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Everything posted by sheson
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Read the first post. Pink textures typically means textures are missing. Check the log for warnings about textures that can not be found for example. Make sure to properly install the mod and its files/requirements.
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The PC has a hardware, OS or driver issue. Simple programs like TexGen do not restart computers, obviously. Since the PC forcefully shuts down, the innocent program is terminated and can obviously not write logs or anything. Check the Event Log of the OS.
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The Complementary Packs always required Blended roads. The LOD packs have nothing to do with that.
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The log snippet is from DynDOLOD 2.x, this is the DynDOLOD 3 alpha thread. I would be interested if setting an uncompressed texture format TreeLODDiffuseFormat=88 in the DynDOLOD_SSE.ini still works as a workaround. Or if also setting TreeLODGenerateMipMaps=0 is needed? If LODGen is not able to read a LOD model, then it won't be included in the object LOD meshes and missing. Test if using the x64 version is any different.
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The ground is terrain LOD textures. Looks like not all of the terrain LOD textures for the 4 LOD levels were generated with the same settings or maybe LOD level 32, which is also used for the map, is from another (map) mod. Either generate all terrain LOD textures with the same settings or in case it is LOD level 32 texture from a (map) mod that you want to keep, increase the object/terrain LOD level 16 distance (fBlockMaximumDistance) or just the terrain LOD multiplier (fSplitDistanceMult) in the DynDOLOD SkyUI MCM Settings.
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Can you please generate without the wrapper and then upload the log, debuglog and bugreport.txt if it exists, so I can see the exact error message etc.
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No, obviously not.
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Obviously grass LOD can not be disabled in a plugin because it is part of the generated object LOD meshes. You can set Grass=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. and then Execute LODGen in expert mode ("Updating" in second post) to generate new object LOD meshes without grass LOD. Settings in the No Grass In Objects are irrelevant to grass LOD or grass LOD generation, they just control how far full grass models are shown. There is no such thing as grass mods being incompatible with grass LOD. A mod maybe incomplete and lack the objects bounds data required for automatic billboard generation, but that can/should be fixed with CK anyways and/or generation of any billboard can be forced via config files as explained in docs/help/TexGenConfiguration.html
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Are you confusing the "complementary" packs of Majestic Mountain with the Majestic Mountain LOD pack for DynDOLOD 3 perhaps? The complementary packs contain full textures (including road textures) and terrain LOD textures. There is no overlap with the LOD packs for mountains that contain object LOD assets.
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Could you explain what overlap the Majestic Mountains LOD pack for DynDOLOD 3 would have with the Real Roads which does not contain any LOD models or textures or what might require fixing? Second post which is a copy of docs\help\GrassLOD.html, "Troubleshooting" section first entry: Not all grass types have LOD / grass LOD billboards Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details. It refers to the "Tree/Grass LOD Billboards" section in docs/help/TexGenConfiguration.html which explains the importance of object bounds and how to use CK to generate them.
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Do not post screenshots of text. Copy and paste the entire message log instead. The message log is appended to the log file when closing the program. Truncate the logfile to the last meaningful process from start to finish before pasting/uploading. It is unclear what step 5 of what guide you are referring to. Double check the command line arguments are correct and valid. Especially check -o points to a valid driver letter like -o:"C:\..."
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The BTO shows grass LOD, so grass LOD is working as expected. If not all grasses have LOD, see the troubleshooting section of the second post. Especially the first entry about the object bounds. From the LODGen_SSE_Grass_Map_[Worldspace].txt we can see there 46 grass billboards in the load order. This is probably not all of them. Read the first post what log files to include when making posts. In particular the debug log of TexGen. The TexGen debug log contains information of trees/grass skipped for billboard generation because of too small bounds for example. No mod grass is incompatible. Mods can be missing properly generated object bounds data in the base record. Then either use CK to add them or force generation of billboards via the config files as explain in docs/help/TexGenConfiguration.htm
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Always include the debug logs as explained in the first post when making posts. Read the troubleshooting section of the second post. I just added a "No Grass LOD Check List" section based on earlier discussions in this thread. If all the checks did not reveal what the problem is, upload all files from from ..\DynDOLOD\Logs\*.* and ..\DynDOLOD\Edit Scripts\Export\*.* to a file service. Pay attention to error messages in the TexGen log. Some grass billboard are not being generated. Maybe those grasses are not used or maybe they are exactly the grasses that are used where you are checking. Pay attention to warning messages in the DynDOLOD log. Convert wrong NiNode root nodes to BSFadeNode with NifSkope There seem to be outdated tree LOD billboards in the load order. Do not install 3rd party billboards. Run TexGen right before running DynDOLOD. Make sure the output from TexGen is overwriting everything. Clean the plugins that have deleted references.
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Thanks for the comprehensive report. This is a bug in DynDOLOD and it will be fixed in the next version. It is not a problem a plugin.
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Read the first post which entire log files to include in posts. You are trying to use DynDOLOD Resources SE 3 Apha 10 with an older DynDOLOD 3 Alpha version, or maybe there are outdated files from an older standalone version not being replaced when the newer version was installed. Pay attention to the installation instructions. Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
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https://github.com/Microsoft/DirectXTex/wiki/Texconv Make use of the -keepcoverage command. Just go with -keepcoverage 1 for first test. If the UV coordinates are only slight outside of 0/1 you can easily move those with 3DSMax or in NifSkope to be just inside. Those small changes are not really noticeable in the typical distance from the player.
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Read docs/trees.ultra/tools/DynDOLOD_CreateStaticTree.html and docs\trees.ultra\tools\hybrids\DynDOLOD_CreateHybrid.html The problem with such fading transparency is because the mipmaps of the used textures were created without alpha coverage. Since it happens, it most likely means the branches in the object LOD BTO use the full textures as is. Full/LOD textures which are added to the object LOD atlas are automatically alpha adjusted and their mipmaps are created with alpha coverage and shouldn't have this issue. The LOD probably can not use the texture on the object LOD atlas, because the UV of the branches is well outside 0 and 1. Being able to use textures on the atlas is a very important optimizing step. If it can not be done, create full textures with better mipmaps that are done with alpha coverage. It's a feature offered by TexConv.
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There is is a lot of CPU usage for processing all the plugins/records and the assets and then generating LOD meshes with xLODGen and converting textures with TexConv also use GPU. It can not really be helped that this is a work intensive process. You could try changing the priority of the program with task manager.
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Can Not Copy Resource / The system cannot find the path specified
sheson replied to ravenRpg38's question in DynDOLOD & xLODGen Support
Instead of posting a screenshot it would be better to use the Copy message to clipboard and paste that instead. The copy also should not have abbreviated paths for example. The error message explains what the problem is. Click the "Help for this message" to open https://dyndolod.info/Messages/Can-Not-Copy-Resource. On the help page it says: "The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an execption to whatever it is that is blocking access." Do not install DynDOLOD into mod manager folders. Read the installation instructions. Unchecking required LOD assets that have absolutely nothing to do with the error message of not being able to write a file to the empty and dedicated output folder is only going to cause visual issues. How could those assets that do not contain either texture filename be related to TexGen copying a full texture from the data folder to a new filename in the TexGen output folder? It is very likely whatever was blocking file access before simply stopped blocking in the last run, regardless of the LOD resources. -
xEdit/DynDOLOD does not change CTRL+ALT+DEL behavior of Windows or in any way block the OS. Sounds like there is an issue with OS or hardware.
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Restart the PC, clean out the log folder, delete bugreport.txt and test if the problem can be repeated. Check if it uses CPU when it looks like it is doing nothing. If it can be repeated upload the new debug log and bugreport.txt (if it exists) Leave TexGen sizes at default when generating textures.
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What does "the general Alpha 10 Resources" mean and why is installing the latest version of DynDOLOD Resources a mistake? What tool had an error with ../Data/creationkit/. missing files? What was the exact error message, log etc? What are incorrect and correct Resources? What does can not invoke Task Manager means? It typically can always be started via the CTRL+Alt+DEL menu. The previous report had a debug log that stated the error message "DynDOLOD Resources SE version information not found. Verify correct installation", which is printed to the log right before the message window with the same error message is shown to the user. The error message is shown if the version INI flie of DynDOLOD Resources can not be found in the load order.
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DynDOLOD generates tree and object LOD. It does not affect water LOD or terrain LOD in any way. Use xLODGen terrain LOD beta to generate terrain LOD meshes which includes water LOD. Read the first post of xLODGen terrain LOD beta (the part about optimize unseen) and also search the thread for previous discussion about the same topic.
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Do not post screenshots of text/log. Read the first post which log files to upload when making posts. The message says exactly what happens. The system runs out of memory. In this context it runs out of VRAM.
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Do not post screenshots of text. Copy and past the text instead or actually write out the question. The entry is of the format part-of-plugin-filename;help-filename as in docs/help/help-filename.html for the "Help for this message" link of the message window. LODGenThreadSplit only affects LODGen in Edit Scripts. It has not effect on DynDOLOD. The debug log shows a problem finding or reading version information of the installed DynDOLOD Resources. There should have been a message window prompt. Maybe it was behind another window? If MO2 does not unlock there is usually a process that still uses the virtual file system. Check with the task manager for such a hidden processes in that case. Such processes interfere with access to files. Comparing the size of the output is not really a good method for anything unless you are comparing ballparks. The updates to texture replacements means more distinct object LOD textures are created and put on the object LOD texture atlas. Thousands of LOD models changed in the last update. Rules are added or updated etc.

