Jump to content

Recommended Posts

  • 3 weeks later...
Posted

I have problem with flickering LODs on FO4. Something like z-fighting, but different. 

Any ideas?

https://i.imgur.com/iYroXyJ.jpg

Example - windows on crosshair zone

You have tested this with vanilla LOD and it happens as well.

 

Then this is is z-fighting. 2 different shapes with different textures occupy close to the same 3D space and once far away enough the z-buffer precision is too low to keep them separate.

 

A solution would be to edit the vanilla LOD models of the windows  / the LOD BGSM files and set the Decal and Decal No Fade flags on the Windows that should be in front. In case BGSM need to be edited its best to make a new filename to make sure only the Windows use the flags.

 

For decals flags to work, create an options file "FO4LODGen_Fallout4_Commonwealth_Options.txt" in the Edit Scripts folder and add a line with UseDecalFlag=True.

  • 3 weeks later...
Posted (edited)
Hello,

I thought someone could help me. While was working on a new worldspace of Skyrim I have generated the terrain and object lods several times through xlod. But recently I stumbled upon on a problem, where after generating lod I couldn't visit to cells (exterior cells). Every time I enter to a cell the game crashes to desktop. Well, I still can go to few cells of the world, but in most cells the game just crashes. Its a new problem I am facing. Although I can visit the cells if I delete the lod meshes and texture.

 

Could anybody please kindly help me? 

Edited by HighRiderFreak
Posted

 

Hello,
I thought someone could help me. While was working on a new worldspace of Skyrim I have generated the terrain and object lods several times through xlod. But recently I stumbled upon on a problem, where after generating lod I couldn't visit to cells (exterior cells). Every time I enter to a cell the game crashes to desktop. Well, I still can go to few cells of the world, but in most cells the game just crashes. Its a new problem I am facing. Although I can visit the cells if I delete the lod meshes and texture.
 
Could anybody please kindly help me? 

 

This might be caused by textures that are used directly instead of being on the object LOD atlas. Make sure all textures are put on the atlas, or in case something they are used directly that they are correct/support format. It is also possible this is caused by using full models for object LOD and the conversion lets something through that is not supported in LOD.

 

Instead of just deleting all meshes and textures, delete in a binary search until only the problematic file(s) are left. 

 

First remove tree (*btt and *.lst) and terrain (*.btr) LOD meshes so that only object (*.bto) LOD meshes are left. If the problem goes away then remove the object LOD and either only put pack tree or terrain LOD meshes until you now which of the 3 LOD types it is.

 

Then move a half of the meshes files to a backup folder. If the problem goes away restore those files and remove the other half. Repeat until only one or a handful files are left.

 

Then check those files in NifSkope for obvious problems / used textures.

 

Upload file to a fileservice so I can review if help is needed.

Posted

This might be caused by textures that are used directly instead of being on the object LOD atlas. Make sure all textures are put on the atlas, or in case something they are used directly that they are correct/support format. It is also possible this is caused by using full models for object LOD and the conversion lets something through that is not supported in LOD.

 

Instead of just deleting all meshes and textures, delete in a binary search until only the problematic file(s) are left. 

 

First remove tree (*btt and *.lst) and terrain (*.btr) LOD meshes so that only object (*.bto) LOD meshes are left. If the problem goes away then remove the object LOD and either only put pack tree or terrain LOD meshes until you now which of the 3 LOD types it is.

 

Then move a half of the meshes files to a backup folder. If the problem goes away restore those files and remove the other half. Repeat until only one or a handful files are left.

 

Then check those files in NifSkope for obvious problems / used textures.

 

Upload file to a fileservice so I can review if help is needed.

Thank you very much for the reply  ::):   I will  try soon.

Posted

This might be caused by textures that are used directly instead of being on the object LOD atlas. Make sure all textures are put on the atlas, or in case something they are used directly that they are correct/support format. It is also possible this is caused by using full models for object LOD and the conversion lets something through that is not supported in LOD.

 

Instead of just deleting all meshes and textures, delete in a binary search until only the problematic file(s) are left. 

 

First remove tree (*btt and *.lst) and terrain (*.btr) LOD meshes so that only object (*.bto) LOD meshes are left. If the problem goes away then remove the object LOD and either only put pack tree or terrain LOD meshes until you now which of the 3 LOD types it is.

 

Then move a half of the meshes files to a backup folder. If the problem goes away restore those files and remove the other half. Repeat until only one or a handful files are left.

 

Then check those files in NifSkope for obvious problems / used textures.

 

Upload file to a fileservice so I can review if help is needed.

Hey I have run into another problem. Now its showing the "LODGen Process Error, Exit Code 00000193"

 

Here's the entire log,

https://pastebin.com/k92Ew5ci

Posted (edited)

This might be caused by textures that are used directly instead of being on the object LOD atlas. Make sure all textures are put on the atlas, or in case something they are used directly that they are correct/support format. It is also possible this is caused by using full models for object LOD and the conversion lets something through that is not supported in LOD.

 

Instead of just deleting all meshes and textures, delete in a binary search until only the problematic file(s) are left. 

 

First remove tree (*btt and *.lst) and terrain (*.btr) LOD meshes so that only object (*.bto) LOD meshes are left. If the problem goes away then remove the object LOD and either only put pack tree or terrain LOD meshes until you now which of the 3 LOD types it is.

 

Then move a half of the meshes files to a backup folder. If the problem goes away restore those files and remove the other half. Repeat until only one or a handful files are left.

 

Then check those files in NifSkope for obvious problems / used textures.

 

Upload file to a fileservice so I can review if help is needed.

     I have done it like you said. The problem is in terrain meshes. However I couldn't find the proper faulty mesh. Cause when testing in game with few meshes, the problem doesn't occur. It only appears when testing the mesh with all meshes. However, there seems to be another strange thing. Only some specific files (9/10 files) seem to cover the whole map. I removed them and tried with remaining other meshes, the terrain map doesn't appear in game. While the whole map appears with only those few files even if they are alone.

Hey I have run into another problem. Now its showing the "LODGen Process Error, Exit Code 00000193"

 

Here's the entire log,

https://pastebin.com/k92Ew5ci

Okay, the problem somehow got fixed. I uninstalled and re-installed (manually) x-lodgen couple of times and the problem seems to be gone. 

Edited by HighRiderFreak
Posted (edited)

Hey I have run into another problem. Now its showing the "LODGen Process Error, Exit Code 00000193"

 

Here's the entire log,

https://pastebin.com/k92Ew5ci

The log you posted shows the error in plain English:

 

Can not write to F:\Mods\Skyrim\XLOD Gen\xLODGen.42\xLODGen\LODGen_log.txt

 

Something was blocking files access, OS, antivir or another process

 

I have done it like you said. The problem is in terrain meshes. However I couldn't find the proper faulty mesh. Cause when testing in game with few meshes, the problem doesn't occur. It only appears when testing the mesh with all meshes. However, there seems to be another strange thing. Only some specific files (9/10 files) seem to cover the whole map. I removed them and tried with remaining other meshes, the terrain map doesn't appear in game. While the whole map appears with only those few files even if they are alone.

Okay, the problem somehow got fixed. I uninstalled and re-installed (manually) x-lodgen couple of times and the problem seems to be gone.

As explained, always keep the problematic files. Only remove the ones that do not cause the error.

 

1) Move half the files to a backup folder.

2) If problem goes away, remove renaming files not causing the problem. Restore half the files from backup folder.

3) repeat from 2

 

And/Or install .NetFramework and check the crash log

Edited by sheson
Posted

This might be caused by textures that are used directly instead of being on the object LOD atlas. Make sure all textures are put on the atlas, or in case something they are used directly that they are correct/support format. It is also possible this is caused by using full models for object LOD and the conversion lets something through that is not supported in LOD.

 

Instead of just deleting all meshes and textures, delete in a binary search until only the problematic file(s) are left. 

 

First remove tree (*btt and *.lst) and terrain (*.btr) LOD meshes so that only object (*.bto) LOD meshes are left. If the problem goes away then remove the object LOD and either only put pack tree or terrain LOD meshes until you now which of the 3 LOD types it is.

 

Then move a half of the meshes files to a backup folder. If the problem goes away restore those files and remove the other half. Repeat until only one or a handful files are left.

 

Then check those files in NifSkope for obvious problems / used textures.

 

Upload file to a fileservice so I can review if help is needed.

 

 

The log you posted shows the error in plain English:

 

Can not write to F:\Mods\Skyrim\XLOD Gen\xLODGen.42\xLODGen\LODGen_log.txt

 

Something was blocking files access, OS, antivir or another process

 

 

As explained, always keep the problematic files. Only remove the ones that do not cause the error.

 

1) Move half the files to a backup folder.

2) If problem goes away, remove renaming files not causing the problem. Restore half the files from backup folder.

3) repeat from 2

 

And/Or install .NetFramework and check the crash log

Like you said, I have found a problematic file. But I can't find any error here. Would you mind taking a look?

 

here's the link,

https://www.dropbox.com/s/rqfqy6jx0jc533i/blackwind.32.0.-32.btr?dl=0

Posted (edited)

Like you said, I have found a problematic file. But I can't find any error here. Would you mind taking a look?

 

here's the link,

https://www.dropbox.com/s/rqfqy6jx0jc533i/blackwind.32.0.-32.btr?dl=0

The error is most likely with the textures used by it.

 

textures\terrain\blackwind\blackwind.32.0.-32.dds

textures\terrain\blackwind\blackwind.32.0.-32_n.dds

 

Check if they are valid, have support compression etc. 

Edited by sheson
Posted (edited)

The error is most likely with the textures used by it.

 

textures\terrain\blackwind\blackwind.32.0.-32.dds

textures\terrain\blackwind\blackwind.32.0.-32_n.dds

 

Check if they are valid, have support compression etc. 

The problem seems to be gone. I tried with generating lod with one last time, it perfectly got generated and there's no CTD. However, this time I reduced the settings to 512 from 1024. Anyway, many thanks for the help.

Btw, I had a question. Is it possible to generate terrain lod through x-lod gen of a heightmap larger than 2048x2048 (i,e 4096x4096) with the same lod as tamriel.lod?

Edited by HighRiderFreak
Posted

Btw, I had a question. Is it possible to generate terrain lod through x-lod gen of a heightmap larger than 2048x2048 (i,e 4096x4096) with the same lod as tamriel.lod?

I am not sure I understand the question.

 

The terrain LOD meshes are generated from the VHGT heightdata found on the LAND records. Each cell has 32x32 data points.

 

xLODGen generates LOD for all CELL records it finds. If a CELL has no LAND record the default terrain/water heights are used.

The log prints how many CELL and LAND records were found at their min SW and max NE coordinates.

Posted

I am not sure I understand the question.

 

The terrain LOD meshes are generated from the VHGT heightdata found on the LAND records. Each cell has 32x32 data points.

 

xLODGen generates LOD for all CELL records it finds. If a CELL has no LAND record the default terrain/water heights are used.

The log prints how many CELL and LAND records were found at their min SW and max NE coordinates.

Okay I got it  ::): . Its just that, before discovering x-lod gen, when I used to generate lod with oscape, it crashed if the worldspace was bigger than 2048x2048. 

Posted

Okay I got it  ::): . Its just that, before discovering x-lod gen, when I used to generate lod with oscape, it crashed if the worldspace was bigger than 2048x2048. 

 

There should be no such artificial limits with the x64 version and enough main memory available.

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.