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Posted
3 hours ago, amgtkt said:

xlodgen has never worked for me, i keep generating over and over but there isnt a single difference between my vanilla lods and the generated one

landscape and grass mods disabled, xlodgen off : https://pasteboard.co/mF10INYPxZyG.jpg

folkvangr (which has a tundra texture) on and xlodgen generated : https://pasteboard.co/pDJzRth5Ib1e.jpg

my xlodgen takes ~5 minutes for around 600mb filzesize, what's happening? I launch it and tick the Terrain lod option and all worlds too ; https://pasteboard.co/X344lvSlvpG0.png , I have played with the quality settings but nothing works

nevermind I somehow managed to make it work by crashing my entire pc when generating the lods (set everything to the highest) and now it works...

Just need to teak the brighness and contrast a bit for Folkvangr but it's all good now...

No SSELODGen_log.txt was provided

xLODGen works perfectly fine when following the instruictions. See the first post and the Readme.txt included in the download archive and https://dyndolod.info/Help/xLODGen

Pay attention to the log messages. After generation install the meshes and textures generated to the dedicated output folder as a mod and make sure they overwrite everything else.

See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness. There is typically no need to change any brightness settings when generating LOD from the landscape full textures and using an appropriate noise.dds overlay.

Posted
2 hours ago, sheson said:

No SSELODGen_log.txt was provided

xLODGen works perfectly fine when following the instruictions. See the first post and the Readme.txt included in the download archive and https://dyndolod.info/Help/xLODGen

Pay attention to the log messages. After generation install the meshes and textures generated to the dedicated output folder as a mod and make sure they overwrite everything else.

See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness. There is typically no need to change any brightness settings when generating LOD from the landscape full textures and using an appropriate noise.dds overlay.

here it is

https://gofile.io/d/0k1FWW

I believe it's all good on my end now, I don't know what fixed it as even a mod re-download wasn't working before I manage to make xlodgen crash which fixed my problem

Posted
8 hours ago, amgtkt said:

here it is

https://gofile.io/d/0k1FWW

I believe it's all good on my end now, I don't know what fixed it as even a mod re-download wasn't working before I manage to make xlodgen crash which fixed my problem

The terrain LOD meshes and textures for Tamriel generated without issues to the dedicated data folder several times.
That indicates the output was not installed as a mod or then not activated/deployed or overwritten by another mod.

Posted
5 hours ago, sheson said:

The terrain LOD meshes and textures for Tamriel generated without issues to the dedicated data folder several times.
That indicates the output was not installed as a mod or then not activated/deployed or overwritten by another mod.

yeah as i said i managed to fix it so this log file appears correct, unfortunately I dont have the previous ones but I think we can rule it as a problem coming from my pc/modlist rather than your program, sorry for that.

Posted
27 minutes ago, amgtkt said:

yeah as i said i managed to fix it so this log file appears correct, unfortunately I dont have the previous ones but I think we can rule it as a problem coming from my pc/modlist rather than your program, sorry for that.

The SSELODGen_log.txt is being appended to and contains 3 successful generations.

Posted

I have quite a few mods that add new world spaces and I using both of dyndolod and "A Clear Map of Skyrim and Other Worlds",so I need using xlodgen to create lod32,but generating all lod levels is a waste of time,In my modlist,It takes me 20 minutes to generate terrain lod each time.

I just need lod32 files,I must delete other lod level files every time by myself,Do I need to use all levels of lod generated by lodgen when using dyndolod?if not,how can make xlodgen create lod32 only?Not native English speakers,sorry.

Posted
5 hours ago, brodonlor said:

I have quite a few mods that add new world spaces and I using both of dyndolod and "A Clear Map of Skyrim and Other Worlds",so I need using xlodgen to create lod32,but generating all lod levels is a waste of time,In my modlist,It takes me 20 minutes to generate terrain lod each time.

I just need lod32 files,I must delete other lod level files every time by myself,Do I need to use all levels of lod generated by lodgen when using dyndolod?if not,how can make xlodgen create lod32 only?Not native English speakers,sorry.

The game typically shows all 4 terrain LOD levels so it does not really make sense to not generate all of them for the current load order so they match.

Use the Specific Chunk option and set the first drop down to 32 to only generate LOD level 32 files.

Posted (edited)

Hi there!

I'm trying to generate LOD files for Fallout 3, using xLODGen v4.1.5.

Loosely taking inspiration from this guide, I have been following the exact steps from LODIFY.

The settings I use in LODGen are:
58Ctl5K.png

I use the following resource files:


The only texture/mesh replacer mods I am using currently on this minimal profile are:
NMC's Texture Pack
Rustic Grass - 4K Retexture

There were no errors in the log, though I have observed xLODGEN complain about the following when trying to generate tree LODs:

Spoiler

[12:53] [DLC4Bog] Generating Tree LOD
[12:53] <Note: 1stPersonPlasmaGrenade [STAT:00033C4E] LOD not found Textures\Terrain\LODGen\Fallout3.esm\PlasmaGrenade_00033C4E.dds>
<Note: DLC04Tree01DirtGrass [STAT:05004943] LOD not found Textures\Terrain\LODGen\PointLookout.esm\DLC04Tree01_00004943.dds>
<Note: DLC04Tree01Lichen [STAT:0500457F] LOD not found Textures\Terrain\LODGen\PointLookout.esm\DLC04Tree01_0000457F.dds>
<Note: TreeHardwoodMudDirt01 [STAT:0008FFC3] LOD not found Textures\Terrain\LODGen\Fallout3.esm\TreeWastelandHardwood01_0008FFC3.dds>
<Note: TreeHardwoodPebblesDirt01 [STAT:00086998] LOD not found Textures\Terrain\LODGen\Fallout3.esm\TreeWastelandHardwood01_00086998.dds>

Is there reason for concern here or is this expected/normal? I was under the impression all the necessary files would be covered by the LOD resources above?

I also noticed the following for a missing texture?

Spoiler

[00:44] [Wasteland] Building terrain LOD textures [-96,-96] to [127,127] 16/16
[02:20] <Warning: Texture not found Textures\Landscape\BurntGround01.dds, using default textures\landscape\dirtwasteland01.dds>
[02:20] <Warning: Texture not found Textures\Landscape\BurntGround01_N.dds, using default textures\landscape\dirtwasteland01_n.dds>
[02:21] <Warning: Texture not found Textures\Landscape\BurntGround01.dds, using default textures\landscape\dirtwasteland01.dds>
[02:21] <Warning: Texture not found Textures\Landscape\BurntGround01_N.dds, using default textures\landscape\dirtwasteland01_n.dds>


However, no matter how many times I try to regenerate LOD files (ensuring I always start with an empty output folder), I run into issues where the LODs pop in quite close from where I am from the object, and once they're in full LOD they stay that way even if I double the distance from when they initially weren't in their LOD view.

I notice objects begin to "flicker" before popping into view. Take the following as an example:
g3PgyJ8.jpeg
This image there is an issue with the water ahead, notice how the water texture is smooth past the half-way mark of the water that is visible?

From this location, the water area/dock on the other side of the river were flicking, and as I took a few steps forward they popped in and the water rendered a bit further:
k0nAdBF.jpeg

When I tried to generate terrain LOD, things were even worse, with LODs not swapping (staying on the distant LOD), and there being a case where LODs were clipping in with the actual texture causing this weird mismatch as seen in the screens below:
Tmr0Yd7.jpeg
YHebp8O.jpeg

I'm not super fussed on terrain generation, but I would like to find a solution for LOD "popping in" very close to me, or objects that seemingly just "fade in" such as certain bridges. From all the research I've done, both searching this forum, and on other websites, it seems like I am following the instructions correctly, but for whatever reason the output is not the same.

The only custom ini values I have are as follows:

Spoiler

 

[BackgroundLoad]
bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1
bBackgroundCellLoads=1
bBackgroundPathing=1
bLoadHelmetsInBackground=1
bUseMultiThreadedFaceGen=1
bUseMultiThreadedTrees=1
iBackgroundLoadLoading=1

[Display]
fNearDistance=8
bActorSelfShadowing=1
bDoActorShadows=1
bDrawShadows=1
bShadowsOnGrass=1
fShadowLODRange=500.0
iShadowMapResolution=2048
iShadowFilter=0
iActorShadowIntMax=10
iActorShadowExtMax=10
fLightLODDefaultStartFade=10240.0
fLightLODRange=10240.0
fLightLODMinStartFade=10240.0
fLightLODMaxStartFade=10240.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=10240.0
fSpecularLODRange=10240.0
fSpecularLODMinStartFade=10240.0
fSpecularLODMaxStartFade=10240.0
iTexMipMapSkip=0

[General]
bUseThreadedBlood=1
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=1
bUseThreadedAI=1
iPreloadSizeLimit=104857600
uInterior Cell Buffer=12
uExterior Cell Buffer=144

[Grass]
fGrassStartFadeDistance=18000
iMinGrassSize=40
iMaxGrassTypesPerTexure=6

[TerrainManager]
fBlockLoadDistanceLow=30000.0
fBlockLoadDistance=130000.0
fTreeLoadDistance=130000.0

[SpeedTree]
bForceFullLOD=1

 

Is there something I am perhaps missing given how dated the game is? Regarding detail pop-in, would increasing uGridsToLoad be worthwhile? It is currently on the default 5. Not sure if this would help in tandem with the LOD switching issue I am having, though technically that is what it does, renders more grids around you?

Edited by Deadmano
Posted
5 hours ago, Deadmano said:

Hi there!

I'm trying to generate LOD files for Fallout 3, using xLODGen v4.1.5.

Loosely taking inspiration from this guide, I have been following the exact steps from LODIFY.

The settings I use in LODGen are:
58Ctl5K.png

I use the following resource files:


The only texture/mesh replacer mods I am using currently on this minimal profile are:
NMC's Texture Pack
Rustic Grass - 4K Retexture

There were no errors in the log, though I have observed xLODGEN complain about the following when trying to generate tree LODs:

  Reveal hidden contents

Is there reason for concern here or is this expected/normal? I was under the impression all the necessary files would be covered by the LOD resources above?

I also noticed the following for a missing texture?

  Reveal hidden contents


However, no matter how many times I try to regenerate LOD files (ensuring I always start with an empty output folder), I run into issues where the LODs pop in quite close from where I am from the object, and once they're in full LOD they stay that way even if I double the distance from when they initially weren't in their LOD view.

I notice objects begin to "flicker" before popping into view. Take the following as an example:
g3PgyJ8.jpeg
This image there is an issue with the water ahead, notice how the water texture is smooth past the half-way mark of the water that is visible?

From this location, the water area/dock on the other side of the river were flicking, and as I took a few steps forward they popped in and the water rendered a bit further:
k0nAdBF.jpeg

When I tried to generate terrain LOD, things were even worse, with LODs not swapping (staying on the distant LOD), and there being a case where LODs were clipping in with the actual texture causing this weird mismatch as seen in the screens below:
Tmr0Yd7.jpeg
YHebp8O.jpeg

I'm not super fussed on terrain generation, but I would like to find a solution for LOD "popping in" very close to me, or objects that seemingly just "fade in" such as certain bridges. From all the research I've done, both searching this forum, and on other websites, it seems like I am following the instructions correctly, but for whatever reason the output is not the same.

The only custom ini values I have are as follows:

  Reveal hidden contents

Is there something I am perhaps missing given how dated the game is? Regarding detail pop-in, would increasing uGridsToLoad be worthwhile? It is currently on the default 5. Not sure if this would help in tandem with the LOD switching issue I am having, though technically that is what it does, renders more grids around you?

Provide the complete FO3LODGen_log.txt when making posts.

If you have issues following third party guides, then I suggest to follow these guides exactly and/or to ask their authors for help.

We can not provide modding help with entire load orders and how best to generate LOD for whatever list of mods are installed. That is what modding guides are for. Or for the enthusiast modder to test and find out themselves.

The notes about some billboards textures not being found for all "trees" is normal., If you want the reported "tree" to have LOD representation in tree LOD, add a billboard texture for it. From the Viva Las Vegas guides you linked: Despite the name, Tree LOD is horrible for trees. It's only good for bushes and other small flora objects, for this reason trees themselves are most often made as Object LODI believe the suggestion with FO3 is still to not bother with tree LOD generation unless you understand its limitations and can make sure it works.

The BurntGround01.dds seems to be missing from the vanilla game, so the message about it is "normal".

xLODGen does not change how the engine works. LOD is generated with the available LOD assets for the current load order. If something does not have LOD, you will need to add a LOD model for it.

I do not know what "full LOD" is supposed to mean. The 5x5 active cells around the player are typically show the full models and beyond that is the LOD area in which terrain, object and tree LOD is loaded. Use tll in console to toggle LOD on/off to see where the active cells end and where LOD starts. A brief overlap where full models load in before LOD is disabled when a row of new cells attaches is normal.

How LOD water looks is defined by the LOD water water record defined on the worldspace record.

LOD not unloading in the active cells is often caused by game INI settings or DLL mods. Test with default INIs. Doublecheck by disabling the output for comparison.

In case of terrain LOD not unloading in active cells it can be unproper texture formats when generating. Stick to DXT1.

  • 3 weeks later...
Posted (edited)

I have decided to generate entire LOD (object/terrain/tree) using LODGEN and something went wrong.

Screenshot of the issue (purple meshes):

Spoiler

image.thumb.jpeg.8c36eca1ea571f1385767f729bb99333.jpeg

Log: https://pastebin.com/DAGuS7a3

Log reports missing meshes. The issue is those meshes do exist and are enabled in the mod manager. Is there something obvious that I'm missing? The ice mod that I'm using is Icy Mesh Remaster, but I don't know if it's related.

Edited by Admiral30
Posted
27 minutes ago, Admiral30 said:

I have decided to generate entire LOD (object/terrain/tree) using LODGEN and something went wrong.

Screenshot of the issue (purple meshes):

  Hide contents

image.thumb.jpeg.8c36eca1ea571f1385767f729bb99333.jpeg

Log: https://pastebin.com/DAGuS7a3

Log reports missing meshes. The issue is those meshes do exist and are enabled in the mod manager. Is there something obvious that I'm missing? The ice mod that I'm using is Icy Mesh Remaster, but I don't know if it's related.

The SSELODGen_log.txt was not provided.

Log messages state facts. If the file seem to exist at the location, then the OS, antivir, mod manager etc. prevented finding them.

The screenshot shows missing textures. The reason is because you installed a mod that includes LOD assets made for TexGen/DynDOLOD. Generate only terrain LOD with xLODGen and everyting else with DynDOLOD.

  • Like 1
Posted

So I notice after using xLod I missing textures on the world map? I followed instructions or I thought I did what did I miss
https://imgur.com/a/Y1Vyxz5


load order at end of everything else

DynDOlod Resources se

DynDoLod DLL NG

LodGen_output

TexGen_output

Dyndogen_output

setup look fine as there obvious difference in quality Lod out in the distance now, but I need the above to be fixed and only thing that fix it is disable lodgen output which i dont want to do

Posted
54 minutes ago, tsunami2311 said:

So I notice after using xLod I missing textures on the world map? I followed instructions or I thought I did what did I miss
https://imgur.com/a/Y1Vyxz5


load order at end of everything else

DynDOlod Resources se

DynDoLod DLL NG

LodGen_output

TexGen_output

Dyndogen_output

setup look fine as there obvious difference in quality Lod out in the distance now, but I need the above to be fixed and only thing that fix it is disable lodgen output which i dont want to do

No SSELODGen_log.txt was provided. No screenshot of distance LOD in the game without the map provided. 

The screenshot seems to show really low quality terrain LOD meshes. From the first post:
Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.

From Terrain-LOD-Readme.txt included in the download archive:
Quality: higher settings equal less quality, less terrain detail. Rougher terrain with height changes will produces larger files than flatter terrain.
Optimize Unseen: on = merge large chunks of triangles under water resulting in less vertices. x = merge triangles and move shallow vertices under water to at least this distance below the water surface. The higher the value the more detail of the coast line is retained and less z-fighting between water and shallow terrain.

https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes
Typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map.

The screenshot seems to show dark terrain LOD textures. From the first post:
For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
Noise
Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE

From Terrain-LOD-Readme.txt included in the download archive:
Diffuse Brightness, Contrast, Gamma - modify intensity levels. Might be required to counter darkening caused by textures\terrain\noise.dds or the broken "improved" snow shader of Skyrim SE. It would be better to adjust the average levels (best values seem to be different depending on game) of the used noise.dds texture instead and set bEnableImprovedSnow=0 in SkyrimPrefs.INI for Skyrim SE for now.

See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness

See https://dyndolod.info/Mods/Maps-And-Map-Mods

Posted (edited)

Textures in game look fine its world map that dont look right. as for improved snow shader it is off in launcher config settings as as there no check in it. There is no entry in skyrim.ini all though this might be cause I running threw Mo2 and never launched Skyrim Launcher threw that after I launched it threw Mo2 there was bEnableImprovedSnow=0 

Community shader says it out right disables that so it should even be used and that is used and enabled

 

 

typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map.

I see no setting next to optimize unseen  to set "550" in xGenLod.

 

I will redo xgenlod,texgen,dyndolod, but what xgenlod is doing is what cause world map to turn out like missing textures

I will post the SSELODGen_log.txt and screenshot of lod i game (not map) on and off if required after I redo the above and lod4~Lod32 settings I used as I initial only changed LoD 4 settings

Currently rebuilding so cant really go in game to grab screen shots that and I delete the buged xgenlod files already

 

 

Edited by tsunami2311
Posted (edited)

Ok step in the right direction, These Test or well screenshots where done on new game checking the map after have my hands  are set free.

 

https://imgur.com/a/CqVdWmk

initially there were cloud worldmap, and just just one grid looking like it is missing textures, but out curiously I enabled bEnableImprovedSnow=1 and the cloud disappeared, I put back to  0 and they where still missing. but still missing grids? no where near as bad as  ones I post earlier

here is the sselodgen.txt

https://www.dropbox.com/scl/fi/b2bug03hrdcdw6fi1jd1s/SSELODGen_log.txt?rlkey=d7w8y6nlynilcokv61se6d634&st=h7w28p14&dl=0

Did not change how I did TexGen,DynDOLoD

ssexGenLod I did change

https://imgur.com/a/6XuMnDH

lod32 was 25 ( 25 was hat I used initially cause that what it defaulted too)

lod16 was 20 (20 was what I used initially cause that is what it defaulted too)

lod8 was 15 (15 was what I used initially cause that what it defaulted too

 

***found the unseen XXX had to click they where under off/on* stupid me

 

so will i rebuild lodgen with 550 for unseen see what happens

 

 

Edited by tsunami2311

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