-
Posts
12,859 -
Joined
-
Last visited
-
Days Won
402
Everything posted by sheson
-
Yes of course. Updating the atlas textures for all worldspaces will be much quicker. Great. Thanks for letting us know.
-
This seems to be a bug with the alpha threshold adjustment. Download this test version https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY Keep the old DynDOLOD output mod. Start in expert mode. See https://dyndolod.info/Help/Expert-Mode Select the desired worldspaces and click Rebuild Atlas. Then install the newly generated textures overwriting the old ones in the existing DynDOLOD output. You should notice the leaves to be thicker than before.
-
Edit C:\Games\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini. Add these settings under [TexGen] GLDebug=1 RenderSingle=1 StitchThreads=1 Delete old logs. Run. Upload new logs.
- 147 replies
-
The .txt files are only used by the DynDOLOD.DLL, so their content does not matter. I still wonder if any of the navmesh, NPC crashes can be made to happen without any DynDOLOD output, scripts and Resources at all and then again if they still happen with all other mods/DLLs restored or vice versa.
- 444 replies
-
Read the first post, the entire page https://dyndolod.info/Official-DynDOLOD-Support-Forum and my signature.
-
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs ..\DynDOLOD\bugreport.txt - if it exists The log and debug log are saved when the program shuts down. Do not interrupt the shut down process so it can write the log files. While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. Close TexGen so it can save the logs and upload them and the bugreport.txt if it exists.
- 147 replies
-
TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the realtime log for DynDOLOD and upload it. Download this test version of DynDOLOD https://mega.nz/file/oIhEQaCZ#d1FvBGM9fFFHqOGHHVTd6X0BaI4TBCpp_Uj6pnklA1M Add MaxRenderResolution=4096 under [DynDOLOD] to DynDOLOD_SSE.ini and report if it makes a difference. -
https://dyndolod.info/Generation-Instructions#Prerequisites: In case ParallaxGen is used, run it before TexGen and DynDOLOD, as they will use information from its ParallaxGen_Diff.json file in the data folder to properly match certain LOD models. ParallaxGen output should overwrite the full models included in DynDOLOD Resources. Leave the default setting of ParallaxGen to ignore meshes in ..\LOD\.. folder. See Community-Shaders - PBR for more. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the realtime log. See answers for https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures
- 147 replies
-
- SKYRIMSE
- DynDOLOD 3
-
(and 3 more)
Tagged with:
-
What you see is the result of normal vectors pointing weird ways. It looks like ParallaxGen might be doing something to them. They are not the same as the original full modelon the left. Note that TexGen ignores the skinned shapes and just uses the static ones, the second NiNode child of the NiSwitchNode. The double side flag does not change anything about normal vector / direct sun light in the vanilla game shaders . The back side is darker unless the back light flag, which utilizes the 8th texture slot to define the intensities. The flags soft, rim together with lighting effect 1/2 shader settings and 3rd texture also affect it. That is what is usually used by tree leaves. Check vanilla trees. Back light flag is not yet supported by TexGen since I have have no seen a full model tree make use of that. The 8th texture slot is used for something else in PBR. Note that - technically - the diffuse texture of HD billboards should simply be 100 diffuse and 0 direct light, since they also have a rendered normal map texture for the direct light in the game. But then they look rather flat in the game. The direct/ambient light option in TexGen help to give more definition/highlights as well. Note that the rendered normal map textures of HD billboards only has positive vectors, since the game does not support negative ones Note that billboards in the game using the rendered textures might use the double sided flag as well and depending on the method/NIF can use bend vectors that either point upwards or are "sphered". https://dyndolod.info/Help/Ultra-Tree-LOD#Internal-Billboards-and-External-Billboards. The included billboards used by ultra tree LOD also set the soft lighting flag and 3rd texture. If CS makes significant changes to how double sided, soft, rim, back light are rendered in the game for PBR, I would appreciate a pointer to the shader file/lines. We can certainly add options to the OpenGL shader like flipping vectors for diffuse rendering. At some point I might add a simple poor man version of a PBR shader if I ever find the time. In any case, normals/tangents/bitangents vectors being (unintentionally?) changed is the reason for the lighting looking strange.
- 147 replies
-
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log and hoy to check the windows event log for hints in case no logs and no bugreport.txt are being generated.
-
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Also upload ..\DynDOLOD\Logs\ DynDOLOD_SSE_Object_Report.txt You mean you are using latest version 2.04 of https://www.nexusmods.com/skyrimspecialedition/mods/37061 and 1.2.3 of https://www.nexusmods.com/skyrimspecialedition/mods/106210 At least one of the mods has a newer date than latest DynDOLOD Resources SE, so next DynDOLOD Resources SE version will include updatet and correct LOD meshes to match so it does not fall back on badly made static object LOD included in the mod(s). Until then dynamic LOD will use the animated vanilla LOD models included in DynDOLOD Resources SE because of Far LOD. The best practice is to report that a mod had an update that requires updated LOD assets.
-
TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
The value does not need to higher than the largest texture TexGen has to render. Which typically won't be over 2048. Nothing should realy be over 4096 unless base sizes are greater than 1024 (4320p). -
The pixels turning white has to do with some shapes having the specular flag set together with the PBR Specular Strength value meaning something else than for the vanilla shader and not old vanilla shader specular map/channel being available. So for now TexGen will just ignore the setting in this case. Try this test version https://mega.nz/file/FYIXUA6A#-RkJI7fyFzLGw5fN9i7YFjUeC8w1f-UotvaHuzSMMjk
- 147 replies
-
TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
It looks like something went wrong adding MaxRenderResolution=4096 under [TexGen] in TexGen_SSE.INI Make sure to copy and paste the setting and there are no extraneous spaces anywhere. The debug log line [TwbRender.Create] <Debug: Max render resolution: 32768 x 32768> should show 4096 then. -
I am not sure which script(s) you mean by "the recent scripts"?
- 444 replies
-
The error happens after trying to load the texture file from the data folder or BSA though. Maybe set the tmp and temp path to a stable drive/folder. https://knowledge.civilgeo.com/changing-the-windows-temp-and-tmp-directory/ https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.6/xEdit/xeInit.pas#L357
-
Most likely because the script is not involved in the crash. The recent crash logs are over the place, navmesh, NPCs, actors. I wonder if any of them can made to happen without any DynDOLOD output, scripts and Resources and then again with all other mods/DLLs restored. We did got rid on of one type of crash about base records with the DLL test versions but these random things remained.
- 444 replies
-
Also report the CRC32 of the script for which you reported CTD in this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/27/#findComment-285641 All these script are compiled with the same Bethesda script compiler from the same source. They also decompile the same. The change in the pex files is typically because the order of data is not always the same, which is not supposed to make a difference.
- 444 replies
-
What is the CRC32 of the SHESON_DynDOLOD_ObjectEnabler.pex in your DynDOLOD Resources SE 3? If you have 7zip installed, you might be able to right click the file in Windows Explorer, select 7zip, then CRC SHA at the bottom and the CRC32. Otherwise could just upload it to https://hanoynanu.github.io/online-tools/crc32_checksum.html Also report the CRC32 of the script from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/27/#findComment-285617 Same CRC32 means the files are identical.
- 444 replies
-
TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
Use this test version of TexGen https://mega.nz/file/9QRCWKhT#Oa7KmQjKNXkjPIZd_wWDQv2uYPkP0Rvjx5reKquJJQI Add MaxRenderResolution=4096 to TexGen_SSE.ini under [TexGen] to see if it makes a difference. -
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload when making posts. Since your issue can already be seen in the TexGen preview, delete old logs, preview an affected tree and close TexGen and then upload those logs. Since I am not able to replicate your preview with Aspen's Ablaze, Aspens Ablaze - PBR and ParallaxGen output, upload the winning (should be ParallaxGen output) tree full model treeaspen05.nif and all of the winning textures it uses.
- 147 replies
-
The log shows this once: <Warning: Unknown texture format textures\landscape\dirt02.dds> <Warning: Error loading texture textures\landscape\dirt02.dds> Also not all LOD textures are actually generated: <Notice: Skipping chunk 32 [-64,-64] because file already exists: f:\lodgen\xlodgen\textures\terrain\tamriel\tamriel.32.-64.-64.dds> Terrain-LOD-Readme.txt If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones. Make sure the output folder is empty. Then generate again. Report if there are still warnings about unknown texture format and/or error loading texture.
-
Terrain LOD is splatted from the full terrain textures and layer information so it matches. If someone were to make a mod/shader to change full terrain works in one of the supported games, we would try to accommodate that.
-
You reported the error also happens while running xLODGen outside of MO2, which I take means it was started while MO2 was not running. In that case it is typically more like an OS issue - and whatever tools tie into file access/reading. Are there any other command lines being used other than -sse and -o? I assume -d -m and -p? Copy and paste them.