babix Posted May 30, 2020 Posted May 30, 2020 (edited) hello sheson, how do i get this snow on mountain to get the same color as the terrain lod snow? https://imgur.com/z2rFqkF i'm using hyperborrean snow, run xlodgen terrain, texgen and dyndolod high in this picture. i also use snow shader fix mod and northfire's photoreal mountain. edit: majestic mountains blends better because it have built in snow shader, so i think snow shader fix doesnt touch LOD? Edited May 30, 2020 by babix
sheson Posted May 30, 2020 Author Posted May 30, 2020 On 5/30/2020 at 8:31 AM, babix said: hello sheson, how do i get this snow on mountain to get the same color as the terrain lod snow? https://imgur.com/z2rFqkF i'm using hyperborrean snow, run xlodgen terrain, texgen and dyndolod high in this picture. i also use snow shader fix mod and northfire's photoreal mountain. edit: majestic mountains blends better because it have built in snow shader, so i think snow shader fix doesnt touch LOD? You need to ask the mod author what the mod does. Or simple check the snow LOD shader yoursellf in xEdit. https://forum.step-project.com/topic/14930-white-mountain-bug-after-lod-generationhttps://forum.step-project.com/topic/14577-dark-distant-mountainssnow-lods
babix Posted May 30, 2020 Posted May 30, 2020 On 5/30/2020 at 10:01 AM, sheson said: You need to ask the mod author what the mod does. Or simple check the snow LOD shader yoursellf in xEdit. i just did that, thanks for your response :)
Marina Posted January 30, 2021 Posted January 30, 2021 I'm sorry for bothering you, Sheson, but I'm at my wisdoms end. I can't create 3D trees anymore and I have no clue what I'm doing wrong. I changed TreeLOD=1 to TreeLOD=0 and deleted everything inside the cache folder. What have I missed? Has something changed in your newest version?
Marina Posted January 30, 2021 Posted January 30, 2021 Edit: I just tried an older version, and the issue (tree: LOD4 = "Billboard" instead of "Static LOD4") happens after changing the Output path. My game setup is currently on a different hard drive.
sheson Posted January 31, 2021 Author Posted January 31, 2021 On 1/30/2021 at 10:26 PM, Marina said: I'm sorry for bothering you, Sheson, but I'm at my wisdoms end. I can't create 3D trees anymore and I have no clue what I'm doing wrong. I changed TreeLOD=1 to TreeLOD=0 and deleted everything inside the cache folder. What have I missed? Has something changed in your newest version? On 1/30/2021 at 11:40 PM, Marina said: Edit: I just tried an older version, and the issue (tree: LOD4 = "Billboard" instead of "Static LOD4") happens after changing the Output path. My game setup is currently on a different hard drive.There is no requirement or use to delete the cache folder since several years. I am not sure what the issue is? Read ..\DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html how to generate ultra tree LOD. If you want 3D tree LOD you need to have 3D tree LOD models installed, change the INI setting and change LOD4 to Static LOD4 if it isn't by default (high rules only)
keypuncher Posted February 10, 2021 Posted February 10, 2021 Running into an odd issue with DynDOLOD 2.90 and 2.91 running with DynDOLOD Resources SE 2.88. PapyrusUtil SE 3.9 or DynDOLOD.DLL makes no difference. When I try to generate LOD, everything works fine until it tries to write files. When it does, I get a "LODGeneratorCMD has stopped working" dialogue. DynDOLOD continues to run in the background. If I am generating LOD for multiple worldspaces, this happens for every worldspace. If I generate for only one, it happens for that one. Thinking it might be something in my load order, I made a new profile in MO2, and unselected everything in the left panel except for PapyrusUtil, DynDOLOD Resources, Seamless Billboards, with the same results (after making a new TexGen). I ran into the problem originally after upgrading as part of a new load order on 2.90. 2.91 came out in the interim, and the issue still occurs with that. I've re-downloaded and reinstalled both DynDOLOD Resources SE 2.88 and DynDOLOD 2.91 with the same result. In the output folder, a folder structure is created, but no object LOD is written. To make sure the issue was not something that was preventing DynDOLOD from working at all, I uninstalled DynDOLOD Resources SE and reinstalled version 2.85, Deleted the DynDOLOD Standalone folder for 2.91 and put DynDOLOD 2.85 in its place, and was able to generate LOD for my whole load order without issue. I would say this proves I am not crazy, but people who know me might disagree. I then removed the output folders again, uninstalled 2.85 / 2.85, replaced it with 2.88 / 2.91 again, and was able to replicate the issue (in this case, with my full load order in place, but attempting to generate LOD for only DeepwoodRedoubtWorld, but it doesn't matter which worldspace I choose, or if I deselect all mods). The error in the LODGeneratorCMD command window is: Unhandled Exception: System.FormatException: Input string was not in a correct format. DynDOLOD_SSE_log.txt: https://pastebin.com/B60mUtAKLODGen_SSE_DeepwoodRedoubtWorld_log.txt: https://pastebin.com/Aj3bSfe1LODGeneratorCMD.txt: https://pastebin.com/DUB95N97
sheson Posted February 11, 2021 Author Posted February 11, 2021 On 2/10/2021 at 11:00 PM, keypuncher said: Running into an odd issue with DynDOLOD 2.90 and 2.91 running with DynDOLOD Resources SE 2.88. PapyrusUtil SE 3.9 or DynDOLOD.DLL makes no difference. When I try to generate LOD, everything works fine until it tries to write files. When it does, I get a "LODGeneratorCMD has stopped working" dialogue. DynDOLOD continues to run in the background. If I am generating LOD for multiple worldspaces, this happens for every worldspace. If I generate for only one, it happens for that one. Thinking it might be something in my load order, I made a new profile in MO2, and unselected everything in the left panel except for PapyrusUtil, DynDOLOD Resources, Seamless Billboards, with the same results (after making a new TexGen). I ran into the problem originally after upgrading as part of a new load order on 2.90. 2.91 came out in the interim, and the issue still occurs with that. I've re-downloaded and reinstalled both DynDOLOD Resources SE 2.88 and DynDOLOD 2.91 with the same result. In the output folder, a folder structure is created, but no object LOD is written. To make sure the issue was not something that was preventing DynDOLOD from working at all, I uninstalled DynDOLOD Resources SE and reinstalled version 2.85, Deleted the DynDOLOD Standalone folder for 2.91 and put DynDOLOD 2.85 in its place, and was able to generate LOD for my whole load order without issue. I would say this proves I am not crazy, but people who know me might disagree. I then removed the output folders again, uninstalled 2.85 / 2.85, replaced it with 2.88 / 2.91 again, and was able to replicate the issue (in this case, with my full load order in place, but attempting to generate LOD for only DeepwoodRedoubtWorld, but it doesn't matter which worldspace I choose, or if I deselect all mods). The error in the LODGeneratorCMD command window is: Unhandled Exception: System.FormatException: Input string was not in a correct format. DynDOLOD_SSE_log.txt: https://pastebin.com/B60mUtAK LODGen_SSE_DeepwoodRedoubtWorld_log.txt: https://pastebin.com/Aj3bSfe1 LODGeneratorCMD.txt: https://pastebin.com/DUB95N97This seems to be a billboard.txt with and invalid entry that is expected to be a number. Replace LODGenx64.exe in Edit Script. This version should print out which txt file it is.
godescalcus Posted February 12, 2021 Posted February 12, 2021 Hey Sheson, I just ran DynDOLOD twice and both times it "hung" on me. Ran the lodgen window for hours and hours and never updated the main log window, didn't output any log files. In the end I had a few gigabytes of assets but no plugins. First time overnight, there was no lodgen window open anymore and the program was just stalled. Second time in the morning, I killed it after 2 hours and it finished only Solstheim - tamriel LOD4 wasn't even half done (I counted some 160 out of 400+ tiles), and no other lodgen window opened in the mean time. I'm sorry I can't be more specific but I'll say that I've run DynDOLOD successfully a good amount of times with the same settings I'm using now (Treelod=0 and treefullfallback=0). Last successful run with version 2.87, current version 2.90 - haven't updated to 2.91, trying to roll back to 2.87 instead just so I can finish and play. Only other difference that occurs to me is that I generated xLODGen using mipmaps on all LOD levels (to see if it helps with terrain aliasing) - had never done it before. Should that cause DynDOLOD to take a much longer time running? Is there a way to allocate priority to dyndolod in Windows? Would that make a difference?
sheson Posted February 12, 2021 Author Posted February 12, 2021 (edited) On 2/12/2021 at 12:56 PM, godescalcus said: Hey Sheson, I just ran DynDOLOD twice and both times it "hung" on me. Ran the lodgen window for hours and hours and never updated the main log window, didn't output any log files. In the end I had a few gigabytes of assets but no plugins. First time overnight, there was no lodgen window open anymore and the program was just stalled. Second time in the morning, I killed it after 2 hours and it finished only Solstheim - tamriel LOD4 wasn't even half done (I counted some 160 out of 400+ tiles), and no other lodgen window opened in the mean time. I'm sorry I can't be more specific but I'll say that I've run DynDOLOD successfully a good amount of times with the same settings I'm using now (Treelod=0 and treefullfallback=0). Last successful run with version 2.87, current version 2.90 - haven't updated to 2.91, trying to roll back to 2.87 instead just so I can finish and play. Only other difference that occurs to me is that I generated xLODGen using mipmaps on all LOD levels (to see if it helps with terrain aliasing) - had never done it before. Should that cause DynDOLOD to take a much longer time running? Is there a way to allocate priority to dyndolod in Windows? Would that make a difference?FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. Terrain LOD textures have nothing to do with object, tree or dynamic LOD, that should be obvious. Terrain LOD textures mipmaps are only used for the fade from full to LOD4 texture inside the active cells. Always use latest version, obviously. Edited February 12, 2021 by sheson
godescalcus Posted February 12, 2021 Posted February 12, 2021 (edited) On 2/12/2021 at 1:06 PM, sheson said: FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. Terrain LOD textures have nothing to do with object, tree or dynamic LOD, that should be obvious. Terrain LOD textures mipmaps are only used for the fade from full to LOD4 texture inside the active cells. Always use latest version, obviously. It looks like something to do with treesfullfallback=0. I know it generates heavier files, but I've run it that way with success several times before, including my concurrent build with this one which has even more worldspaces, Project Rainforest, etc... and it finished successfully, albeit taking longer and with almost 10Gb of output. TBH I needed full models on that build because all the billboards for those trees look pretty bad. Now on this build I'm using vanilla trees with a simple retexture, so I turned back treefullfallback=1 and (and treelod=0) and it seems to have done the trick, DynDOLOD finished in 45 minutes, no stress. Edited February 12, 2021 by godescalcus
keypuncher Posted February 12, 2021 Posted February 12, 2021 On 2/11/2021 at 7:21 AM, sheson said: This seems to be a billboard.txt with and invalid entry that is expected to be a number. Replace LODGenx64.exe in Edit Script. This version should print out which txt file it is. The new LODGenx64 pinpointed the error and it definitely was in the Billboard file. The specific text file for terrain\lodgen\dragonborn.esm\dlc2treepineshortheavysnow01_0003383c.txt in Seamless Billboards looked fine to me, but I don't really have the expertise to know what I am looking at there. Uninstalling Seamless Billboards, re-downloading it, reinstalling it, and regenerating LOD with Seamless Billboards continues to reproduce that error (there may be more, I was only generating LOD for Deepwood Redoubt in my tests), so it wasn't a bad download. Switching to Indistinguishable Vanilla Billboards resolved the issue, and I am able to generate LOD for my entire load order with 2.88/2.91. Thank you very much for your assistance.
sheson Posted February 12, 2021 Author Posted February 12, 2021 On 2/12/2021 at 7:17 PM, keypuncher said: The new LODGenx64 pinpointed the error and it definitely was in the Billboard file. The specific text file for terrain\lodgen\dragonborn.esm\dlc2treepineshortheavysnow01_0003383c.txt in Seamless Billboards looked fine to me, but I don't really have the expertise to know what I am looking at there. Uninstalling Seamless Billboards, re-downloading it, reinstalling it, and regenerating LOD with Seamless Billboards continues to reproduce that error (there may be more, I was only generating LOD for Deepwood Redoubt in my tests), so it wasn't a bad download. Switching to Indistinguishable Vanilla Billboards resolved the issue, and I am able to generate LOD for my entire load order with 2.88/2.91. Thank you very much for your assistance. I believe I know what the issue is. If you get a chance, test with this version of LODgenx64.exeIt should have no problem parsing the txt file.
keypuncher Posted February 15, 2021 Posted February 15, 2021 On 2/12/2021 at 8:44 PM, sheson said: I believe I know what the issue is. If you get a chance, test with this version of LODgenx64.exe It should have no problem parsing the txt file. Expand Sorry, when I click on the link, I get a "The file you are trying to download is no longer available." message.
sheson Posted February 15, 2021 Author Posted February 15, 2021 On 2/15/2021 at 5:53 AM, keypuncher said: Sorry, when I click on the link, I get a "The file you are trying to download is no longer available." message. Expand That's because there updates between then and now (and whatever forum posts were made in the meantime got lost). Get the latest DynDOLOD 2.92, it now includes the fix to LODGen.
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