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Everything posted by sheson
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It won't fix the transparent pixels probably being too dark to begin with. Different tools might use different sampling algorithms when shrinking textures (e.g. create mipmaps). So the color/brightness outcome might be (a bit) different, but usually that feature is more about having better control over the alpha-to-coverage of mipmaps. Tree LOD in the game itself can have a dark outline if the transparent color is dark or black. In case of transparency on/off DXT1 texture compression for example, transparent pixels are treated as black as their color information does not exist anymore.
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OK, in this case TexGen is irrelevant, since the 3D tree LOD model uses the full texture. A texture is an image that can have up to 4 channels, red, green, blue and alpha. Depending on the texture compression format or save options, the alpha channel can work the same as the color channels (from fully transparent to fully opaque) or a simply be transparency on/off. A "full" alpha channel is preferred for everything to work properly. Read intro of https://dyndolod.info/Help/3D-Tree-LOD-Model. If you only wanted to change thinness/thickness of the full or 3D tree LOD models, then you can change the NiAlphaProperty Threshold in the NIFs without changing textures. However remember that editing the full model NIF means its CRC32 changes, so you will need to update the CRC32 part of the filename of 3D tree LOD model accordingly. The bold part of treepineforestdead05_7B6546E1passthru_lod.nif The mipmaps of the full texture do not matter in this context, as the 3D tree LOD models does not set "usemipmaps", the mipmaps of the object LOD texture atlas used by the LOD will be generated. If you want to use the 3D tree LOD to use the mipmaps of the full texture add that to the shape names of 3D tree LOD NIF. "TreePineForest05_1:1 Crown" to "TreePineForest05_1:1 Crown UseMipMaps" See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names Now, the problem that only a particular branch is too dark compared to the other ones from the the same texture can be because of the branches being surrounded by to dark pixels. Even if they are transparent, their color information might be used for sampling lower resolutions/mipmaps. Compare the fill around the "dead" branch in the middle of DeadAtlas.dds left, PineAtlas.dds right: You could try filling the almost black background fill around the dead branch in the middle with a more appropriate color that matches the actual branch more closely similar to the other branches. If the background were complete black, DynDOLOD would will the area automatically with the average color of the entire texture, which in case of "atlas" textures like this could be off as well. This applies to when the texture is added to the object texture atlas. See https://dyndolod.info/Updating In case a new mod only updates textures ... Start DynDOLOD in expert mode, select all or only the affected worldspaces and click the Rebuild Atlas button to update the atlas textures. Then install the DynDOLOD output, overwriting the existing DynDOLOD output.
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Also upload the DynDOLOD and TexGen log. What is the tree mod? Why are you editing full textures to begin with? Just edit the alpha threshold of the full/LOD model instead. When editing textures, make sure the transparent parts - especially adjacent to visible pixels - have matching color and brightness. Make sure to use an alpha channel.
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Check and confirm that the test version from the linked post works as expected https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545
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Create a new text file in a (new) mod folder so it ends up in the game data folder like ..\Data\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_updateesm.txt You can change "updateesm" in the filename to any plugin filename in the load order as long as it is not "skyrimesm", "dawnguard", "dragonborn", "wyrmstoothesp". In case snow01.dds comes with a mod that has a plugin, use its filename. Add these 4 lines: 0 1 1 1 textures\landscape\snow01.dds 0.5 0.5 0 0 textures\lod\snow01lod.dds 1 1 0 1 1 1 textures\landscape\snow01.dds 0.5 0.5 0.5 0 textures\lod\snow01lod.dds 1 1 0 1 1 1 textures\landscape\snow01.dds 0.5 0.5 0 0.5 textures\lod\snow01lod.dds 1 1 0 1 1 1 textures\landscape\snow01.dds 0.5 0.5 0.5 0.5 textures\lod\snow01lod.dds 1 1 The first 0 in each line has the same function as the tree LOD brightness setting, e.g. set it to -10 or -20 for all rows to create a darker version of the LOD texture whenever TexGen runs. See https://dyndolod.info/Help/TexGen-Configuration#Stitched-Object-LOD-Textures and https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen for more details.
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1. This will be fixed properly in the next version. Until then you could add a mesh mask rule for whmarket01lod02.nif and set it to use the full model for the object LOD levels 4, 8, 16. 2. windhelmbridge_lod_2.nif is the vanilla LOD model using the vanilla rendered object LOD texture. Add a mesh mask rule for windhelmbridge.nif and set LOD Level 16 to use the LOD model for Level1 in order to use the better LOD model I created so it is used for the map as well. 3. The LOD models define textures\landscape\snow01.dds, which means it should be using textures\lod\snow01lod.dds generated by TexGen, which should be on the object LOD texture atlas created by DynDOLOD. Basically just all the other object LOD models using that snow texture. If this is the only object using that snow texture looking like that, check the BTO and compare it to the other objects using the same snow texture.
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That would be a question for the EVLaS author - maybe they have an idea. If it is shader related/fixable then it might be something that can be addressed by ENB. You might want to test what happens adding "fixednormals" or "spherenormals" to the shapenames (e.g. change it "PassThru SphereNormals" - case does not matter) of the NIF you are using to see if that has an effect. If it does, you might also manually fine tune the normal vectors in the NIF.
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Moved to the DynDOLOD 3 Alpha thread. See https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/676/#findComment-283035 about the mineorescript.pex being overwritten.
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Tex Gen is looking for non-existing .ini
sheson replied to RaileyLeo's question in DynDOLOD & xLODGen Support
Because you probably set command line arguments for the INI or the INI folder - which are not needed for the standard INI paths - or did not set them correctly as explained in the manual. https://dyndolod.info/Help/Command-Line-Argument -
Probably within 0 to 4 weeks.
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Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies You probably want to check Parent > child copies.
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Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. DynDOLOD does not show in any of the stacks in the provided crash log from Crashlogger. It is only listed in the list of plugins and modules together with all the other plugins and modules. The crash might be related to the mentioned water shader, but that is hard to tell with the call stack being empty. No other crash logs were provided. https://dyndolod.info/FAQ#ILS-or-CTD Ignore nonsensical suggestions that autosaves need to be disabled because of papyrus scripts not completing or similar made up stories about plugins being "known to cause CTD" when fast traveling or changing locations because of scripting etc. This is not how anything works. If disabling autosaves would be required to prevent CTD, manual saves would have the same issue and it would actually be widely known, would have been reported, troubleshooted, analyzed, fixed, had known workarounds and/or be part of every modding guide since over a decade. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, report back in case crashes stop without DynDOLOD active.
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The requirements to participate the DynDOLOD 3 Alpha test are not met. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts. Use search as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search See https://dyndolod.info/Messages/Exceptions#Assertion-failure
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dyndolod crash without any warning,after 4 minutes approximately
sheson replied to uAnu's question in DynDOLOD & xLODGen Support
Looks like a known issue with the light version of the mod Vantage - Immersive Exploration (Surveying). You may want to use the ESP version. -
dyndolod crash without any warning,after 4 minutes approximately
sheson replied to uAnu's question in DynDOLOD & xLODGen Support
Run this test version https://mega.nz/file/xNIQXTCT#cMRzV4EeofiD0Rk4k_yajJsu0Tw4e6b1Pq0EWAhXInc It will probably report another cell, check that one in xEdit and report which plugin overwrites it etc. -
Tree Lods being bigger than Tree meshes themselves
sheson replied to Vairo1518's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD and TexGen log and debug log to upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt Provide a useful screenshot of a full model with more informative console and a close up of its LOD model using tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Make sure the 3rd party 3D tree LOD assets are the correct ones for the version of the mod. -
dyndolod crash without any warning,after 4 minutes approximately
sheson replied to uAnu's question in DynDOLOD & xLODGen Support
Provide a link to the grass mod and whatever mod is the last to overwrite 0000709B from the last log. If you run more than once with the same load order, is it always the same cell record? -
dyndolod crash without any warning,after 4 minutes approximately
sheson replied to uAnu's question in DynDOLOD & xLODGen Support
Th uploaded realtime log still ends with <Debug: Gathering cells Tamriel Skyrim.esm Tamriel "Skyrim" [WRLD:0000003C]> just as the first one, so I am not sure what cell record you are referring to? If in a 3rd run the last line starts with [ApplyReferenceRules], it is not the same as before. That realtime log was not updated. The C0000005 exception hints at a hardware, BIOS setting, OS, driver etc. problem. Make sure the OS settings for virtual memory, page file are all default, e.g. let the OS handle it. Make sure UAC, antivir etc. are no interfering. Test with primt95, OCCT that the system is stable. -
Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Read the logs message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages: Error: LOD billboard(s) not found. Check the log for the individual warning messages. Generate LOD billboards with TexGen first. Error: No TexGen output detected. Consider generating updated object LOD textures with TexGen first. Click the link "Click on this link for additional explanations and help for this message" as explained to open further help pages, for example: https://dyndolod.info/Messages/LOD-Billboard-Not-Found -> https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#LOD-Billboard-s-Not-Found https://dyndolod.info/Messages/TexGen-Output The log message report billboards for trees not being found. The log reports that TexGen output is not installed. Grass LOD billboards are optional and were not the reason for the message. You most likely installed the TexGen output properly the second time around.
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dyndolod crash without any warning,after 4 minutes approximately
sheson replied to uAnu's question in DynDOLOD & xLODGen Support
The Event log should have an entry for the tool being terminated or crashing. Run this test version https://mega.nz/file/VRxGQKyD#YbGqyCIal5-1Vf9Le2XcFg4eXQryuVxKiFVhVKn0uSA It will print a line for each cell is it is processing while it gathers cell records. Upload new realtime log. Use xEdit to check whatever cell record is mentioned last to what plugin overwrites it last and if there are any obvious issues. -
The log you uploaded did not contain any billboard not fond messages? See https://dyndolod.info/Messages/LOD-Billboard-Not-Found
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The debug log was not provided. See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts "My question is what is causing these warnings" A property (variable) is defined for a papyrus script, but its definition does not exist in the script. "how to detect them" Read the log messages and check the summary, also: Missing properties are also reported in the papyrus logs as "X does not have a property named Y, property skipped." "how to solve them" In case the script property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record with xEdit. In case the error occurs with paid mods from CreationClub, consider using the Unofficial Skyrim Creation Club Content Patches. Cleaning does not affect missing script properties. The USCCCP will address at least one of the reported scripts. If you have the latest version of the paid mods they might work as intended despite having outdated records for updated scripts. I suggest to check the comments and bug section of Unofficial Skyrim Creation Club Content Patches if they are reported already. The preferred method would be that whoever earns money with paid mods should QA and fix them. Removing the properly with xEdit will not affect "functionality". It is suggested to not install Steam/Games into special Windows folders like c:\users\... to avoid problems with UAC, AntiVir, permission etc.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Make sure to use latest Proton and install graphics card and Vulkan drivers to see if the VR messages goes away. If not test what happens if you set A8R8G8B8 for Diffuse alpha, Normal specular and R8G8B8 for Diffuse, Normal in the drop downs of TexGen. Then get the new test version uploaded to this post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545 and test/upload new logs. Check if something happened to Z:\media\zach\External-Storage\Modding\Skyrim SE\tools\DynDOLOD\Edit Scripts\dyndolod\render\skyrim\billboards\dyndolod\lod\trees\reachclifftree01_trunk.nif in NifSkope and/or unpack it again from the download archive or remove it to see if it runs through or just fails on another NIF. -
dyndolod crash without any warning,after 4 minutes approximately
sheson replied to uAnu's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable realtime log and to check the Windows Event log in case the tool is being terminated prematurely. -
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Messages, https://dyndolod.info/Help/Summary-Of-Messages and in particular https://dyndolod.info/Messages/Property-Not-Found-In-Scripts: In case the error occurs with the vanilla and DLC game files, consider using the Unofficial Skyrim Legendary Edition Patch or Unofficial Skyrim Special Edition Patch. In case the error occurs with paid mods from CreationClub, consider using the Unofficial Skyrim Creation Club Content Patches. If help with a specific message is required, provide the logs as explained and ask a specific question.

