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Posted (edited)
  On 4/5/2021 at 8:06 PM, ikonomov said:

Running it 3 times is no issue, but if possible and easy to do it would be great if instead of 'empty/4/8/16/32' we can have 'all/4+8+16/4/8/16/32' in the drop down menu.

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Also another idea is to have a text field rather than a drop down menu, the same as the x and y fields, that can accept a number list for 4, 8, 16, 32 separated by comma.

Edited by ikonomov
Posted (edited)

While generating LOD4 with choosing specific chunk for 4 I get this error:

[08:36] c:\games\tools\xlodgen\xlodgen_output\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-4.-1.dds
[08:36] Error creating textures for cell [0,1] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF
[08:36] Error creating textures for cell [0,2] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF
[08:36] Error creating textures for cell [2,1] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF
[08:36] c:\games\tools\xlodgen\xlodgen_output\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-4.-1_n.dds

then generation seems to halt and I need to close the log window from task manager

It doesn't happen for LOD8, 16 or 32, only for 4.  It also doesn't happen when I run it normally for all levels without choosing a specific chunk.  Ran it like 5 times in a row for 4, after restarting the computer, deleting all xlodgen files and removing it from vortex then adding it again.  The error seems to occur consistently, only I didn't notice if it happens at the same texture.  Most of the times the line below shows up once then generation seems to stop, this time it shows on three lines and then it tried generating one more texture for some reason.

[08:36] Error creating textures for cell [0,1] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF

EDIT: Regular generation without choosing a chunk finishes normally and no such error in SSELODGen_log.txt file.

Edited by ikonomov
Posted
  On 4/6/2021 at 3:40 AM, ikonomov said:

While generating LOD4 with choosing specific chunk for 4 I get this error:

[08:36] c:\games\tools\xlodgen\xlodgen_output\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-4.-1.dds
[08:36] Error creating textures for cell [0,1] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF
[08:36] Error creating textures for cell [0,2] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF
[08:36] Error creating textures for cell [2,1] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF
[08:36] c:\games\tools\xlodgen\xlodgen_output\textures\terrain\dlc01falmervalley\dlc01falmervalley.4.-4.-1_n.dds

then generation seems to halt and I need to close the log window from task manager

It doesn't happen for LOD8, 16 or 32, only for 4.  It also doesn't happen when I run it normally for all levels without choosing a specific chunk.  Ran it like 5 times in a row for 4, after restarting the computer, deleting all xlodgen files and removing it from vortex then adding it again.  The error seems to occur consistently, only I didn't notice if it happens at the same texture.  Most of the times the line below shows up once then generation seems to stop, this time it shows on three lines and then it tried generating one more texture for some reason.

[08:36] Error creating textures for cell [0,1] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF

EDIT: Regular generation without choosing a chunk finishes normally and no such error in SSELODGen_log.txt file.

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Post the entire SSELODGen log. Post the bugreport.txt if it exists.

Posted (edited)
  Reveal hidden contents

EDIT: no bug report file, infact the log file does not generate because I'm forced to terminate from Task Manager, but I re-run it and copied it directly from the xlodgen generation window

Edited by ikonomov
Posted
  Reveal hidden contents

this is SSELODGen_log.txt generated running normally without a specific chunk set to LOD4 that I did right after I terminated the previous generation

Posted

The main mods I am generating LOD's for are Skyrim Flora Overhaul and Immersive College of Winterhold.

Skyrim Flora Overhaul says to generate LOD's (for trees) by using the Generate LOD option in SSEdit:

  Quote

Load Update.esm and all DLCs in SSEEdit, right click on Skyrim.esm -> Other -> Generate LOD, uncheck Objects LOD

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Immersive College of Winterhold says to use SSELODGen but people in the comments say its outdated and recommend using xLODGen.

So is there any particular LOD generation method that is advised or has the best compatibility? This tool seems difficult to set up correctly, at least at first glance.

Edit: Ok, I just tested out SSELODGen and it seems it doesn't work with more than 254 .eps's installed. Does xLODGen have a limit like that?

Posted

Ok, I am giving it a shot and following the guide on the first page of this thread, where it reads:

  Quote

Use DXT1 for diffuse and 565 (DXT5 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.

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If generating for Skyrim Special Edition do I use BC7 for both diffuse AND normal maps?

And, there is an option for BC7 Quick and BC7 Max... what is the difference?

Posted

 

ScreenShot180.png

 

Is this normal for terrain lod or am I just being extra picky? Once you get near the LOD the fade-in is extremely obvious and Terrain changes a lot

Posted
  On 4/6/2021 at 10:41 PM, Snarkyfork23 said:

Ok, I am giving it a shot and following the guide on the first page of this thread, where it reads:

If generating for Skyrim Special Edition do I use BC7 for both diffuse AND normal maps?

And, there is an option for BC7 Quick and BC7 Max... what is the difference?

Expand  

Use BC7 Quick for both.  BC7 allows higher compression quality, so the option for Max is there just because the format allows it, but in practice there is no reason to use it.

Posted
  On 4/6/2021 at 9:02 PM, Snarkyfork23 said:

The main mods I am generating LOD's for are Skyrim Flora Overhaul and Immersive College of Winterhold.

Skyrim Flora Overhaul says to generate LOD's (for trees) by using the Generate LOD option in SSEdit:

Immersive College of Winterhold says to use SSELODGen but people in the comments say its outdated and recommend using xLODGen.

So is there any particular LOD generation method that is advised or has the best compatibility? This tool seems difficult to set up correctly, at least at first glance.

Edit: Ok, I just tested out SSELODGen and it seems it doesn't work with more than 254 .eps's installed. Does xLODGen have a limit like that?

Expand  

The x stands for the game mode. SSELODGen = xLODGen.

"LODGen" and "Edit" are tool modes of the same program.  xEdit = xLODGen. Pay attention to the different versions and time stamps of the tool that are being posted.

xLODGen terrain LOD beta is where the latest LOD generation code is tested.

DynDOLOD is the advanced and easier version of xLODGen for improved object and tree LOD generation for the different Skyrims.

Whenever people say to use xLODGen to generate object or tree LOD, they obviously mean to use DynDOLOD.

  On 4/6/2021 at 10:41 PM, Snarkyfork23 said:

Ok, I am giving it a shot and following the guide on the first page of this thread, where it reads:

If generating for Skyrim Special Edition do I use BC7 for both diffuse AND normal maps?

And, there is an option for BC7 Quick and BC7 Max... what is the difference?

Expand  

The defaults settings are fine unless you have a specific need to change them. BC7 Quick and BC7 Max are -bc q and -bc x options of the TexConv command line tool.

  On 4/6/2021 at 11:05 PM, Snarkyfork23 said:

Ok, it worked but my fast travel map is messed up. Any advice?

ScreenShot3.thumb.png.3b45e8cb901e37aeef5e1199d3604ccb.png

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I have no idea what "messed up" is supposed to mean or what the screenshot is supposed to be showing. Provide a before and after screenshot comparison.

Make sure to really read the entire first post. Either make sure that the generated LOD overwrites everything or in case a map mod is used, make sure that it does not overwrite the terrain LOD texture for LOD level 32.

  On 4/6/2021 at 11:25 PM, Illana said:

 

ScreenShot180.png

 

Is this normal for terrain lod or am I just being extra picky? Once you get near the LOD the fade-in is extremely obvious and Terrain changes a lot

Expand  

LOD generators do not change how LOD works in the game.

Posted
  On 4/7/2021 at 5:34 AM, sheson said:

The x stands for the game mode. SSELODGen = xLODGen.

"LODGen" and "Edit" are tool modes of the same program.  xEdit = xLODGen. Pay attention to the different versions and time stamps of the tool that are being posted.

xLODGen terrain LOD beta is where the latest LOD generation code is tested.

DynDOLOD is the advanced and easier version of xLODGen for improved object and tree LOD generation for the different Skyrims.

Whenever people say to use xLODGen to generate object or tree LOD, they obviously mean to use DynDOLOD.

The defaults settings are fine unless you have a specific need to change them. BC7 Quick and BC7 Max are -bc q and -bc x options of the TexConv command line tool.

I have no idea what "messed up" is supposed to mean or what the screenshot is supposed to be showing. Provide a before and after screenshot comparison.

Make sure to really read the entire first post. Either make sure that the generated LOD overwrites everything or in case a map mod is used, make sure that it does not overwrite the terrain LOD texture for LOD level 32.

LOD generators do not change how LOD works in the game.

Expand  

I get that but are there any settings I can change to make the difference a little less?

Posted
  On 4/7/2021 at 10:11 AM, Illana said:

Basically want it to be less obvious when I'm changing from full texture to LOD

 

I believe this video covers what I mean: https://giant.gfycat.com/EveryColorfulEagle.webm

 

The lod isn't even a similar colour and the mesh is completely off, I'm just wondering if I've done something wrong or is this just expected.

Expand  

You may want to temporarily disable ENB, weather and image space mods to see what is really going on without them destroying the visuals. Maybe I need to calibrate my montors.

It is possible terrain and object LOD is being confused. Use tcl and continuously keep the crosshair on the point of interest when making videos.

The brown thing at the start is part of object LOD. Use TexGen/DynDOLOD for that.

Terrain LOD generation uses the full textures to generate the terrain LOD textures and unless the brightness, contract, gamma or vertex colors intensity are changed from their defaults, the generated terrain LOD textures will match the full texture terrain exactly, just with lower resolution. Generate higher resolution diffuse and normal map textures with baking of the normal map of the landscape textures to improve their quality. However, keep in mind the engine does not use the terrain LOD normal texture for the area it fades from full terrain to terrain LOD textures, so that area in the loaded cells always looks "flat".

As explained and discussed before, the game applies the noise.dds texture overlay in the game, which can darken or brighten the overall terrain LOD considerably. Also, like with the "improved" snow shader, the engine or mods can have settings, shaders or lighting features affecting the full terrain in different ways which the engine does not apply to LOD at all.

Not sure what you mean by the mesh being off. The terrain LOD meshes seems to match the location of the full terrain. If you mean object LOD models and full model differences, use DynDOLOD for better/updated object LOD models and if desired, use its rules to test using full models for LOD.

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