Jump to content

Recommended Posts

Posted (edited)

If you narrowed it down to a single file you can alays upload it for me to check what is wrong with it and what might have caused it.

 

Hi Sheson,

 

Upon redoing terrain lod like 10 times, the crash occured again. I did a binary search and traced the CTD down to a single faulty DDS file (mega link). Loading the whole xLODGen terrain ouput without this file into my game does not result in a crash, this single file crashes every time.

 

Here are crash logs from the Netscript Framework in case they help you:

 

https://textuploader.com/1e3ub

https://textuploader.com/1e3u3

 

I already tried loading the DDS file in GIMP myself, I get this error: GIMP error. (sorry that it's german ^^)

 

I am very curious if you can find out if xLODGen creates this faulty file because something is wrong on my end, or if it is a weird rare bug. Because I am doing a landscape mod and don't wanna upload faulty stuff .. :( 

 

Thank you so much for taking the time to help me with this !!

 

EDIT: Forgot to mention: I am pretty sure there were no errors of any kind in the log after running xLODGen. I created 512 mb BC7 Max textures for all LOD levels (4,8,16,32). However, if i recall correctly, this problem also occured earlier when I used different texture formats (DXT1, 565), so it might not be a problem restricted to one format type

Edited by Dammal19
Posted (edited)

Hi Sheson,

 

Upon redoing terrain lod like 10 times, the crash occured again. I did a binary search and traced the CTD down to a single faulty DDS file (mega link). Loading the whole xLODGen terrain ouput without this file into my game does not result in a crash, this single file crashes every time.

 

Here are crash logs from the Netscript Framework in case they help you:

 

https://textuploader.com/1e3ub

https://textuploader.com/1e3u3

 

I already tried loading the DDS file in GIMP myself, I get this error: GIMP error. (sorry that it's german ^^)

 

I am very curious if you can find out if xLODGen creates this faulty file because something is wrong on my end, or if it is a weird rare bug. Because I am doing a landscape mod and don't wanna upload faulty stuff .. :( 

 

Thank you so much for taking the time to help me with this !!

 

EDIT: Forgot to mention: I am pretty sure there were no errors of any kind in the log after running xLODGen. I created 512 mb BC7 Max textures for all LOD levels (4,8,16,32). However, if i recall correctly, this problem also occured earlier when I used different texture formats (DXT1, 565), so it might not be a problem restricted to one format type

xLODGen exports textures uncompressed for the external Texconv tool to compress them.

 

Despite the texture having an issue, it does load in irfranview.

 

It is very unlikely for texconv not to print an error if it has a problem reading or writing a texture - which typically should be reported in the log. In that case, it seems more likely that the texture was corrupted afterwards. For example when outputting into game or mod manager folders, or if antivir checks the file afterwards.

 

Double check the log.

 

565 will not work in Windows 7.

 

Generate the same file without compression (specific chunk in xLODGen), then no Texconv will be invoked.

 

Then manually convert the texture with texconv to the desired format, see what happens.

Edited by sheson
Posted (edited)

I'm on Windows 10, I am aware certain formats make Windows 7 crash.

 

It is unfortunate that I think it is not always the same texture that gets corrupted (maybe most of the time no texture at all), it can be anyone. Crashlog from earlier listed different texture than this one causing the crash. Makes it hard to troubleshoot and try to convert manually as you suggested. :-(

 

I added more exceptions to my antivirus, I just had xLODGen.. now i also added Textconv and pretty much the whole folder where xLODGen stuff is located in. Also added administrative rights to everything. If you say it is on my end I believe you. 

 

If i can find out more or if this solves it I can report back, so others know this can be problem. I will also thoroughly check the logs now, so I can ascertain whether there is an error or not when I come across that crash again with a new xLODGen output.

 

Thank you

Edited by Dammal19
  • 2 weeks later...
Posted

When I trying to generate terrain lod for a small chunk, xLodgen seems to run just fine but it doesn't output any new meshes. It did output new textures.

 

xLodgen - Pastebin.com

This log is from my latest attempt through mod organizer. I also tried just running the xLodgen without MO with the same result. 

 

I'm trying to generate terrain lod for a small chunk outside Windhelm, Tamriel Wordspace. Edited the landscape too much so the shape doesn't match the lod (textures are fine). The plugin esp editing the landscape is in my data folder. 

 

I noticed in the log it said some options file was missing.

[00:06] [Tamriel] No options file found: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\data\xLODGen\Edit Scripts\SSELODGen_Skyrim_Tamriel_Options.txt

 

Sorry if it's something obvious I've missed, it's my first time using this. 

Posted

When I trying to generate terrain lod for a small chunk, xLodgen seems to run just fine but it doesn't output any new meshes. It did output new textures.

 

xLodgen - Pastebin.com

This log is from my latest attempt through mod organizer. I also tried just running the xLodgen without MO with the same result. 

 

I'm trying to generate terrain lod for a small chunk outside Windhelm, Tamriel Wordspace. Edited the landscape too much so the shape doesn't match the lod (textures are fine). The plugin esp editing the landscape is in my data folder. 

 

I noticed in the log it said some options file was missing.

[00:06] [Tamriel] No options file found: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\data\xLODGen\Edit Scripts\SSELODGen_Skyrim_Tamriel_Options.txt

 

Sorry if it's something obvious I've missed, it's my first time using this. 

Do not install xLODGen into any game folders. Do not install xLODGen or the game into Program Files x86.

 

The log shows Tamriel.8.32.8.btr was generated. If the file can not be found in c:\XLODGenOutput\meshes\terrain\Tamriel\ it was removed afterwards by something else.

Posted

Do not install xLODGen into any game folders. Do not install xLODGen or the game into Program Files x86.

 

The log shows Tamriel.8.32.8.btr was generated. If the file can not be found in c:\XLODGenOutput\meshes\terrain\Tamriel\ it was removed afterwards by something else.

Thanks for replying! Had installed two xLODGens for some reason and MO was set to use the wrong one. Moved game outside program files as well. 

 

The cells I've edited landscape in are mainly 31,8 and 32, 8 and 32,7. Imgur: The magic of the Internet

 

If use 32,8 for the specific chunk, it outputs a btr file. Worked fine ingame as well.

If use 31, 8 or 32,7 it doesn't output a btr.

 

Do you know what the cause might be? Tried different dimension 4, 8 etc.

 

 

This one worked. (32,8)

xLodgen worked - Pastebin.com

 

This is what it looks like with no output.

xLodgen no output - Pastebin.com

Posted (edited)

Thanks for replying! Had installed two xLODGens for some reason and MO was set to use the wrong one. Moved game outside program files as well. 

 

The cells I've edited landscape in are mainly 31,8 and 32, 8 and 32,7. Imgur: The magic of the Internet

 

If use 32,8 for the specific chunk, it outputs a btr file. Worked fine ingame as well.

If use 31, 8 or 32,7 it doesn't output a btr.

 

Do you know what the cause might be? Tried different dimension 4, 8 etc.

 

 

This one worked. (32,8)

xLodgen worked - Pastebin.com

 

This is what it looks like with no output.

xLodgen no output - Pastebin.com

The LOD level 4 means 4x4 = 16 cells are covered by it, 8x8 = 64 cells and so on. Only chunks for valid coordinates (the lower left cell - which are part of the filename) are generated, obviously. The LOD system of the game does load files that do not fall on the 4x4, 8x8, 16x16, 32x32 grid.

 

Cell 32,7 is covered by 32,4 for LOD level 4 or 32,0 for LOD level 8.

Edited by sheson
Posted

The LOD level 4 means 4x4 = 16 cells are covered by it, 8x8 = 64 cells and so on. Only chunks for valid coordinates (the lower left cell - which are part of the filename) are generated, obviously. The LOD system of the game does load files that do not fall on the 4x4, 8x8, 16x16, 32x32 grid.

 

Cell 32,7 is covered by 32,4 for LOD level 4 or 32,0 for LOD level 8.

Okay, thanks. I think I got it now. Merry christmas!

Posted (edited)

Thank you so much for those tools and setup/informations!

 

I was able to generate seamless LOD for Vanilla using your default settings in first post and some minor tweaks on brightness and contrast. I can barely notice to the transition anymore on regular terrain.

 

Snow LOD is still slightly darker, although I did find a workaround to create lighter LOD using a snow mod such as nordic snow, which generates lighter LOD. One can then revert back to vanilla snow and the LOD will even be a bit brighter than the loaded cell!

 

Thank you for your work, now with DynDOLOD, we're on the road to true "no more pop-in" Skyrim...!

Edited by blessedmilkyway
Posted

Would there be a way to make the terrain LOD4 use the same files as the loaded cells, so there would be no terrain pop in anymore?

 

Is it what the "-1 no compression setting" is for?

Hovering over the quality setting says "Lower = Better / Larger Files, Higher = Worse / Smaller Files, -1 = No Optimization", which means the terrain LOD mesh is equal to the loaded cell.

A quality of 0 will virtually looks the same.

 

The loaded cells do not really use files. The terrain mesh is built on the fly.

Posted

Thank you for the clarifications. I'm not sure what you mean by "built on the fly" since the engine must be looking for some file to know what to show/render.

 

The LOD meshes are great as it is, especially with the protect borders feature, it's looking good even at the recommended 5 setting.

 

Using your #C0C0C0 noise.dds with minor tweaks on contrast/brightness also has made wonders.

 

The only "pop-in"/noticeable effect that remains is in the difference of the texture level of detail between the loaded cell and the LOD4...Is there a way to address this with the normal/diffuse size maybe?

 

I'd like to make a perfect match between the loaded cell's textures and the LOD4's ones.

 

I'd like to use the chunk feature as well so I could test all this faster, but I don't know how to scope the cell's coordinate in-game.

Posted

Thank you for the clarifications. I'm not sure what you mean by "built on the fly" since the engine must be looking for some file to know what to show/render.

 

The LOD meshes are great as it is, especially with the protect borders feature, it's looking good even at the recommended 5 setting.

 

Using your #C0C0C0 noise.dds with minor tweaks on contrast/brightness also has made wonders.

 

The only "pop-in"/noticeable effect that remains is in the difference of the texture level of detail between the loaded cell and the LOD4...Is there a way to address this with the normal/diffuse size maybe?

 

I'd like to make a perfect match between the loaded cell's textures and the LOD4's ones.

 

I'd like to use the chunk feature as well so I could test all this faster, but I don't know how to scope the cell's coordinate in-game.

The terrain height data is stored in a special way on the LAND records. From that data the engine builds a mesh every time a cell is loaded.

 

There are no settings that can change the abysmal circular terrain texture fading inside the loaded cells. That will probably require require changing the shader that is used to splat (layer) the full terrain textures.

 

Use DynDOLOD SkyUI MCM You Are Here. It will tell you the the LOD file names/coords.

Posted (edited)
Hmm I don't know anymore :
 
1) - I did a specific chunk at 2k with your recommend settings and +2/+2 brightness/contrast => perfect LOD, no difference (using STEP mod list)
 
- then I did a full map 2k and the LOD was slightly different again (checked with the cell where I previously had a perfect LOD, and it had changed)
 
Then I noticed different LOD levels seems to be blended together as we move around, there is a sort of transition/blending effect, so I'm wondering if this has to do with the change I noticed?
 
2) For the snow, I generate LOD using nordic snow mod, then disable the mod and its just perfect. So that's one way to have terrain LOD and snow LOD matching finally.
 
3) I got the "perfect" LOD using the STEP build, which seems to have specific ground texture which is better suited. I tried my settings for Vanilla and Cathedral Landscapes at 4k LOD4, and there is still a difference due to how the texture details/tiling are made in those mods.
 
So I guess one easy way to eradicate texture difference is also to use a landscape textures that have somewhat not too defined groundcovers to begin with. 
 
Even with Vanilla and Cathedral, the LODs were still way better than anything I've seen on the nexus so far, so that would be indeed a great step up for those using those mods, but still I'm baffled by 1) and the problem is 2K full map takes a long time to render so it's difficult to further test this.
 
Thank you, I'm going to generate some more and see if I can refine.

The terrain height data is stored in a special way on the LAND records. From that data the engine builds a mesh every time a cell is loaded.

 

There are no settings that can change the abysmal circular terrain texture fading inside the loaded cells. That will probably require require changing the shader that is used to splat (layer) the full terrain textures.

 

Use DynDOLOD SkyUI MCM You Are Here. It will tell you the the LOD file names/coords.

Thank you I found out about "Where in Oblivion Am i" mod in the meantime and it did the trick for cells coordinate.
 
What you say about circular fading could be the issue I ran into when fully rendering 2K. There is a way cell and LODs blend that seem to mess up with my "specific chunk" setup.
 
EDIT : Could be that I fully rendered 2K on LOD4 only and 512 for LOD8/16, therefore the resolution change is a bit too big and the blending messes up the LOD4 too badly...? I'll try 2k/1k and report
Edited by blessedmilkyway
Posted

Also, any reason as to why generating LOD makes the darks darker (even after using brightness/noise correction)?

 

I can get the Lod to match the loaded cell pretty well except for the dark tones. They seem to be overdone for some reason.

 

Not talking about overall darker tone that we can correct with noise.dds/brightness, but specificaly dark greens for example who end up still being over darkened so to speak.

 

Could this have to do with the format? Or just the algorithm that changes the colors?

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.