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sheson

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Everything posted by sheson

  1. Texconv is a command line tool and does not have a GUI. If you want to check if it is working, open a command prompt (e.g. the black window with white text) and run it manually. Start TexGen, wait for it to stall - do not close it - and then check the current realtime log for the last line that starts with dynLoadMultiImage] <Debug: [Texconvx64.exe] Executing... At the end of that line is a path to a temp texture like "C:\Users\Aleksy\AppData\Local\Temp\TexGen_SSE\AA69373923024BF08BDE318B337510D2.dds" Check if that file still exists or if it has been removed already. Open ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and set RenderThreads=1. let me know if that works any better.
  2. Read the first post which debug log to also upload. Do not post screenshots of messages, use the Copy to clipboard link instead and paste the text as explained on the first post. Click on the "Click on this link for additional explanations and help for this message" link to open a web page with more explanations and help as explained on the first post. Check the https://dyndolod.info/FAQ answers for "High memory usage / Out of memory", in particular: If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs. Search for the error message to find simialr posts as explaned on the first post. https://stepmodifications.org/forum/search/?q=opengl out of memory&quick=1&type=forums_topic&item=16796 Also note this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=262759
  3. Make sure to close any other program that uses VRAM before using the tools. Another user reported problems with the Adrenalin Edition 22.7.1 Optional driver. https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/page/333/?tab=comments#comment-262537 It apparently contains a new OpenGL beta version that seems to have bugs. Use the Adrenalin 22.5.1 Recommended (WHQL) driver.
  4. What exactly do you mean? NGIO successfully created all CGID files for a the worldspace, right? NGIO has no problem using only the cache files, right? The DynDOLODGrassMode INI setting 1 or 2 supersede other full grass distance settings. If you have problems with using NGIO Generating grass LOD for underwater grass is wasting performance/resources. Also check that ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_[Worldspace].txt contains lines with grass LOD billboard texture names and paths in it and that none of the expected grass LOD billboards are missing. Sorry, my mistake. That is a feature of an upcoming LODGen version. Download this version of LODGenx64Win.exe and replace it in the Edit Script folder. Then use Export mode to Execute LODGen (also keep verbose=1 setting in the DynDOLOD INI), then check again for file not found *.DDS messages related to grass LOD billboards. With the DynDOLOD SkyUI MCM You Are Here page for example.
  5. When TexGen seemingly does nothing, check task manager for a Texconv process and see what happens if you kill Texconv.
  6. It seems something is prevent the .NET version not to get the CPU count. Probably a Windows 11 Beta .NET bug. See what happens if you remove/rename ..\Edit Scripts\LODGenx64Win.exe to LODGenx64Win.bak, so it uses LODGenx64.exe instead which is for the .Net Framework. Use the Export mode to just "Execute LODGen" for the selected worldspaces so you do not have to go through the entire generation again. See https://dyndolod.info/Help/Expert-Mode If that also fails, let me know.
  7. Read the first post which DynDOLOD log and debug log to also upload when making posts. Test if rebooting "fixes" it.
  8. Could be Texconv is being prevented from reading/writing to/from the Temp folder by the OS/antivir etc. When TexGen seemingly does nothing, check task manager for a Texconv process and see what happens if you kill it.
  9. The native game uses GID, no Gras in Object uses CGID files. DynDOLOD uses the ones set in its INI settings. Decide for one or the other. Do not mix. Do comparisons with a game that uses the same grass cache files to load full grass that DynDOLOD used to generation grass LOD, then each full grass should have a corresponding x plane if a billboard exists and density is 100%. It should make it easier to spot which type of grass does not have LOD. Double check that the 132 GRAS base records is about the expected amount from the loaded plugins. Double check that there are 5 billboard files (*.txt, *_1.dds, *_1_n.dds, *_2.dds, *_2_n.dds) for each (130 grass billboards * 5 = 650 files) - you can do that by only checking grass LOD billboard generation into an empty output folder. Use programs that supports BC7 like SageThumbs /Paint.NET or change the compression format to DXT5 for the 4 channel textures with alpha/specular and DXT1 for 3 channel. How many lines/billboards are listed and is it about the expected amount of grasses that are above water and used in the worldspace. You only need to look at one from the area where you believe grass LOD is missing to check if there are more X planes that you actually see in the game. That would mean the grass position and billboard file for it exists but is transparent. Also check the verbose LODGen log for message like File not found *.DDS. We expect it to only mention grasses that are underwater (often have "water" in the name), the ones that TexGen does not generate because they have missing assets or are too small, not so high ground cover. https://dyndolod.info/Help/Grass-LOD In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.
  10. https://dyndolod.info/Generation-Instructions Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes. If you read the rest of the instruction you will notice it does not say anything about the millions of things that should not be done, like there is no mentioned about disabling terrain LOD and no mention of jumping off a cliff etc. So do not do any of that. As you will notice, there is no mention about changing INI settings requiring updating of LOD on the https://dyndolod.info/Updating page. It is all about plugins and assets. However, pay attention to https://dyndolod.info/Mods/Skyrim-Special-Edition-Skyrim-Anniversary-Edition#Large-References: For dynamic LOD to work correctly with the large reference system of Skyrim Special Edition or Skyrim VR, the Large References Fix setting in the DynDOLOD SkyUI MCM Main page needs to be checked or unchecked depending on the large reference distance setting. See DynDOLOD SkyUI MCM for details
  11. The duplicate posts in the DynDOLOD 3 Alpha thread have already been answered and links to instructions what to check if grass is missing LOD have already been provided. https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=262643 https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=262673 If there is feedback or questions regarding those troubleshooting instructions, answer those posts.
  12. The question is not how anything looks in NifSkope but how the generated LOD looks and matches the full models in the game at their usual distances. As explained at https://dyndolod.info/Help/TexGen, the Base size drop down together with the config files is already supposed to generated LOD textures that have sufficient resolution for the advertised game resolution at default FOV. Read the linked https://dyndolod.info/Help/Texture-Resolution, which explains this in more detail. Use the MipMapTests INI setting to verify live in the game if any of the generated LOD textures would benefit from a larger resolution. Make sure to not be confused by LOD in the distance that uses LOD textures that TexGen does not update.
  13. Beyond Reach is using that different texture with one LOD model presumably. I haven't checked which worldspace / how often and if the stitched LOD texture is actually used or if it sticks to the full texture for LOD level 4 anyways. Next version the TexGen config for arnima will generate to a different filename and there won't be no filename collision anymore, e.g. load order of plugins will not matter. LOD models defining full textures is often not what will be used in the object LOD meshes in the end, because they might be replaced by the stitched object LOD textures added to the object LOD atlas in the end, in particular for the higher LOD levels. Majestic Mountains changes full meshes and their UV. The corresponding LOD models in the LOD pack reflect those changes and visual compatibility. The LOD models in DynDOLOD Resources SE 3 for the vanilla full models/textures are not matching those changes.
  14. Added in DynDOLOD Resources SE 3.00 Alpha-28
  15. Go through the No Grass LOD Check List from https://dyndolod.info/Help/Grass-LOD instead of doing all these weird things. If "some kinds of grass goes out as far as the eye can see, others pop up as i approach", that either means those grasses that pop-up have no grass LOD billboards or they are not part of the grass cache. I would assume you should have no problem to identify which grass models/base records/form IDs are missing from the grass LOD to see if their grass LOD billboards exist in the load order and if they show up in the files the No Grass LOD Check List suggests to check etc.
  16. A TexGen config for Beyond Reach overwrites the TexGen config for Majestic Mountains. For now sort MajesticMountains_Landscape.esm to load after arnima.esm so that the TexGen config for Majestic Mountains takes precedence, too. I will look more into it, but there is nothing else you need to do about it. The DynDOLOD documentation https://dyndolod.info/Mods/Majestic-Mountains answers your two questions about the DynDOLOD V3.0 LOD Pack I created: Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE.
  17. If grass LOD generation is incomplete see https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List
  18. As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files. Conveniently the debug log shows the lines for the possible stitched object LOD textures configuration files for every plugin: [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt> [00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt> The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location. Replacing the noalpha/alpha/copy with "Billboards" results in the required filename: DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod. Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds If grass LOD generation is incomplete see https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List
  19. Answers at https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=262643 https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=262673
  20. https://dyndolod.info/Help/Grass-LOD#Settings In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.
  21. Thanks. Enjoy.
  22. Do not post screenshots of message prompts, click the "Copy message to clipboard" and paste the text as explained on the first post. Read the first post how to always use the latest alpha version. Since DynDOLOD 2.x does not have this message, it seems likely that the MO2 executable entry points to an old DynDOLOD 3 Alpha version and not to the folder were the latest DynDOLOD 3 Alpha or DynDOLOD 2.x is installed.
  23. https://dyndolod.info/How-LOD-Works Terrain LOD is separated into 4 LOD levels while object LOD is separated 3 LOD levels respectively. The LOD levels are named 4, 8, 16, 32 based on the number of cells for the edge length. For example LOD Level 4 covers 4x4 cells, LOD Level 8 covers 8x8 cells etc. Typically object LOD does not have a LOD level 32 - it can only be shown on the map. https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map By default the map shows object LOD from LOD level 16. Since the tree mesh mask rule defines to use a billboard for LOD Level 16, these trees show on the map together with the other objects from this LOD level. If all rules for LOD Level 32 are set to None (not a single LOD model is used in LOD Level 32) for a worldspace, LODGen will generate LOD Level 32 to be like LOD Level 16, but without any billboards. If there are any models or billboards defined in LOD Level 32 for a worldspace, then LOD Level 32 will be generated for the worldspace as usual with only the specifically assigned models - just like the other LOD Levels. Do not follow a guide that specifically adds trees to the map, if you do not want trees on the map. To not have trees on the map, do as explained the DynDOLOD documentation, leave LOD Level 32 at None, so that no trees are added to it. Then instruct DynDOLOD to generate object LOD Level 32 files. Then tell the game to use object LOD Level 32 for the map.
  24. You instructed DynDOLOD to specifically add tree LOD to LOD Level 32 using Billboard6. If you do not want trees in a LOD Level, the setting should be None. Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map
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