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Everything posted by sheson
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Waterfall LOD Not Obscured by Fog and Other Weather
sheson replied to LF111's question in DynDOLOD & xLODGen Support
This is the modus operandi since over a decade. -
Read this first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. If you follow a third party guide like STEP, then you should ask in their part of this forum if the warning messages are expected as explained in the Summary page that opens or if they mean something went wrong. Each page that lists similar messages either have detailed explanations on top or a link to them Read all of https://dyndolod.info/Messages/Textures-Do-Not-Match There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models. If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. A mod replaced the vanilla roads meshes so they are using different textures while another mods 3rd party LOD models were made for the vanilla version of the roads. If you do not notice any texture discrepancies in Blackreach, the automatic LOD texture replacements worked out OK. Read all of https://dyndolod.info/Messages/File-Not-Found-Textures This can happen if a mod is installed that requires the textures from another mod that is not installed. Verify the requirements of the reported models, plugins and their related mods.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Moved to the related thread. Use the "Copy this message to clipboard" to copy and paste the text of a message instead of posting a screenshot. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Removing billboards that have been created to the output folder successfully does not affect billboard generation failing or not. Billboards are generated from full meshes and full textures. Do the grass/tree mods have large resolution full textures? Get the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545Then test if adding RenderSingle=1 under [TexGen] in C:\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini makes a difference. If not, also add RenderBillboardsSingleThread=1. If issue happens latter when generating rendered object LOD textures, also add RenderTextureSingleThread=1 -
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload. Use the test version from this post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545 What textures do you believe are not generated by TexGen but should be? -
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload in addition to the DynDOLOD debug log. No need for the TexGen logs. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the building and the rotor full models (might be the same or separate references) with more informative console. Upload those screenshots.
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Texconv is a command line tool from MS. A custom version of Texconv ships with xLODGen and DynDOLOD. Just continue adjust the gamma, brightness and contrast until you are satisfied. The linked noise texture is "neutral". once you are closer with the brightness, you can also experiment with different noise textures. It typically affects darker terrain more than brighter terrain (e.g. snow). Just keep in mind the full terrain uses a fundamentally different shader technique than LOD, it is probably not going to match as well as the vanilla full terrain shader in all lighting situations. The map uses it own overlays textures. See bottom of https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/Help/Snow-Ash-LOD-Shader The first screenshot shows all LOD being off. The remaining objects are full models. Large references in this case. https://dyndolod.info/How-LOD-Works
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Old DynDOLOD files detected. Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' folder. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty '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, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games.
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Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
If you like, redo the test with the released xLODGen beta 129. In particular it would be interesting to know if LODGenx64.exe compiled for .Net Framework 4.8 is still having issue unlike the .NET 6 version. -
Terrain LOD texture generation uses the landscape textures that are defined by the TXST texture set records, which are used by the LTEX landscape texture records, which are used by the LAND record layers - just as the terrain in the active cells. The TXTS records is what Faultier's PBR landscapes.esp changes. Make sure the changes are not undone by other plugins. If the used texture happens to be an sRGB texture, then it is converted with a fixed gamma to a linear texture by Texconv. It should be pretty close in terms of brightness and may only require a small additional adjustment when using a neutral noise.dds in the game. Make sure to not forget to install the output as a mod and to deploy.
- 165 replies
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots#Rudimentary-Troubleshooting how to test if something is LOD with tll in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model(s) with more informative console to show its base record form ID and how to make a close up of the LOD model with tfc in console. Also upload D:\Games\DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt The logs show you generated 3D tree LOD with 3D tree LOD models in LOD level 4. So the LOD for whatever trees you are wondering about are most like 3rd party 3D tree LOD models from the mod you installed. I can not say anything about their quality or how they are supposed to look or if that is the best their author could achieve. You can also check DynDOLOD_SSE_Object_LOD.txt for a base record form ID of a tree to find out which LOD assets were used. Typically 3D tree LOD models use the full textures, which is then added to the object texture atlas by DynDOLOD, which means those LOD assets used in LOD Level 4 does not rely on anything that TexGen generates. That would only be the billboards in the higher LOD levels that are further away, but you do not seem to be asking about them. -
Upload the SSELODGen_log.txt when asking questions about terrain LOD generation. Make sure to use the latest xLODGen terrain LOD beta version. https://dyndolod.info/Mods/Community-Shaders#PBR Since LOD shaders are still vanilla, they do not support parallax and/or PBR textures. A simple conversion of PBR sRGB diffuse textures is done by xLODGen, TexGen and DynDOLOD on the fly. Terrain LOD generation with xLODGen uses Texconv to convert sRGB textures to linear before using them LOD texture generation. The gamma is fixed. In case of terrain LOD consider using the gamma (brightness, contrast) settings for each LOD level for fine tuning. Remember to use a neutral noise texture.
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If you require help with xEdit scripting, then you might want to check #xEdit-Scripting channel on the xEdit discord.
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Settings for standard tree LOD are irrelevant if standard tree LOD is not generated and disabled in the game.
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See https://dyndolod.info/Mods/Community-Shaders#Tree-LOD-Lighting Note that ultra tree LOD with BillboardX already utilizes HD tree LOD billboards that have normal map textures and typically has better visual results. When using ultra tree LOD, the standard tree LOD is disabled and the Tree LOD Lighting shader is obviously not affecting anything. https://dyndolod.info/Help/Ultra-Tree-LOD Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
It is not possible to check HD Tree without Tree being checked. If there is no HD tree LOD billboard it will use the standard billboard. The settings change from multi threading to single threading. That does not change what is generated. If there is a problem with the generated output, then report it. -
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered HD Tree LOD billboards are for the optional ultra tree LOD generation. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards HD LOD billboards are diffuse and normal map *.DDS textures that show the rendered 3D model from a front and a side view. They can only be used with ultra tree LOD and DynDOLOD 3. https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements Ultra tree LOD requires tree LOD billboards generated by TexGen. ... Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
I added a retry of the same command after a brief time if this error happens. Whatever the OS is unhappy about clears up in the meantime... I dot not like that this way we might never find out what the issue really is in this case... -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Do the same with this test version https://mega.nz/file/EZBkhDzK#Y134Dju7ZsZqpC3utCM9i68vXcQ0kltifay5_XHgzWk -
The debug log only ever contains the last session. The one you uploaded just shows loading the plugins. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The message should have had a link Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/Exceptions as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If you scroll to Access violation https://dyndolod.info/Messages/Exceptions#Access-violation This could be caused by invalid or corrupt plugins. Check the DynDOLOD log for unresolved form ID and Ignoring Cell error messages in particular. Clean and error check the load order with xEdit. Fix all unresolved form ID errors in particular. The log shows several of these messages: <Error: Ignoring Cell Fabled Forests - Exclude Towns Villages Inns AIO.esp "EditorID" [CELL:"FormID"] (in Tamriel "Skyrim" [WRLD:0000003C] at -x,y)> Those cells likely have a problem reported by the xEdit error check that need to be fixed. Also see https://dyndolod.info/Generation-Instructions#Prerequisites. If the error persists after fixing those cells, upload new logs.
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Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Copy and paste text instead of making screenshots of text. Text can be indexed and searched so posts can be found more easily. If the option Copy message to clipboard is available on a message prompt, use it to copy and paste the text. Screenshots of text means it can not be searched, copied or pasted. Screenshots of text means the text can not be read by screen readers. Screenshots of text makes it hard to read on small screens. Text needs less space compared to images. Copy pasting text is easier to do than taking screenshots and uploading images. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545If it still has the same OpenGL error, add RenderTexturesSingleThread=1 under [TexGen] to TexGen_SSE.ini and try again. That should hopefully let it run through for now. -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Repeat the all worldspaces run with this test version https://mega.nz/file/EA5nVD5Q#eOdKKpx3M-MofTaPxNuTQyGnCK9i7iDqwmm9yCt_4J4 and upload new logs and temp folder. -
Great! Thanks for letting us know.
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Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Use this test version of xLODGen https://mega.nz/file/FM4zTILS#MTDiFNgQMngoSyHWNO1f7L9erSNFtgWk7y8kM6hKreI Delete all old logs. Only select Lucky38World and only select to generate terrain LOD diffuse and normal textures. In case that runs through without error, select all wolkdspaces. This version should not delete any of the temporary *.txt files in C:\users\migu\Temp\FNVEdit\Texconv_*.txt as long as the tool is still open. Put them all into an archive and then once you closed the tool and it also wrote the FNVLODGen_log.txt add that and bugreport.txt to the archive to upload as well. -
Waterfall LOD Not Obscured by Fog and Other Weather
sheson replied to LF111's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/LODGen LODGen.exe/LODGenx64.exe require .NET Framework 4.8 to be installed, which is typically included in Windows 10/11. LODGenWin.exe/LODGenx64Win.exe require .NET Desktop Runtime 6 to be installed. The .NET Desktop Runtime version is preferred over the .NET Framework version. A check at startup determines if it can be used or else automatically falls back to the .Net Framework 4.8 version. To know which version is being used, check the log for the line: External: C:\Modding\DynDOLOD\Edit Scripts\[LODGen|LODGenx64|LODGenWin|LODGenx64Win].exe The log you uploaded shows it was using the LODGenx64Win.exe instead of LODGenx64.exe to generate the LOD meshes. External: C:\Skyrim DynDOLOD\DynDOLOD\Edit Scripts\LODGenx64Win.exe, Version: 3.0.31.0, Date: 2024-10-09 19:00:00 Renaming should not be needed. -
Try with this test version https://mega.nz/file/dEJDSY7S#06hp-aoTY6VJLJatn_qK3x491l8AABYaHENwiV2oyPc

