Sheson, at first thank you for your ongoing efforts! Since v129 Texgen produces brighter LOD-textures than before for me. Process runs through like before with no errors. So my solution was to use v128 since it produced the desired results - until today. I can't use this version anymore.
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