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sheson

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Everything posted by sheson

  1. You mean you decided to simply not check a worldspace in order to ignore the problem? You are participating in an ALPHA TEST that is done specifically to find and report problems. Read the first post which log, debug log and bugreport.txt to upload, so that the issue can be troubleshooted and fixed.
  2. Read the first post which entire log of the meaningful session, entire debug log and bugreport.txt if it exists to upload when making posts.
  3. Meshes and textures work for the load order they were generated for. https://dyndolod.info/How-LOD-Works https://dyndolod.info/Mod-Authors All mods and assets are created on PC.
  4. As explained on the first post, use search to find similar questions and answers or just click a couple pages back. https://stepmodifications.org/forum/search/?&q="alpha 119"&type=forums_topic&quick=1&item=17510 Only you can compare and test changes for your custom load order and preference.
  5. This is how Windows works, in order to run a command line tool, the command line prompt cmd/conhost is spawned to run it in. If that is the case, then something is blocking Texconvx64.exe from executing/continuing. If you kill it TexGen will most likely continue and fail with an error message. If it is not the OS, UAC, antivir or the mod manager blocking execution, file or folder access (reboot), it could be old/outdated graphics drivers or a problem with them preventing it from continuing. Do a clean re-install of the latest official drivers (not beta or optional versions). Do not install any bloat/crapware that comes with drivers, just the drivers only.
  6. Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload when making posts. Check the Windows task manager if there are stuck Texconvx64.exe (a command line tool from MS) processes TexGen might be waiting for. If that is the case, then something is blocking Texconvx64.exe from executing/continuing. If you kill it TexGen will most likely continue and fail with an error message. If it is not the OS, UAC, antivir or the mod manager blocking execution, file or folder access, it could be old/outdated graphics drivers or a problem with them preventing it from continuing. Do a clean re-install of the latest official drivers (not beta or optional versions). Do not install any bloat/crapware that comes with drivers, just the drivers only.
  7. It gets the new textures for a 3D Name from the linked TXST records from the Alternate Texture list of the base record and saves the list for the current load order to the export folder, for example LODGen_SSE_AltTextures_Tamriel.txt. LODGen uses that information to replace the full textures of the matching 3D Names (in the LOD model - or full model if used for LOD) as explained earlier. The full texture is replaced by the stitched object LOD texture defined in LODGen_SSE_ObjectAtlasMap_Tamriel.txt. The stitched object LOD texture is replaced by its version on the object LOD texture atlas. To recap, models can have a snow shader covering all shapes and/or a shape that uses a snow texture. Those are different things with different filename and EDID conventions. Unfold [+] Model in xEdit to see the list of MODS - Alternate Textures. If the LOD model is done properly (e.g. the DynDOLOD 3 version) with defining the same full textures and shape name (3D Names) as the full model, replacement will work automatically.
  8. The EDID is checked for "_heavysn" to determine if H version should be used. LOD models are matched on the full model filename. DynDOLOD 3 does not use the limiting snow/brown/green/yellow LOD vanilla filenames anymore. DynDOLOD 3 now properly supports texture replacements. The full textures defined in the DynDOLOD Resources LOD models are on the fly replaced with the full textures defined by the alternate textures list, which then get translated to their stitched LOD textures version. So THAT actually changed with DynDOLOD 3 (Major Feature Changes: Automatic texture replacements for stitched object LOD textures.). Edit, I copied pasted wrong from my object report. This is what I really get for it MountainCliffSlope_LightSN [STAT:0006E03F] Meshes\landscape\mountains\mountaincliffslope.nif [CRC32:4EBE0826] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\landscape\dirt02.dds, textures\landscape\dirt02_n.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds mountaincliffslope_lod_0.nif MountainCliffSlope:2 = textures\landscape\dirt02.dds -> textures\landscape\snow01.dds mountaincliffslope_lod_1.nif MountainCliffSlope:2 = textures\landscape\dirt02.dds -> textures\landscape\snow01.dds mountaincliffslope_lod_2.nif MountainCliffSlope:2 = textures\landscape\dirt02.dds -> textures\landscape\snow01.dds Level0: meshes\lod\mountains\mountaincliffslope_lod_0.nif using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\landscape\dirt02.dds, textures\landscape\dirt02_n.dds Level1: meshes\lod\mountains\mountaincliffslope_lod_1.nif using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\landscape\dirt02.dds, textures\landscape\dirt02_n.dds Level2: meshes\lod\mountains\mountaincliffslope_lod_2.nif using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\landscape\dirt02.dds, textures\landscape\dirt02_n.dds You can see how it reports the replacement from default dirt to snow texture "textures\landscape\dirt02.dds -> textures\landscape\snow01.dds"
  9. Check the DynDOLOD_SSE_Object_Report.txt if you want to know which LOD level has which LOD model assigned, by default the LOD levels from the last / rule applies: Level0: meshes\lod\mountains\mountaincliff01_lod_0l.nif using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds Level1: meshes\lod\mountains\mountaincliff01_lod_1.nif using textures\lod\mtncliff01lod.dds, textures\lod\mtncliff01lod_n.dds Level2: meshes\lod\mountains\mountaincliff01_lod_2.nif using textures\lod\mtncliff01lod.dds, textures\lod\mtncliff01lod_n.dds LOD4: Level0 LOD8: Level1 LOD16: Level2 What LOD NIF did you expect it to assign? As explained since 2014, LOD models are matches based on the full model filename and rules. H versions are the exception, since HD LOD and heavy light/snow are crucial to stay consistent.
  10. It does check the DNAM for H version and prefers it over filename matching. If full filename matches with L version and there is _heavysn in EditorID it uses H version if it exists. HD LOD snow shader only if full textures are used.
  11. MountainCliff01_LOD_0L.nif and LOD\Mountains\MountainCliff01_LOD_0H.nif are different versions for the HD snow LOD shader. Without any shader they will look the same. There are 3 "versions" possible with these 2 LOD models.. No Snow (000485BF), Light Snow (00048DDF ), Heavy Snow (00048DE0). The HD LOD shaders are made to work with the full normal map textures. https://dyndolod.info/Help/Snow-Ash-LOD-Shader
  12. Read the first post which log and debug log to upload when making posts. Do not post screenshots of text. Post the text instead. Does the file not exist in the latest DynDOLOD Resources? The DynDOLOD_SSE_Required_Resources.txt is auto generated from the contents of the latest archive. Enderal Skyrim.esm _00E_SuncoastMountainCliffSlope [STAT:000348EF] Meshes\enderal\landscape\suncoast\souncoastmountaincliffslope.nif [CRC32:D93057C2] using textures\landscape\mountains\mountainslab01.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\enderal\landscape\ground_wet_sand01_dxt1.dds, textures\enderal\landscape\ground_wet_sand01_n_dxt1.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds _00E_Tropical_MountainCliffSlope [STAT:00069514] Meshes\enderal\landscape\suncoast\souncoastmountaincliffslope.nif [CRC32:D93057C2] using textures\landscape\mountains\mountainslab01.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\enderal\landscape\ground_wet_sand01_dxt1.dds, textures\enderal\landscape\ground_wet_sand01_n_dxt1.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds _00E_Tropical_MountainCliffSlopeGrass [STAT:00069538] Meshes\enderal\landscape\suncoast\souncoastmountaincliffslope.nif [CRC32:D93057C2] using textures\landscape\mountains\mountainslab01.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\enderal\landscape\ground_wet_sand01_dxt1.dds, textures\enderal\landscape\ground_wet_sand01_n_dxt1.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds _00E_Tropical_MountainCliffSlopeGrass02 [STAT:0006952D] Meshes\enderal\landscape\suncoast\souncoastmountaincliffslope.nif [CRC32:D93057C2] using textures\landscape\mountains\mountainslab01.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\enderal\landscape\ground_wet_sand01_dxt1.dds, textures\enderal\landscape\ground_wet_sand01_n_dxt1.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-119/?do=findComment&comment=270047
  13. You are welcome.
  14. You did not answer if there is a Texconvx64.exe (a command line tool from MS) processes visible in Task manager TexGen is waiting for. If that is the case, then something is blocking it from executing/continuing. If you kill it TexGen will most likely continue/fail with an error message about it. If it is not the OS, UAC, antivir or mod manager blocking file access, it could be old/outdated graphics drivers or a problem with them preventing it from continuing. Do a clean re-install of the latest official drivers (not beta or optional versions). Do not install any bloat/crapware that comes with drivers, just the drivers only.
  15. Read https://dyndolod.info/Help/Tree-LOD#Limitations. The inability to angle the billboards with the terrain would look simply silly in addition to obvious change when full grass loads. Tree LOD also can not support the individual brightness change of each grass placement. Never mind the single side billboard texture. Each placement requires a unique reference form ID without load order ID to unload.
  16. Object LOD does not support using SoftLighting and BackLighting at the same time. It results in the sky blue textures. Download this test version https://mega.nz/file/hIoAxYLD#OvXQj44oyHB5lpAzsUA8McuXagNxtn3_buOVJFwsfPo or latest Alp[ha Set ForceComplexGrass=2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI to always generate normal map textures for grass LOD billboards regardless if complex textures are installed or not. Set ComplexGrassBillboard=6 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to select DynDOLOD_flat_4x2alt3_lod.nif for grass LOD generation, which sets both SoftLighting and BackLighting flags and assigns the diffuse to be used for the corresponding texture slots. Then generate grass LOD as usual. You can edit the DynDOLOD_flat_4x2alt3_lod.nif if necessary to make changes and just Execute LODGen to update a specific (specific chunk drop down to 4 and W/S = cell coordinates from filename) or all BTOs in expert mode https://dyndolod.info/Help/Expert-Mode In case you do not want to generate grass LOD for yourself right now, download this archive https://mega.nz/file/YRRjVDIJ#APeAe1_ot8Nj_zodmxo8O5K1-BBBgsDkL3TpsAw7ViE which contains object LOD level 4 meshes and the texture atlases for vanilla game/grass that above settings generate. Make sure to check the current shader settings for the grass LOD in one of the BTOs. If just adding support both options to the object LOD shader is enough to make it match visually, it does not need to be limited to the grass shapes only. Right now this particular combination of shader flags would be unique for grass LOD for the community shader. You can edit anything in the BTO for testing to whatever you might need. I can update the tools to create whatever accordingly. If this requires or can be done with a double sided version instead of 4 sides, let me know.
  17. I uploaded a screenshot that shows the 0.0 to 1.0 area with a red outline here https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-119/?do=findComment&comment=269997. The center 0.0 to 1.0 area typically shows the texture normally lit. The repeated texture outside the area is usually darker. The major guidelines are spaced at 0.5 each. This is off topic.
  18. The message contains possible solutions. One way to make sure if each is the latest version is to check the timestamp or compare the version numbers with the ones downloaded earlier: https://dyndolod.info/Help/DynDOLOD-Resources https://dyndolod.info/Official-DynDOLOD-Support-Forum
  19. Check the task manager if there are Texconvx64.exe processes TexGen might be waiting for. If there are, make sure Texconvx64.exe is not blocked by the OS or antivir.
  20. Fix the invalid command line arguments. Put quotes around the output path -o:D:\Games\Modding\xLODGen\out should be -o:"D:\Games\Modding\xLODGen\out" Fix the -d argument "-d:D:\Games\Steam-Library\steamapps\common\Skyrim Special Edition\Data" should be -d:"D:\Games\Steam-Library\steamapps\common\Skyrim Special Edition\Data" Remove invalid LOD settings from C:\Users\tim\AppData\Local\Skyrim Special Edition\Plugins.sseviewsettings Open the file in notepad and remove everything under [SSE LOD Options]
  21. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log to also upload. The bugreport.txt is for a handled exception while processing pex files. If there is no debug log, it typically means the program has been terminated by the OS, antivir etc. Enable the realtimelog as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Also check the Windows Event log. If there is no Windows Event log entry, then the program might be terminated by some third party program or because of overclocking, bad BIOS settings, memory problems etc. DynDOLOD is a compiled Delphi program. That means it does not use .Net or NET Framework.
  22. https://github.com/Microsoft/DirectXTex/wiki/Texconv -keepcoverage number: Preserves alpha coverage in generate mipmaps for alpha test reference value (0 to 1). 0 = 0, 0.5 = 127, 1.0 = 255
  23. Really read this entire page https://dyndolod.info/Help/3D-Tree-LOD-Model carefully. Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames. To create better mipmaps for a full texture you can use Texconv -keepcoverage number. See https://github.com/Microsoft/DirectXTex/wiki/Texconv Remove the UseMipMaps from the shape name so it can use the texture added to the atlas with properly made mipmaps by DynDOLOD. However, atm the LOD shapes can not use the texture atlas because of the glow texture for the soft lighting (3rd slot). This will be addressed in a future update. Create hybrid 3D tree LOD models as explained at https://dyndolod.info/Help/3D-Tree-LOD-Model so the trunks are replaced by billboards in the LOD. Only creating a "lod" texture that is 1:1 the full texture with a lower resolution is pointless, especially when the UV for it is not inside 0.0 and 1.0 and the shape can not be combined with others. Create a stitched LOD texture and update the UV accordingly (and remove the small branches for futrher optimization) or better create hybrid 3D tree LOD models with billboard trunks. They work well for trees with straight trunks in the center of the tree. Otherwise, those 3D tree LOD models are not much better than full models in terms of drawcalls and optimization.
  24. If the side facing away from the light direction is too dark it can be brightened with the backlightmask. ComplexGrassBillboard=5 ComplexGrassBacklightMask=50 50 = 50% of the light makes it through
  25. GrassGlowMap, GrassBacklightMask, ComplexGrassGlowMap, ComplexGrassBacklightMask are in the DynDOLOD_SSE.ini and DynDOLOD_ENDERALSE.ini under 4 lines of explanations for them in the DynDOLOD-Standalone.3.0-Alpha-119.7z archive.
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