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Posted (edited)
  On 12/11/2019 at 3:39 PM, dfdghnm said:

Help with SSELodgen please.

Hi so I am trying to get XLodgen to work, and I have followed the installation instructions and Xlodgen settings on TUCO.

However, I keep getting the following error:

Error: Executing TexConv failure: "C:\Users\Hong\Desktop\Mod tools\xLODGen.58\xLODGen\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha  -f DXT1 -bcdither -o "c:\xlodgen\output\textures\terrain\tamriel" -flist

 

"C:\Users\Hong\AppData\Local\Temp\SSEEdit\Texconv_Tamriel_213_0.txt"

Moreover, to troubleshoot I have disabled every mod installed except for the dlcs, update, SKSE, SSE engine fix, USSEP and skyui. The error persists.

 

The program finishes running, and there are texture and mesh files in the output directory.

 

Could some kind soul pls help ?

See the suggestions I made above.

 

Do not install tools into special windows folders.

 

Disabling plugins is not going to change anything about executing TexConv.exe.

Edited by sheson
Posted (edited)

I'm getting the same error: "Executing TexConv failure" as other users with the newest version of xLODgen

 

Error: Executing TexConv failure: "E:\Steam Library\steamapps\common\Skyrim Special Edition\Utilities\xLODGen\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha  -f BC7_UNORM -bcquick -o "e:\steam library\steamapps\common\skyrim special edition\utilities\xlodgen output\textures\terrain\markarthworld" -flist "C:\Users\Matrix\AppData\Local\Temp\SSEEdit\Texconv_MarkarthWorld_0_0.txt"

 

Lots of the similar errors during terrain generation.

Edited by JackDennis
Posted (edited)
  On 12/13/2019 at 1:59 AM, JackDennis said:

I'm getting the same error: "Executing TexConv failure" as other users with the newest version of xLODgen

 

Error: Executing TexConv failure: "E:\Steam Library\steamapps\common\Skyrim Special Edition\Utilities\xLODGen\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha  -f BC7_UNORM -bcquick -o "e:\steam library\steamapps\common\skyrim special edition\utilities\xlodgen output\textures\terrain\markarthworld" -flist "C:\Users\Matrix\AppData\Local\Temp\SSEEdit\Texconv_MarkarthWorld_0_0.txt"

 

Lots of the similar errors during terrain generation.

See the suggestions I made above. Consider posting again with the results.

 

Do not install tools into Steam or game folders.

Edited by sheson
Posted
  On 12/19/2019 at 10:10 AM, PMBagpuss said:

latest version (58) when it gets to the texconv stage seems to ignore what was entered for  "-o path" and instead dumps them in your appdata\local\temp directory 

 

Log at https://drive.google.com/open?id=1ql7XDFrsvl4WlVTlnQ4LqTMh0EkprQxE

 

 

Rolled back to v55 (last time I used it) and it's outputting the textures to the correct folder again.

Can't edit my post, installing the latest of the ms visual studio redistributable and 58 is working.

Posted

Hello. Couple of Wordspace Lod problems I cannot solve, or know where to start.

 

Two problems Im trying to sort out. 1 minor, 1 less so.

 

In the world space map, in the south part of the map, the area 'beyond' the boundary, does not use the same texture as the water. 

 

9-1577008132-1859596348.jpeg

 

 

The second, and more serious problem is in the north. As you can see, all the those 'ocean' cells, must be flagged as land in some way, since every time I re-do the lods no matter, it always looks like that. Probably a simple matter for an expert, but, that would not be me.

 

9-1577008148-333026062.jpeg

 

 

I created the latest run with:

 

World Space updated with latest CK.

 

Landscape with xlodgen 58 

 

Static and tree lods w Dyndolod 2.75

 

I used default for settings in all cases.

 

:thumbsup:

Posted (edited)
  On 12/22/2019 at 10:04 AM, Mebantiza said:

Hello. Couple of Wordspace Lod problems I cannot solve, or know where to start.

 

Two problems Im trying to sort out. 1 minor, 1 less so.

 

In the world space map, in the south part of the map, the area 'beyond' the boundary, does not use the same texture as the water. 

 

9-1577008132-1859596348.jpeg

 

 

The second, and more serious problem is in the north. As you can see, all the those 'ocean' cells, must be flagged as land in some way, since every time I re-do the lods no matter, it always looks like that. Probably a simple matter for an expert, but, that would not be me.

 

9-1577008148-333026062.jpeg

 

 

I created the latest run with:

 

World Space updated with latest CK.

 

Landscape with xlodgen 58 

 

Static and tree lods w Dyndolod 2.75

 

I used default for settings in all cases.

 

:thumbsup:

You did not say which worldspace that is. Is it a mod?

 

Picture 1 looks like this is the edge of world. LOD is only generated for quads for which at least one CELL records exist. The coordinates and dimension of the discovered area are shown in the log.

 

Picture 2 seems to show that either the CELL records have no Has Water flag, No LOD water flag or the default water height defined on the world record is lower than the terrain. The used default water height is shown in the log.

Edited by sheson
Posted
  On 12/22/2019 at 10:34 AM, sheson said:

You did not say which worldspace that is. Is it a mod?

 

Picture 1 looks like this is the edge of world. LOD is only generated for quads for which at least one CELL records exist. The coordinates and dimension of the discovered area are shown in the log.

 

Picture 2 seems to show that either the CELL records have no Has Water flag, No LOD water flag or the default water height defined on the world record is lower than the terrain. The used default water height is shown in the log.

 

Yes, it is from my worldspace. I started working on it again now that nuuken finally updated the CK, and it works like gangbusters so....work resumes.

 

Q1. I still am no clearer on how to make the water texture match, have to figure that one out somehow.

 

Q2. Yes, you were right on the height. All those dirt cells had water height of -14000 which is the world default. the water cells right next to those, -1800. Simple enough, change height to match and, I have water planes in those cells. Original creator of never bothered to do anything beyond those cells apparently, so, they are just plain...land. I tired setting the WS default height and LOD water height to -1800, and re-ran xloggen again, but nothing changed. Only the couple cells I changed by hand.

 

The cells do have the Has Water flag, at least the ones closer to shore do from all I can see.

 

I really hope there is a better way to automate all the out to infinity water, because, doing it cell by cell will take the rest of my life. Made some progress, at least I know what the problem is now.

Posted
  On 12/22/2019 at 12:14 PM, Mebantiza said:

Yes, it is from my worldspace. I started working on it again now that nuuken finally updated the CK, and it works like gangbusters so....work resumes.

 

Q1. I still am no clearer on how to make the water texture match, have to figure that one out somehow.

 

Q2. Yes, you were right on the height. All those dirt cells had water height of -14000 which is the world default. the water cells right next to those, -1800. Simple enough, change height to match and, I have water planes in those cells. Original creator of never bothered to do anything beyond those cells apparently, so, they are just plain...land. I tired setting the WS default height and LOD water height to -1800, and re-ran xloggen again, but nothing changed. Only the couple cells I changed by hand.

 

The cells do have the Has Water flag, at least the ones closer to shore do from all I can see.

 

I really hope there is a better way to automate all the out to infinity water, because, doing it cell by cell will take the rest of my life. Made some progress, at least I know what the problem is now.

 

Q1

So the blue part at the top is not Sky but LOD water in existing BTR terrain LOD meshes?

LOD water uses the LOD water type defined by the NAM3 - LOD Water Type on the WRLD record. Make it the same as NAM2 - Water which is used by default in the loaded cells if the CELL record does not define its own XCWT - Water.

 

Q2

xLODGen ignores the NAM4 - LOD Water Height value on the WRLD record and uses the value from DNAM - Land Data \ Default Water Height instead.

If a CELL records defines anything but "Default" for its XCLW - Water Height, that value will be used instead for that cell.

You can always write an xEdit script to mass update records.

  • 2 weeks later...
Posted (edited)

Starting with version 59, I'm getting several of the following errors while running only Terrain LODs:

Error saving textures: Image passed to TImagingCanvas constructor is in unsupported format (Image @00000000A0A9FD83 info: Width = 512px, Height = 512px, Format = R8G8B8, Size = 768 KiB, Bits @00000000A50F1000, Palette @0000000000000000.)

I did not get this with version 58 using the same settings.  I'm just wondering where I might start to troubleshoot this, or if you know what would cause that?  Or do you need more info?

Edited by xcal68
Posted (edited)
  On 12/31/2019 at 2:54 AM, xcal68 said:

Starting with version 59, I'm getting several of the following errors while running only Terrain LODs:

Error saving textures: Image passed to TImagingCanvas constructor is in unsupported format (Image @00000000A0A9FD83 info: Width = 512px, Height = 512px, Format = R8G8B8, Size = 768 KiB, Bits @00000000A50F1000, Palette @0000000000000000.)
I did not get this with version 58 using the same settings.  I'm just wondering where I might start to troubleshoot this, or if you know what would cause that?  Or do you need more info?

 

Post the used settings. Upload or paste entire log to a file service or pastebin.

 

This should be fixed in beta 60

Edited by sheson
Posted
  On 12/31/2019 at 10:01 AM, sheson said:

 

This should be fixed in beta 60

 

I'm currently building Terrain LODs as we speak, using version 60.  While it has yet to complete, I am not getting those errors anymore.  I'll report back if I see any other issues, but it looks great now.

 

You are awesome!  Thanks so much for the quick update!

Posted

I'm excited to use the xLODGen tool for the first time on a load order I'm building following the TUCOGUIDE.  I've tried to follow the guide exactly but I keep getting an error that ends the xLODGen  process.  I'm sure it's something elementary and I'm hoping someone on this forum can decipher the log, which I've attached.

 

I've deactivated the pregenerated lods identified and I'm not using DSR.  Are there any other mods in the TUCOGUIDE load order that need to be deactivated?

 

Appreciate in advance any help or direction to where I could find an answer.

Posted (edited)
  On 1/6/2020 at 5:48 AM, Dez756 said:

I'm excited to use the xLODGen tool for the first time on a load order I'm building following the TUCOGUIDE.  I've tried to follow the guide exactly but I keep getting an error that ends the xLODGen  process.  I'm sure it's something elementary and I'm hoping someone on this forum can decipher the log, which I've attached.

 

I've deactivated the pregenerated lods identified and I'm not using DSR.  Are there any other mods in the TUCOGUIDE load order that need to be deactivated?

 

Appreciate in advance any help or direction to where I could find an answer.

If you have problems with a third party guide you need to ask the author of that guide on the appropriate forums/discord etc. 

 

If xLODGen prints an error and stops, read the error message and search for it. If you need help with interpreting the error message then you need to post the error/log.

 

There is no need to deactivate already existing LOD in the load order if using xLODGen correctly with the -o command line argument. 

Instructions to deactivate a plugin before generating LOD usually means that there is a problem with the plugin that should be fixed.

Edited by sheson
  • +1 1
Posted
  On 1/6/2020 at 8:31 AM, sheson said:

If you have problems with a third party guide you need to ask the author of that guide on the appropriate forums/discord etc. 

 

If xLODGen prints an error and stops, read the error message and search for it. If you need help with interpreting the error message then you need to post the error/log.

 

There is no need to deactivate already existing LOD in the load order if using xLODGen correctly with the -o command line argument. 

Instructions to deactivate a plugin before generating LOD usually means that there is a problem with the plugin that should be fixed.

 

Thanks for your prompt response.  I tried to upload the log to this site but it doesn't appear to have worked.  I don't think the problem is with the TUCOGUIDE.  Here's a paste-bin link to the error message generated. 

 

<script src="https://pastebin.com/embed_js/23SyRt5U"></script>

 

 

Thanks again for a taking a look at this!

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