Jump to content

Recommended Posts

Posted
  On 2/5/2021 at 3:48 PM, lupus_hegemonia said:

So, I need to use the DynDOLOD for the trees - and not ONLY the xLodGen here, right?

For Skyrim and best possible results you use xLODGen for terrain LOD meshes/texture, then TexGen to update some object LOD textures (and billboards if you fell like alpha testing), then DynDOLOD to generate improved tree and object, then xLODGen to update occlusion data. https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-culling-data/

Posted (edited)

Hello Sheson.. 

I encountered below error for the latest version .. the generation stopped and failed. 
 

[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.48.-32_n.dds
[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.32.-16_n.dds
[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.48.-8_n.dds
[38:41] Error creating textures for level 8 quad [32,-32] Assertion failure (C:\Delphi\Projects\xEdit\Core\wbImplementation.pas, line 17281)

 

I reverted back to version 69 and no issues at all .. 

Edited by mrshadoo
Posted (edited)
  On 2/8/2021 at 9:25 AM, mrshadoo said:

Hello Sheson.. 

 

I encountered below error for the latest version .. the generation stopped and failed. 

 

[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.48.-32_n.dds
[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.32.-16_n.dds
[38:41] c:\games\steam\steamapps\common\skyrim special edition\data\textures\terrain\rigmorcyrodiil\rigmorcyrodiil.4.48.-8_n.dds
[38:41] Error creating textures for level 8 quad [32,-32] Assertion failure (C:\Delphi\Projects\xEdit\Core\wbImplementation.pas, line 17281)

 

I reverted back to version 69 and no issues at all .. 

Do not generate into game folders. Set a dedicated output folder as explained on first post. Install as a mod.

 

You did not say which version was used. The only difference between version 69 and 70, 71 are the way BSA files are discovered.

 

Assertion errors are typically caused by problematic plugins.

 

If making reports always upload/post entire log. Also provide bugreport.txt if it exists

Edited by sheson
Posted (edited)

Hey ho.

So, I am getting an assertion error too.

The only mod I have added to the list is the ENB particle patch from ENBseries, before generation went fine about 4-5 times. 

1. I am generating into a dedicated output folder outside Steam, outside OS drive: https://prnt.sc/znq469 

2. Beta 71 is the version. 

3. Copy pasted log including the error: https://www.dropbox.com/s/cenp5rfwqkh3w0y/xlodgen.was.stuck.here.txt?dl=0

4. LODGen_log: https://www.dropbox.com/s/sdllmuocfu3yvl6/lodgen_log.txt?dl=0

5. xLodgen was stuck running using no CPU. I forgot to make a print screen with the exact process message.

6. Modlist https://modwat.ch/u/Stefan

7. Generating terrain only.

Cheers

PS: No bugreport.txt.

EDIT: Tried another run, and it passed over the same portion with no errors, finishing the entire process with no issues.

Edited by Stefan
Posted
  On 2/15/2021 at 11:36 PM, Stefan said:

Hey ho.

So, I am getting an assertion error too.

The only mod I have added to the list is the ENB particle patch from ENBseries, before generation went fine about 4-5 times. 

1. I am generating into a dedicated output folder outside Steam, outside OS drive: https://prnt.sc/znq469 

2. Beta 71 is the version. 

3. Copy pasted log including the error: https://www.dropbox.com/s/cenp5rfwqkh3w0y/xlodgen.was.stuck.here.txt?dl=0

4. LODGen_log: https://www.dropbox.com/s/sdllmuocfu3yvl6/lodgen_log.txt?dl=0

5. xLodgen was stuck running using no CPU. I forgot to make a print screen with the exact process message.

6. Modlist https://modwat.ch/u/Stefan

7. Generating terrain only.

Cheers

PS: No bugreport.txt.

EDIT: Tried another run, and it passed over the same portion with no errors, finishing the entire process with no issues.

Expand  

5. What do you mean xLODGen was stuck? The log shows it stopped with an assertion error, which are  typically caused by problems in a plugin - could be memory related. What process message?

Posted
  On 2/16/2021 at 7:12 AM, sheson said:

5. What do you mean xLODGen was stuck? The log shows it stopped with an assertion error, which are  typically caused by problems in a plugin - could be memory related. What process message?

Expand  

Here, in task manager, https://prnt.sc/zpmb0v it had a message near xedit, but I forgot to make a print screen and can't remember exactly what it said. Something like processing a rexture for 1.18 minutes, total time etc.

It was stuck meaning that for 30 minutes it did nothing, the moment it hit the assertion error, it consumed 0 CPU resources and stopped there. I had to force close it, since pressing the X did nothing, the window was frozen too so I had to use End task.

Posted
  On 2/23/2021 at 7:21 AM, User77111 said:

Some lods are skinny when using Skyrim 3D Trees:

https://imgur.com/a/yfdLQyU

I did not have this issue when using xLODGen beta 68

Expand  

Provide necessary information, for example: Which mod options and LOD resources are installed. What xLODGen options were used. Where the screenshot was taken. 

When installing the generated xLODGen output, make sure to always overwrite all other files, so that the tree LOD texture atlas and the tree LOD meshes are from the same generation for the current load order.

Posted (edited)
  On 2/23/2021 at 10:31 AM, sheson said:

Provide necessary information, for example: Which mod options and LOD resources are installed. What xLODGen options were used. Where the screenshot was taken. 

When installing the generated xLODGen output, make sure to always overwrite all other files, so that the tree LOD texture atlas and the tree LOD meshes are from the same generation for the current load order.

Expand  

Skyrim 3D Trees with 3D LOD Resources installed. I generated object and tree LOD with "Generate trees as objects" selected. 

The LODs are overwriting everything.

Will try again with beta 72.

Edited by User77111
Posted
  On 2/23/2021 at 9:26 PM, User77111 said:

Tried with beta 72 and I still get the issue.

https://imgur.com/a/G0oPUAH

My settings:

https://imgur.com/a/DF2XBqr

 

Do you happen to have beta 68? I want to make sure that I am reporting an issue with xLODGen and not an issue with my modding.

Expand  

I assume the screenshot shows Solstheim? 

Paste the SSELODGen_log.txt to pastebin.

Please post a https://modwat.ch/ of the load order.

Don't worry about reporting. I just need to be able to reproduce the setup so I can test.

  • 3 weeks later...
Posted (edited)

I decided to try xLODGen yesterday and see if I can get some better terrain lod textures than the terrain mod I had previously to use together with DynDOLOD 3.0 and grass billboards.  The results are fantastic, and despite my initial expectations it was very easy to generate, really no different to using DynDOLOD.  I also made a 1024x1024 noise texture that I want to share that gives slightly more detail https://www.nexusmods.com/skyrimspecialedition/mods/47057/.  I also tried 2048x2048 noise texture, but it looked too nice lol.  Once the cell rendered there was a decrease in quality and detail rather than the other way around.  I think 1024x1024 is a happy medium that gives slightly more detail to the 512 one included on the first page.  The overall brightness has also been ever so slightly increased.

I have a suggestion that I want to give purely from a new user perspective.

From what I could find, there are two really well done videos for using DynDOLOD by the awesome guy from GamerPoets, but none for using xLODGen.  Since most people using xLODGen will likely be familiar with DynDOLOD, is it possible to have the default output folder for xLODGen to be something like say "xLODGen_Output" the same way it is for TexGen or DynDOLOD?  This way it will be consistent with the other two programs and also allow people to manually install the files and be able to easily uninstall them later.  I run mine with -sse -o:"C:\Games\Tools\xLODGen\xLODGen_Output\" command line, which does the same thing, but why not have it the same as DynDOLOD and TexGen.

Thank you sheson for your amazing work.

Edit: In addition, I think it would be really nice if we can have xLODGen uploaded on the nexus preferably together with DynDOLOD for Skyrim SE.  I know they are completely different projects, doing different things, but all three work best together for SSE.

Edited by ikonomov

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.