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Posted
  On 9/9/2019 at 2:10 PM, sheson said:

Nobody but you can answer that question for your setup, load order and hardware. The only way to know for sure is to test.

 

Reducing texture resolution with one of the available 3rdp party tools should be quicker than running xLODGen.

Which tools are these? Couldn't find any reference in the included documentation.

Posted
  On 9/9/2019 at 2:43 PM, Martimius said:

Which tools are these? Couldn't find any reference in the included documentation.

Tools like TexConv or DDSopt for example. Changing the resolution of textures or their compression format are everyday modding activities unrelated to LOD generation. 

Posted (edited)
  On 9/9/2019 at 8:34 PM, Soulmancer said:

A few questions.

 

1.) Is it fine to generate terrain terrain for all spaces other than Bruma? Out of all these shown here?  http://icecream.me/uploads/e5ecab392e0d1c6010324971034f8cfa.png

2.) Does DynDoLod+TexGen and xLodGen have any bearing on one another? Does it matter which order I do them in?

Try to use search to find answers to questions.

 

1) xLODGen/DynDOLOD generate LOD for the plugins/data and assets that are found in the load order. They are fine to use.

 

2) Object LOD uses terrain LOD meshes for optimization. Occlusion generation uses object LOD meshes.

 

  On 9/10/2019 at 1:57 AM, Soulmancer said:

Hi... So;  I installed Dyndolod+resources ... ran texgen... ran xlodgen for terrain, ran dyndolod for objects and trees, ran xlodgen for occlusion.

 

Everything looks great... except when I open the world map... what have I do wrong?

 

https://imgur.com/a/QV8dDUk

3) Use the Optimize unseen feature at least on Level 32 terrain LOD to optimize coast lines as explained and discussed in this thread.

Edited by sheson
Posted
  On 9/10/2019 at 12:03 PM, Soulmancer said:

Will give it a go thx. I just run everything on the default settings it prompts. Is there a 'recommended/suggested' settings page for dyndolod and xlodgen for all setting?

It is impossible to recommend settings that are suitable for every load order, hardware and user preference/needs.

 

My priority is that they work without bugs and with required and useful options.

Posted (edited)

So err, in general are the default generation options in xlodgen and dyndolod the way to go usually under most circumstances? Water on the world map was the only obvious issue, everything else seemed/looked good where I was running around. 

Edited by Soulmancer
Posted
  On 9/11/2019 at 3:33 AM, Soulmancer said:

So err, in general are the default generation options in xlodgen and dyndolod the way to go usually under most circumstances? Water on the world map was the only obvious issue, everything else seemed/looked good where I was running around. 

I suggest to read the manuals and then test different settings to learn all about the tools to use them to their full advantage to create LOD mods as perfect as they can be.

 

DynDOLOD has sane presets to choose from so first time users are not overwhelmed.

 

xEdit/xLODGen is a CK replacement. No such luxury.

Posted

Hi, I am unable to complete a run in a custom worldspace (just one). It stalls out at this point here

 

[01:41] Error creating textures for level 8 quad [32,48] Thread creation error: Not enough memory resources are available to process this command
[01:41] Error creating textures for level 8 quad [32,40] Thread creation error: Not enough memory resources are available to process this command
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.44.52.dds
[01:41] Error creating textures for level 8 quad [40,48] Thread creation error: Not enough memory resources are available to process this command
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.-4.8_n.dds
[01:41] Error creating textures for level 8 quad [32,56] Thread creation error: Not enough memory resources are available to process this command
[01:41] Error creating textures for level 16 quad [32,48] Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.44.44.dds
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.40.40.dds
[01:41] Error creating textures for level 16 quad [32,32] Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.60.36.dds
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.56.32.dds
[01:42] Error creating textures for level 16 quad [48,32] Error while cloning image. Image @66C90FC8 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3851000, Palette @00000000. Exception Message: Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.-8.8_n.dds
Error while cloning image. Image @63B98338 info: Width = 2048px, Height = 2048px, Format = A8R8G8B8, Size = 16,384 KiB, Bits @E18A1000, Palette @00000000. Exception Message: Error while cloning image. Image @66C90FC8 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3851000, Palette @00000000. Exception Message: Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
 
 
The memory errors are odd to me, since I just tripled my system ram. Not that lack of ram was ever an issue even before the upgrqade.
 
 
Settings Used 
 
Object Lods: xlodgen Default
 
Tree Lods: Disabled.
 
Terrain.
Protect cell borders: on.
Optimze unseen: on.
 
Quality 1 for Lod 4 8
Quality 5 for Lod 16 32
 
Occlusion feature - disabled.
 
The BTRs appear to have been generated properly?, but no object textures or lods were created.
 
 
Never run into a case where the process failed to complete before, so, not sure what is going on. 
 
Thanks.
Posted (edited)
  On 9/11/2019 at 10:30 PM, Mebantiza said:

 

Hi, I am unable to complete a run in a custom worldspace (just one). It stalls out at this point here

 

[01:41] Error creating textures for level 8 quad [32,48] Thread creation error: Not enough memory resources are available to process this command
[01:41] Error creating textures for level 8 quad [32,40] Thread creation error: Not enough memory resources are available to process this command
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.44.52.dds
[01:41] Error creating textures for level 8 quad [40,48] Thread creation error: Not enough memory resources are available to process this command
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.-4.8_n.dds
[01:41] Error creating textures for level 8 quad [32,56] Thread creation error: Not enough memory resources are available to process this command
[01:41] Error creating textures for level 16 quad [32,48] Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.44.44.dds
[01:41] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.40.40.dds
[01:41] Error creating textures for level 16 quad [32,32] Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.4.60.36.dds
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.56.32.dds
[01:42] Error creating textures for level 16 quad [48,32] Error while cloning image. Image @66C90FC8 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3851000, Palette @00000000. Exception Message: Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
[01:42] c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\terrain\newworld\newworld.8.-8.8_n.dds
Error while cloning image. Image @63B98338 info: Width = 2048px, Height = 2048px, Format = A8R8G8B8, Size = 16,384 KiB, Bits @E18A1000, Palette @00000000. Exception Message: Error while cloning image. Image @66C90FC8 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3851000, Palette @00000000. Exception Message: Error while cloning image. Image @60921A08 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F4071000, Palette @00000000. Exception Message: Error while cloning image. Image @67D21288 info: Width = 1024px, Height = 1024px, Format = A8R8G8B8, Size = 4,096 KiB, Bits @F3C61000, Palette @00000000. Exception Message: Out of memory
 
 
The memory errors are odd to me, since I just tripled my system ram. Not that lack of ram was ever an issue even before the upgrqade.
 
 
Settings Used 
 
Object Lods: xlodgen Default
 
Tree Lods: Disabled.
 
Terrain.
Protect cell borders: on.
Optimze unseen: on.
 
Quality 1 for Lod 4 8
Quality 5 for Lod 16 32
 
Occlusion feature - disabled.
 
The BTRs appear to have been generated properly?, but no object textures or lods were created.
 
 
Never run into a case where the process failed to complete before, so, not sure what is going on. 
 
Thanks.

 

Use the x64 version.

 

Set a dicated output folder with -o

 

Do not install the game / anything into Program Files x86

Edited by sheson
  • 2 weeks later...
Posted

By default upon installing quality world map, new lands maps such as Bruma look very strange and wrong...Is there anything within xlodgen that could prevent that from happening?  Long shot I'm guessing but I thought maybe since the world map uses lods

Posted (edited)
  On 9/22/2019 at 3:17 AM, Soulmancer said:

By default upon installing quality world map, new lands maps such as Bruma look very strange and wrong...Is there anything within xlodgen that could prevent that from happening?  Long shot I'm guessing but I thought maybe since the world map uses lods

By default the maps use object LOD level 16 and terrain LOD 32.

If you use a mod that includes (manually) modified terrain LOD 32 textures fort he map you might want to keep them.

 

If you use map mods that change LOD level 32 textures, worldspace records, INI settings or the SWF for the map menu you need to find out how the worldspaces that the mod covers were modified and replicate that to new worldspaces not covered by the mod. Ask the author for the help.

Edited by sheson
Posted

Sheson - huge appreciation for your tireless work on mods.

 

I am following DarkladyLexy's LOTD SE installation and have run into a problem running xLODGen where after a random period of time LODGen just hangs. Sometimes this is in the middle of the texture generation process for a worldspace, if not then always at the end of generating textures for a worldspace, before it should begin generating meshes for the next worldspace.

 

If LODGen hangs at the end of generating textures for a worldspace I can quit and start again and LODGen will detect the meshes and textures already generated and skip to the next worldspace, so in theory I could create one worldspace at a time and hope LODGen doesn't hang mid-way through generating textures, quit once it is done and start the next one, but I assume I must have set something up wrong because this shouldn't be necessary.

 

I am using xLODGen Beta 51 (the x64 version), installed in C:/Mod Tools/SSELODGen (non-UAC folder) and run through Mod Organizer 2 using the SSE-Terrain-Tamriel.esm as per the guide instructions, with LODGen settings as per the guide:

 

Game Mode: TERRAINSSE
Generating terrain LOD for worldspace Tamriel
Reading C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_Tamriel.bin
Data from -64,-64 to 63,63
Protect Cell Border LOD 4: True
Specific level: No
Max Level: 32
Specific quad: No
Output: c:\SSELODGen Output\meshes\terrain\Tamriel\
Quality LOD32: 15   Max Vertices: 30767   Optimize Unseen: 550
Quality LOD16: 10   Max Vertices: 30767   Optimize Unseen: 0
Quality LOD8: 10   Max Vertices: 30767   Optimize Unseen: 0
Quality LOD4: 5   Max Vertices: 30767   Optimize Unseen: -1
 
The text log doesn't reveal any errors at all when LODGen hangs, the window just stops displaying new information (left it 10-plus minutes before with nothing new generated).
 
Tried reinstalling LODGen, SSE-Terrain-Tamriel, switching off anti-virus, firewall, running MO2 as administrator - nothing seems to make a difference in terms of stopping the random hangs. If there's any advice or suggestions you can give me as to what I might be doing wrong, I would be hugely appreciative. Similarly, any additional information you need, please let me know.
Posted (edited)
  On 9/22/2019 at 9:59 AM, mynaisir said:

 

Sheson - huge appreciation for your tireless work on mods.

 

I am following DarkladyLexy's LOTD SE installation and have run into a problem running xLODGen where after a random period of time LODGen just hangs. Sometimes this is in the middle of the texture generation process for a worldspace, if not then always at the end of generating textures for a worldspace, before it should begin generating meshes for the next worldspace.

 

If LODGen hangs at the end of generating textures for a worldspace I can quit and start again and LODGen will detect the meshes and textures already generated and skip to the next worldspace, so in theory I could create one worldspace at a time and hope LODGen doesn't hang mid-way through generating textures, quit once it is done and start the next one, but I assume I must have set something up wrong because this shouldn't be necessary.

 

I am using xLODGen Beta 51 (the x64 version), installed in C:/Mod Tools/SSELODGen (non-UAC folder) and run through Mod Organizer 2 using the SSE-Terrain-Tamriel.esm as per the guide instructions, with LODGen settings as per the guide:

 

Game Mode: TERRAINSSE
Generating terrain LOD for worldspace Tamriel
Reading C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_Tamriel.bin
Data from -64,-64 to 63,63
Protect Cell Border LOD 4: True
Specific level: No
Max Level: 32
Specific quad: No
Output: c:\SSELODGen Output\meshes\terrain\Tamriel\
Quality LOD32: 15   Max Vertices: 30767   Optimize Unseen: 550
Quality LOD16: 10   Max Vertices: 30767   Optimize Unseen: 0
Quality LOD8: 10   Max Vertices: 30767   Optimize Unseen: 0
Quality LOD4: 5   Max Vertices: 30767   Optimize Unseen: -1
 
The text log doesn't reveal any errors at all when LODGen hangs, the window just stops displaying new information (left it 10-plus minutes before with nothing new generated).
 
Tried reinstalling LODGen, SSE-Terrain-Tamriel, switching off anti-virus, firewall, running MO2 as administrator - nothing seems to make a difference in terms of stopping the random hangs. If there's any advice or suggestions you can give me as to what I might be doing wrong, I would be hugely appreciative. Similarly, any additional information you need, please let me know.

 

LOD Textures are generated by xLODGenx64.exe which starts the external LODGenx64.exe command line program to generate meshes.

LODGenx64.exe generates LOD meshes only, so I am confused why you say it hangs in the middle of texture generation.

LODGenx64.exe always generates meshes regardless if files exist already or not.

 

Check CPU/memory usage of LODGenx64.exe in task manager. Make sure there is enough space left on the output device.

 

See what happens if you run xLODGenx64.exe manually from a command prompt. The xLODGen log/message window shows the execution line that you can copy and paste.

Edited by sheson

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