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Posted

Hi,

I'm getting crashes while generating terrain LOD using the latest version that is currently published: https://i.imgur.com/TPIijnu.png

It never crashes in the same place, or even in the same worldspace every time. If I keep running it over and over and telling it to not do the worldspaces it has already done it (eventually...) completes.

Digging a little with a debugger I found that the crash is due to the following Delphi exception being raised:

EListError

List index out of bounds (65)

Without knowing anything about how the program works I guess it's some threading issue.

Here's the log if it helps: https://pastebin.com/j0LXEvbq

Posted
2 hours ago, sheson said:

Does this happen with vanilla trees and only vanilla LOD resources and no mods, especially no ENB and/or lighting mods?

Sounds a bit like missing/wrong  _s.dds texture for the LOD asset.

no, it doesn't happen with vanilla trees, even with ENB it doesn't happen.
I determined that ENB makes it less when enabled, if i disable ENB it's like a lightshow.
Since i already suspected it might have something to do with specular or gloss i checked the specular yesterday.

So yes,I had a missing specular texture indeed for the trees, but rezised the original and renamed it to the lod variant and rendered again but that didn't fix it yet.
Just woke up so now i'm going to try to darken my spec texture, cause right now it's as bright as vanilla textures, and i often find vanilla somewhat to bright to look just right.
I'll also darken the gloss layer a bit to narrow the gloss.

Posted
57 minutes ago, aethel said:

Hi,

I'm getting crashes while generating terrain LOD using the latest version that is currently published: https://i.imgur.com/TPIijnu.png

It never crashes in the same place, or even in the same worldspace every time. If I keep running it over and over and telling it to not do the worldspaces it has already done it (eventually...) completes.

Digging a little with a debugger I found that the crash is due to the following Delphi exception being raised:

EListError

List index out of bounds (65)

Without knowing anything about how the program works I guess it's some threading issue.

Here's the log if it helps: https://pastebin.com/j0LXEvbq

The log you uploaded is from a successful the terrain LOD meshes generation from LODGen. The screenshot seems to indicate the problem happens while generating terrain LOD textures.

Upload the SSELODGen_log.txt and bugreport.txt.

Use the x64 version in case you are not using it.

11 minutes ago, Marcurios said:

no, it doesn't happen with vanilla trees, even with ENB it doesn't happen.
I determined that ENB makes it less when enabled, if i disable ENB it's like a lightshow.
Since i already suspected it might have something to do with specular or gloss i checked the specular yesterday.

So yes,I had a missing specular texture indeed for the trees, but rezised the original and renamed it to the lod variant and rendered again but that didn't fix it yet.
Just woke up so now i'm going to try to darken my spec texture, cause right now it's as bright as vanilla textures, and i often find vanilla somewhat to bright to look just right.
I'll also darken the gloss layer a bit to narrow the gloss.

Double check the 2 channels of the source _s.dds are somehow modified while being put on the texture atlas like ..\Textures\Terrain\Commonwealth\Objects\Commonwealth.Objects_s.DDS

Also check the mipmaps.

Posted (edited)
20 minutes ago, sheson said:

The log you uploaded is from a successful the terrain LOD meshes generation from LODGen. The screenshot seems to indicate the problem happens while generating terrain LOD textures.

Upload the SSELODGen_log.txt and bugreport.txt.

Use the x64 version in case you are not using it.

 

The log I uploaded is the only file that is created when it crashes. SSELODGen_log.txt only appears after I close the program whenever it finishes without crashing. bugreport.txt does not ever appear and the madExcept window doesn't show up either.

I'm using the x64 version.

 

Here's the SSELODGen_log.txt from a successful run if you need it, but note that it did not crash this time: https://qu.ax/EDwV.txt

Edited by aethel
Posted
3 hours ago, aethel said:

The log I uploaded is the only file that is created when it crashes. SSELODGen_log.txt only appears after I close the program whenever it finishes without crashing. bugreport.txt does not ever appear and the madExcept window doesn't show up either.

I'm using the x64 version.

 

Here's the SSELODGen_log.txt from a successful run if you need it, but note that it did not crash this time: https://qu.ax/EDwV.txt

See if anything is different if you use this version

https://mega.nz/file/YN50QDBA#yl5fCJWtr4qIaQwAuVbfXD0e7VwxC2GsvQqNNEW0FV0

Posted (edited)

Ah, now i see what's going on with the spec and gloss, the file had a _ (underscore) too many in it so it didn't get used.
But when xLODGen says it uses a flat replacement, does it than use a white flat replacement for the red and green channel ?
Cause red and green are white, and blue (not used) is black, isn't it better to provide a 2x2pixel dark gray texture bundled with xLODGen and use that for when it misses a spec texture ?

I also noticed that a quite a few vanilla textures have this problem going on, cause i have 6 vanilla blocks in the atlas with the same problem, and 1 actually uses a 128 color grey texture from what i can tell, the rest all have normal spec textures.

i'm going to unpack all the texture archives to see which lod spec textures are missing or have a white flat one, time to fix some stuff.
i have been playing the game up until now but i guess it's time to get modding again cause this kinda annoys me a bit.
There is also a lot of doubled stuff on the atlas so i guess a bunch of textures that are the same have a different name and are referred to by separate meshes,
so i need to fix those meshes too to save some real estate on the texture atlas so i can enhance some other lod with the newly reclaimed space..
EDIT:just noticed the diffuse has different colors, so i guess it's needed the doubled stuff.

Thanks again for your help !

Edited by Marcurios
Posted

It's fixed now, it was indeed the spec from the trees that was missing from the atlas, it's on it now and the shimmers are gone.
Now to find those pesky vanilla textures and fix them.

Thanks Sheson, you saved me a lot of time figuring it out myself.

Posted
23 minutes ago, Marcurios said:

Ah, now i see what's going on with the spec and gloss, the file had a _ (underscore) too many in it so it didn't get used.
But when xLODGen says it uses a flat replacement, does it than use a white flat replacement for the red and green channel ?
Cause red and green are white, and blue (not used) is black, isn't it better to provide a 2x2pixel dark gray texture bundled with xLODGen and use that for when it misses a spec texture ?

I also noticed that a quite a few vanilla textures have this problem going on, cause i have 6 vanilla blocks in the atlas with the same problem, and 1 actually uses a 128 color grey texture from what i can tell, the rest all have normal spec textures.

i'm going to unpack all the texture archives to see which lod spec textures are missing or have a white flat one, time to fix some stuff.
i have been playing the game up until now but i guess it's time to get modding again cause this kinda annoys me a bit.
There is also a lot of doubled stuff on the atlas so i guess a bunch of textures that are the same have a different name and are referred to by separate meshes,
so i need to fix those meshes too to save some real estate on the texture atlas so i can enhance some other lod with the newly reclaimed space..
EDIT:just noticed the diffuse has different colors, so i guess it's needed the doubled stuff.

Thanks again for your help !

It uses textures\shared\white01_s.dds as default. If there is a better alternative present in the vanilla game files let me know.

There should be a warning message for every occurrence a normal map or specular map texture can not be found.

It needs to be fixed on the user end regardless of which texture is used for replacement.

Posted

Yeah, i guess you're right, now i know it doesn't matter.
Once you know what happens, the next time it happens you immediately know what's going on, so that's ok.
It's probably better too that it shimmers if you don't provide a spec texture, atleast that way you know that something is wrong.
If it would be dark gray and you didn't notice the comment in the lodgen log, you probably wouldn't know the spec is bad if it where a grey texture.

So it's good as it is.

Well anyway, i'm back up to speed with xLODGen again for FO4, so thanks for that.
Now i can go back to making some trees again..

Posted

Sorry if somebody asked this question. I am following by this guide https://www.nexusmods.com/fallout4/mods/49362

There are .esp files from FO4LODGen Resources. The question is, when I have finished building the LOD, should I still use them in the game, specifically FO4LODGen.esp, FO4LODGen-FullModelLOD.esp, FO4LODGen-DLCCoast.esp and so on? Either I can safely remove them? Plus do I need to keep any assets to play (meshes, textures) from FO4LODGen Resources? It is very unclear to me.

Posted
57 minutes ago, gh0stwizard said:

Sorry if somebody asked this question. I am following by this guide https://www.nexusmods.com/fallout4/mods/49362

There are .esp files from FO4LODGen Resources. The question is, when I have finished building the LOD, should I still use them in the game, specifically FO4LODGen.esp, FO4LODGen-FullModelLOD.esp, FO4LODGen-DLCCoast.esp and so on? Either I can safely remove them? Plus do I need to keep any assets to play (meshes, textures) from FO4LODGen Resources? It is very unclear to me.

Read https://stepmodifications.org/forum/topic/12466-fo4lodgen/

"There is no hard requirement for the plugins that define unused LOD models and the FO4LODGen - Main.ba2 to be loaded in the game. However, if you notice flickering LOD textures or other odd behavior keep them in the load order. Let us know if this happened so we can update the instructions."

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