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xLODGen - Terrain LOD beta 128 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE


sheson

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I have an issue with the xLODGen step during Lexy's LOTD Guide (was referred here via their discord). It takes far longer than 2h, closer to 12h as far as i can tell (leave it running overnight). The version of xLODGen used is the one from the guide, downloaded via WJ.

 

The issue is reproducible on my set up. On the 2nd attempt I triple checked to make sure only terrain LOD was checked, sse-terrain-tamriel.esm checked, each LOD# set up according to screenshots, etc; same outcome. I have no issues elsewhere in Lexy's guide, and once everything is done modded SSE runs perfectly.

 

PC specs; Ryzen 5 2600X, GTX 1080 8GB, 16GB DDR4 3200mhz RAM, 500GB NVMe SSD, Windows 10. I can also add that when the computer is running xLODGen only, there is barely any CPU utilization in taskmanager/performance. Program is completely responsive though. No errors in the log. The only unusual thing I noticed was that xLODGen takes a long time to switch to the next worldspace (e.g. tamriel -> markarth). 

 

Any help is appreciated.

I do not support 3rd party guides (that means I have no idea what settings or what screenshots you are referring to or what mods are involved).

 

In case the suggestions mentioned below do not help, be specific about the settings, which worldspace the problem happens, maybe the load order and if it is terrain LOD meshes or terrain LOD textures that seem to take a long time. By all accounts it could be normal or not.

 

Obviously use the latest version from the first post. Use the x64 version or vice versa the x86 version.

Make sure the OS settings for its page file are default.

Generate the worldspace that takes a long time separately. The generated output can be merged. It is just meshes and textures in separate folders for each worldspace.

Edited by sheson
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I do not support 3rd party guides (that means I have no idea what settings or what screenshots you are referring to or what mods are involved).

 

In case the suggestions mentioned below do not help, be specific about the settings, which worldspace the problem happens, maybe the load order and if it is terrain LOD meshes or terrain LOD textures that seem to take a long time. By all accounts it could be normal or not.

 

Obviously use the latest version from the first post. Use the x64 version or vice versa the x86 version.

Make sure the OS settings for its page file are default.

Generate the worldspace that takes a long time separately. The generated output can be merged. It is just meshes and textures in separate folders for each worldspace.

Thanks for the rapid response and clarification, ill try to respond to your points.

 

1. Regarding the guide, i think its well known and popular, thus the length of time xLODGen needs in the guide is well known. I mentioned the guide more to state that there may be an issue for me because xLODGen is taking far longer than it is known to do with the modlist. I dont know how to ask your help without the modlist coming up. If you prefer not to help since no support for 3rd party guides (i understand and respect that), ill drop the issue. If not, ive added further details below.

 

2. There is no specfic error in any worldspace during the process according to the log. I belive it is the textures that are the issue; during texture processing it takes about 3h+ to go from Tamriel "skyrim" worldspace to Sovengarde "sovengarde" worldspace. At this point the entire xLODGen process should already be done according to the guide. CPU utilization was very low (around 1 - 5%) during the entire process.

 

Here is an excerpt from the SSELODGen log, which may be of interest. As far as i can tell it states the operation for tamriel worldspace took 36:59 minutes. However the preceeding line shows 45:56 minutes for start of 32.32.32_n.dds. I was watching this step, the 36:59 is referencing the next hour, not cumulative time i believe. Going from start of 32.32.32_n.dds processing to finishing took around 45m, so tamriel processing was around 1h35m. Not sure if this is relevant to the issue though.

 

[45:39] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.4.40.60_n.dds

[45:45] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.8.40.56_n.dds

[45:51] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.16.32.48_n.dds

[45:56] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.32.32.32_n.dds

[37:38] Building terrain LOD textures elapsed time: 36:59

[37:39] [MarkarthWorld] Generating Terrain LOD

 

3. Settings are as follows; xLODGen opened via MO2 with the argument "-sse -o:"F:\Lexy LOTD\mods\xLODGen Output"", all worldspaces selected from the guide, Terrian LOD generation only option checked. Within terrain LOD, for the following LODs (4,8,16,32)

 

x-LODSettings.jpg

  • mesh quality 5,10,10,15 respectively
  • diffuse size 512,256,256,256 respectively
  • protect borders for LOD4
  • Optimize unseen for LOD32 at 550, on for LOD8,16
  • all other settings seen in screenshot are consistent across the LODs

4. This issue was reproduced on version v Beta 51 the 1st time, and Beta 55 the 2nd time, 3rd partial attempt was again made on beta 55 but i canceled it since same issue. All versions were x64, my windows is x64

 

5. OS settings are majority default except for disabling of permission like location, camera, etc. Page file is 4GB on OS SSD.

 

I hope this helps clarify the issue!

Edited by Disannul
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Thanks for the rapid response and clarification, ill try to respond to your points.

 

1. Regarding the guide, i think its well known and popular, thus the length of time xLODGen needs in the guide is well known. I mentioned the guide more to state that there may be an issue for me because xLODGen is taking far longer than it is known to do with the modlist. I dont know how to ask your help without the modlist coming up. If you prefer not to help since no support for 3rd party guides (i understand and respect that), ill drop the issue. If not, ive added further details below.

 

2. There is no specfic error in any worldspace during the process according to the log. I belive it is the textures that are the issue; during texture processing it takes about 3h+ to go from Tamriel "skyrim" worldspace to Sovengarde "sovengarde" worldspace. At this point the entire xLODGen process should already be done according to the guide. CPU utilization was very low (around 1 - 5%) during the entire process.

 

Here is an excerpt from the SSELODGen log, which may be of interest. As far as i can tell it states the operation for tamriel worldspace took 36:59 minutes. However the preceeding line shows 45:56 minutes for start of 32.32.32_n.dds. I was watching this step, the 36:59 is referencing the next hour, not cumulative time i believe. Going from start of 32.32.32_n.dds processing to finishing took around 45m, so tamriel processing was around 1h35m. Not sure if this is relevant to the issue though.

 

[45:39] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.4.40.60_n.dds

[45:45] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.8.40.56_n.dds

[45:51] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.16.32.48_n.dds

[45:56] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.32.32.32_n.dds

[37:38] Building terrain LOD textures elapsed time: 36:59

[37:39] [MarkarthWorld] Generating Terrain LOD

 

3. Settings are as follows; xLODGen opened via MO2 with the argument "-sse -o:"F:\Lexy LOTD\mods\xLODGen Output"", all worldspaces selected from the guide, Terrian LOD generation only option checked. Within terrain LOD, for the following LODs (4,8,16,32)

 

x-LODSettings.jpg

  • mesh quality 5,10,10,15 respectively
  • diffuse size 512,256,256,256 respectively
  • protect borders for LOD4
  • Optimize unseen for LOD32 at 550, on for LOD8,16
  • all other settings seen in screenshot are consistent across the LODs

4. This issue was reproduced on version v Beta 51 the 1st time, and Beta 55 the 2nd time, 3rd partial attempt was again made on beta 55 but i canceled it since same issue. All versions were x64, my windows is x64

 

5. OS settings are majority default except for disabling of permission like location, camera, etc. Page file is 4GB on OS SSD.

 

I hope this helps clarify the issue!

Running time is not an indicator of anything really. The log will tell you if there are errors and completion messages tell what parts have been completed.

 

xLODGen is multithreaded. Building LOD texures done on the CPU, conversion to the final textures format is done in the background with TexConv which uses the GPU. So it is normal that at times CPU usage is low while the saving and TexConv thread is still working. There is total timer and a job timer.

 

Generate large worldspaces separately. Solstheim is the biggest, then Tamriel. Then you can probably do the remaining in one go.

The generated output can be merged. It is just meshes and textures in separate folders for each worldspace.

 

Test with the x86 version.

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Running time is not an indicator of anything really. The log will tell you if there are errors and completion messages tell what parts have been completed.

 

xLODGen is multithreaded. Building LOD texures done on the CPU, conversion to the final textures format is done in the background with TexConv which uses the GPU. So it is normal that at times CPU usage is low while the saving and TexConv thread is still working. There is total timer and a job timer.

 

Generate large worldspaces separately. Solstheim is the biggest, then Tamriel. Then you can probably do the remaining in one go.

The generated output can be merged. It is just meshes and textures in separate folders for each worldspace.

 

Test with the x86 version.

Thanks, will test by generating and merging the worldspaces, and x86.

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With further testing (same settings as previously);
 
x64 version; same result with inidvidual worldspace generation. Both tamriel and solstheim take around 2-3h individually. No errors, just very slow
 
x86 version; both tamriel and solstheim generation produces memory errors

[spoiler=Tamriel Log][15:08] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.4.4.28.dds
[15:08] Error creating textures for level 8 quad [0,24] Thread creation error: Not enough memory resources are available to process this command
[15:08] Error creating textures for level 8 quad [8,24] Thread creation error: Not enough memory resources are available to process this command
[15:08] Error creating textures for level 16 quad [0,16] Thread creation error: Not enough memory resources are available to process this command
[15:09] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.4.24.20.dds
[15:09] Error creating textures for level 4 quad [28,16] Thread creation error: Not enough memory resources are available to process this command
[15:09] Error creating textures for level 4 quad [24,16] Error while cloning image. Image @AF7604EC info: Width = 512px, Height = 512px, Format = A8R8G8B8, Size = 1.024 KiB, Bits @FE541000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A32B32G32R32F. Exception Message: Out of memory
[15:09] Error creating textures for level 4 quad [28,20] Thread creation error: Not enough memory resources are available to process this command
[15:09] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.8.24.16.dds
[15:09] Error creating textures for level 16 quad [0,0] Thread creation error: Not enough memory resources are available to process this command
[15:10] Error creating textures for level 4 quad [16,28] Thread creation error: Not enough memory resources are available to process this command
[15:10] Error creating textures for level 4 quad [20,24] Thread creation error: Not enough memory resources are available to process this command
[15:10] f:\lexy lotd\mods\xlodgen output\textures\terrain\tamriel\tamriel.4.16.24.dds
[15:10] Error creating textures for level 16 quad [16,16] Thread creation error: Not enough memory resources are available to process this command
Thread creation error: Not enough memory resources are available to process this command


 
[spoiler=Solstheim Error][01:34] f:\lexy lotd\mods\xlodgen output\textures\terrain\dlc2solstheimworld\dlc2solstheimworld.16.-48.-32.dds

[01:34] Error creating textures for level 8 quad [-8,-24] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-24,-24] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-24,-32] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-16,-16] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-8,-16] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-16,-8] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-8,-8] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-32,-32] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-8,-32] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-16,-32] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-32,-24] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 16 quad [-32,-16] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 8 quad [-16,-24] Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory
[01:34] Error creating textures for level 16 quad [-16,-16] Thread creation error: Not enough memory resources are available to process this command
[01:34] f:\lexy lotd\mods\xlodgen output\textures\terrain\dlc2solstheimworld\dlc2solstheimworld.16.-16.-32.dds
[01:34] f:\lexy lotd\mods\xlodgen output\textures\terrain\dlc2solstheimworld\dlc2solstheimworld.16.-32.-32.dds
Error while cloning image. Image @6EF2989C info: Width = 512px, Height = 512px, Format = A8R8G8B8, Size = 1.024 KiB, Bits @EE4F1000, Palette @00000000. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while creating image data with params: Width=512 Height=512 Format=A8R8G8B8. Exception Message: Error while converting image to format "A8R8G8B8". Image @6F9AF638 info: Width = 4096px, Height = 4096px, Format = DXT1, Size = 8.192 KiB, Bits @FE511000, Palette @00000000. Exception Message: Error while creating image data with params: Width=4096 Height=4096 Format=A8R8G8B8. Exception Message: Out of memory

 

Edited by Disannul
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With further testing (same settings as previously);

 

x64 version; same result with inidvidual worldspace generation. Both tamriel and solstheim take around 2-3h individually. No errors, just very slow

While it seems long, it could be totally normal for your hardware, OS settings and selected options. You could try to manually change (raise) priority in the task manager.

Edited by sheson
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Raising the priority in task manger didnt change anything.

 

Ill close the issue. x64 works, just takes longer than expected, nothing game-stopping. Thanks for the troubleshooting sheson!

Give xLODGen beta 57 a try, see if it is any faster.

 

If it still seems to take long, set 888 texture compression for both textures and all LOD levels to test if it is any faster. You can then use a third party tool to convert textures afterwards.

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 RTFM and Share Results

 

 

Ok its read though I'm not sure I understood all of it. These are my findings:

 

Program generates fine, no problem. Rather quick too though that may be because I'm using the default settings as recommended in Post #1. Meshes all generate fine no apparent issues  the results are amazing no drops at cell boundary there are places its hard to spot where loaded grid ends and LOD begins like I say, amazing.

 

All the issues I am having are solely to do with textures. Like Dave0523 all my snowy LOD's are darker than the surrounding and darker than vanilla (did Bethesda manually lighten them?) "Improved" Snow Shader has been off since forever (bEnableImprovedSnow=0) the game is too hideous to contemplate otherwise, I even went further and disabled everything snow related in the .ini's, no difference.

 

Generated,  Vanilla

 

So. Following recommendation I tried both sample noise.dds as suggested with mixed results:

 

noise one,  noise two

 

TBH vanilla still looks better to me. The problem here it seems to me is one of brightness, or rather the lack of it it, in the generated lod textures (or is it meshes? I'm not sure how its controlled). Or rather the real issue here is one of perception: the generated textures may be more accurate in terms of matching the original texture but it doesn't look natural: real snow at a distance often looks blindingly bright due to sun glare, so much so that you really need a visor or you risk snow blindness and maybe thats why Bethesda overbrightened these areas if indeed they did do that, it definitely looks more natural, from a distance at anyrate.

 

 

 

........................................

 

 

The other issue I'm seeing is a mismatch between generated terrain LOD textures and DynDOLOD's object LOD textures, if you take a look a look at this view from Whiterun with my regular noise.dds you'll see what I mean: terrain LOD looks fantastic but the object LOD objects that stick out like a sore thumb are DirtCliffsIsland01FieldGrass01, DirtCliffs03FieldGrass01, DirtCliffs01FieldGrass01 etc, etc.

 

example

 

Now if I again with one of the example noise.dds files supplied in Post#1 I get a different result again: the dirtcliff's are blended in perfectly with the terrain LOD but the terrain LOD doesn't match the loaded grid area anymore! Infact terrain texture looks no better than vanilla and possibly worse. 

 

example

 

n.b. I might be able to do a DynDOLOD run with Grass01 textures darkened or something so they'll match better with my original noise.dds then remove afterwards. Hmm.

 

(Theres also the issue with LOD 32 having rather blocky edges to lakes etc which if I read previous posts right I'd have to play around with settings, lower them to generate finer details. To be honest they're a lesser concern I'm currently deleting all LOD32 meshes/textures, they conflict with A Quality World Map anyhow)

 

In conclusion: if I can figure out how to remove the generated LOD's that affect snowy areas and leave those vanilla (seems like a fair bit of work looking through files with Nifskope) and darken the lod textures on the dirtcliff's and anything else I notice I'd probably do that, otherwise its still a bit too beta in its current state for anything more than testing for me.

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Ok its read though I'm not sure I understood all of it. These are my findings:

 

Program generates fine, no problem. Rather quick too though that may be because I'm using the default settings as recommended in Post #1. Meshes all generate fine no apparent issues  the results are amazing no drops at cell boundary there are places its hard to spot where loaded grid ends and LOD begins like I say, amazing.

 

All the issues I am having are solely to do with textures. Like Dave0523 all my snowy LOD's are darker than the surrounding and darker than vanilla (did Bethesda manually lighten them?) "Improved" Snow Shader has been off since forever (bEnableImprovedSnow=0

 

) the game is too hideous to contemplate otherwise, I even went further and disabled everything snow related in the .ini's, no difference.

 

Generated,  Vanilla

 

So. Following recommendation I tried both sample noise.dds as suggested with mixed results:

 

noise one,  noise two

 

TBH vanilla still looks better to me. The problem here it seems to me is one of brightness, or rather the lack of it it, in the generated lod textures (or is it meshes? I'm not sure how its controlled). Or rather the real issue here is one of perception: the generated textures may be more accurate in terms of matching the original texture but it doesn't look natural: real snow at a distance often looks blindingly bright due to sun glare, so much so that you really need a visor or you risk snow blindness and maybe thats why Bethesda overbrightened these areas if indeed they did do that, it definitely looks more natural, from a distance at anyrate.

 

 

 

........................................

 

 

The other issue I'm seeing is a mismatch between generated terrain LOD textures and DynDOLOD's object LOD textures, if you take a look a look at this view from Whiterun with my regular noise.dds you'll see what I mean: terrain LOD looks fantastic but the object LOD objects that stick out like a sore thumb are DirtCliffsIsland01FieldGrass01, DirtCliffs03FieldGrass01, DirtCliffs01FieldGrass01 etc, etc.

 

example

 

Now if I again with one of the example noise.dds files supplied in Post#1 I get a different result again: the dirtcliff's are blended in perfectly with the terrain LOD but the terrain LOD doesn't match the loaded grid area anymore! Infact terrain texture looks no better than vanilla and possibly worse. 

 

example

 

n.b. I might be able to do a DynDOLOD run with Grass01 textures darkened or something so they'll match better with my original noise.dds then remove afterwards. Hmm.

 

(Theres also the issue with LOD 32 having rather blocky edges to lakes etc which if I read previous posts right I'd have to play around with settings, lower them to generate finer details. To be honest they're a lesser concern I'm currently deleting all LOD32 meshes/textures, they conflict with A Quality World Map anyhow)

 

In conclusion: if I can figure out how to remove the generated LOD's that affect snowy areas and leave those vanilla (seems like a fair bit of work looking through files with Nifskope) and darken the lod textures on the dirtcliff's and anything else I notice I'd probably do that, otherwise its still a bit too beta in its current state for anything more than testing for me.

The color tone/brightness of the vanilla terrain LOD textures is changed so badly that they never match the terrain textures in the loaded cells regardless of weather/lighting.

The snowy parts are the worst, regardless of the enabled/disabled improved snow shader setting. 

 

If you leave brightness, contrast and gamma at default, then the generated terrain LOD textures match the terrain textures in the loaded cells exactly (with the disabled improved snow shader setting not artificially messing up things).

If terrain LOD textures seem darker or brighter then the terrain textures in the loaded cells, then it is because of the noise texture.

 

Note, that the terrain textures in the loaded cells fade into the terrain LOD textures without the normal map, so at the edge of the loaded cells, the terrain does not look as good as it could unfortunately.

 

Your screenshots seem to show the difference between object LOD textures (snow sides of the road for example) compared to the surrounding terrain LOD textures.

Different textures have different brightness. Noise is not applied to object LOD textures.

 

Use TexGen to update a select list of object LOD textures before generating object LOD. Their brightness/contrast/gamma will always be the same as the full textures that are used as object LOD generation does not have a feature to change it.

 

In minimum a single terrain LOD mesh/texture covers an area of 4x4 cells.

 

Forget about using the ridiculously wrong vanilla terrain LOD, it can never match the load order. Instead make sure that terrain LOD textures match the loaded terrain textures by using a neutral noise texture and update the object LOD textures with TexGen before generating the object LOD atlas.

 

Remember that grass is not part of terrain textures and currently also not part of terrain LOD textures, unless you use specially prepared terrain textures for terrain LOD texture generation (like a couple of mods do)

Turn off grass to check if terrain LOD textures match the loaded terrain textures.

 

Use the already often discussed optimize unseen drop down to improve coast lines of the terrain LOD meshes, especially for the map.

Edited by sheson
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Give xLODGen beta 57 a try, see if it is any faster.

 

If it still seems to take long, set 888 texture compression for both textures and all LOD levels to test if it is any faster. You can then use a third party tool to convert textures afterwards.

The beta 57 x64 has greatly reduced generation time. This is with the same xLODGen settings as previously set. I now fall within the time range estimated for the modlist setup (2-3h).

 

Thank you sheson, much appreciated!

 

Edit: out of curiosity what did you change to make xLODGen faster? I probably wont understand, but would be chill to hear nontheless

Edited by Disannul
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The beta 57 x64 has greatly reduced generation time. This is with the same xLODGen settings as previously set. I now fall within the time range estimated for the modlist setup (2-3h).

 

Thank you sheson, much appreciated!

 

Edit: out of curiosity what did you change to make xLODGen faster? I probably wont understand, but would be chill to hear nontheless

It now utilizes bulk conversion of textures with TexConv instead of starting a new TexConv for each texture separately.

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Hello, I followed your suggestions and recommended settings and my world map is still completely borked.   This was with lod quality settings 5/10/10/10. "roads vanish and water gets screwed up"

 

I am using quality world map classic.  Is it unseen optimization maybe or something else? 

Edited by Soulmancer
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Hello, I followed your suggestions and recommended settings and my world map is still completely borked.   This was with lod quality settings 5/10/10/10. "roads vanish and water gets screwed up"

 

I am using quality world map classic.  Is it unseen optimization maybe or something else? 

 

Ah, it would appear there is a known conflict with quality world map... quality world map has to be extracted to be loose and overwrite the xlodgen terrain output, alternatively the 32. terrain output files need to be deleted for tamriel and solstheim... Setting the quality of lod 32 to "5" instead if "10" seems to fix the visual borkedness of the water... although I also had unseen optimization for lod32 on instead of 550 previously "which I changed along with quality" ... but you can tell the unique quality world map terrain textures are lost/overwritten to xlodgen output and the roads are also missing.

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Ah, it would appear there is a known conflict with quality world map... quality world map has to be extracted to be loose and overwrite the xlodgen terrain output, alternatively the 32. terrain output files need to be deleted for tamriel and solstheim... Setting the quality of lod 32 to "5" instead if "10" seems to fix the visual borkedness of the water... although I also had unseen optimization for lod32 on instead of 550 previously "which I changed along with quality" ... but you can tell the unique quality world map terrain textures are lost/overwritten to xlodgen output and the roads are also missing.

As explained in this thread before, by default the map uses LOD level 32 terrain LOD meshes and textures.

 

If you want to use a mod with manually painted roads onto the level 32 LOD terrain textures, then do not generate LOD level 32 textures or delete them or have the mod overwrite the output.

 

See the first post how to automatically create better coast lines with the optimize unseen setting or use the manually edited vanilla terrain LOD meshes for LOD level 32.

 

The fact that loose files always load after any BSA should be basic modding knowledge.

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