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Posted (edited)
On 7/24/2022 at 2:41 AM, sheson said:

I moved your posts to the DynDOLOD 3 Alpha thread. For future reference, read the first post where to post, which entire log and debug log to upload when making posts and to search this thread for similar problems. https://stepmodifications.org/forum/search/?q=texgen opengl memory&quick=1&type=forums_topic&item=16796

TexGen does not really use .Net, so it seems likely that the reboot cleared up the resources being used by several processes. Resources like video memory are controlled by the OS/drivers - which is what is telling TexGen it can not have any more memory.

i literally posted a link to the search for similar problems in the post . memory wasnt the only problem, just the first. the main error that kept popping up was framebuffer object unsupported, which there are literally no results for. i also did skim the op, but i didnt see the logs required, so thanks. 

That being said, since i suppose this is the place as texgen is part of dyndolod 3 alpha - texgen, as far as i can tell, is completely ignoring my configuration files. at least, when it opens, they are not listed in configurations loaded, and if i build in dyndolod anyways some models of grass lods are still missing

i followed the instructions here:

https://dyndolod.info/Help/TexGen-Configuration

to make a configuration file to force billboard generation i placed it in the dydndolod resources mod folder so it's loaded in \Data\DynDOLOD when texgen is launched through mo2

i have tried various naming conventions. first i tried 

DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

this did not work

then i saw that texgen is loading SSE configuration files, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

then i tried removing the spaces, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

also DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

i tried placing it in dyndolod\Edit Scripts\DynDOLOD\Configs

https://drive.google.com/file/d/1h3BMCRFlIcHG-RBV635KD3fyve1Vj4bo/view?usp=sharing - TexGen_TES5VR_log.txt

https://drive.google.com/file/d/1grRI0AbDvP-5h1m4331Gt4VOq4sXer3T/view?usp=sharing  - TexGen_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1xtfh3yqUgzK_wiTjM1r7t-gmAmTF_hpg/view?usp=sharing - DynDOLOD_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1mGE8TN7-C7cCLFTuuDWKBnrK4GSMIZFQ/view?usp=sharing - DynDOLOD_TES5VR_log.txt

https://drive.google.com/file/d/1XnTr0xcfBU_yFyB2lfa_6-Crz-XuedYh/view?usp=sharing - Bugreport.txt - i had some issues with processlasso probalance throttling dyndolod before, that was fixed, but there might be some stuff in here about that

i cleared most of these before the most recent run - but some of them were still too big to be uploaded here or to pastebin

i know grass lods arent supported in vr but it does the same thing in se. either texgen is not making billboards or dyndolod isnt using them

https://drive.google.com/file/d/1l-0tNEFCuEYiKBABHSd8uGILF1FynaQ2/view?usp=sharing - DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp.txt

tldr - some grass doesnt have billboards. made configuration files to force billboard creation. configuration is completely ignored

Edited by tooandrew
Posted
7 hours ago, tooandrew said:

i literally posted a link to the search for similar problems in the post . memory wasnt the only problem, just the first. the main error that kept popping up was framebuffer object unsupported, which there are literally no results for. i also did skim the op, but i didnt see the logs required, so thanks. 

That being said, since i suppose this is the place as texgen is part of dyndolod 3 alpha - texgen, as far as i can tell, is completely ignoring my configuration files. at least, when it opens, they are not listed in configurations loaded, and if i build in dyndolod anyways some models of grass lods are still missing

i followed the instructions here:

https://dyndolod.info/Help/TexGen-Configuration

to make a configuration file to force billboard generation i placed it in the dydndolod resources mod folder so it's loaded in \Data\DynDOLOD when texgen is launched through mo2

i have tried various naming conventions. first i tried 

DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

this did not work

then i saw that texgen is loading SSE configuration files, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr - Grass and Landscape Overhaulesp

then i tried removing the spaces, so 

DynDOLOD_SSE_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

also DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp

i tried placing it in dyndolod\Edit Scripts\DynDOLOD\Configs

https://drive.google.com/file/d/1h3BMCRFlIcHG-RBV635KD3fyve1Vj4bo/view?usp=sharing - TexGen_TES5VR_log.txt

https://drive.google.com/file/d/1grRI0AbDvP-5h1m4331Gt4VOq4sXer3T/view?usp=sharing  - TexGen_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1xtfh3yqUgzK_wiTjM1r7t-gmAmTF_hpg/view?usp=sharing - DynDOLOD_TES5VR_Debug_log.txt

https://drive.google.com/file/d/1mGE8TN7-C7cCLFTuuDWKBnrK4GSMIZFQ/view?usp=sharing - DynDOLOD_TES5VR_log.txt

https://drive.google.com/file/d/1XnTr0xcfBU_yFyB2lfa_6-Crz-XuedYh/view?usp=sharing - Bugreport.txt - i had some issues with processlasso probalance throttling dyndolod before, that was fixed, but there might be some stuff in here about that

i cleared most of these before the most recent run - but some of them were still too big to be uploaded here or to pastebin

i know grass lods arent supported in vr but it does the same thing in se. either texgen is not making billboards or dyndolod isnt using them

https://drive.google.com/file/d/1l-0tNEFCuEYiKBABHSd8uGILF1FynaQ2/view?usp=sharing - DynDOLOD_TES5VR_TexGen_Billboards_Folkvangr-GrassandLandscapeOverhaulesp.txt

tldr - some grass doesnt have billboards. made configuration files to force billboard creation. configuration is completely ignored

As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files.

Conveniently the debug log shows the lines for the possible stitched object LOD textures  configuration files for every plugin:

[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>

The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location.
Replacing the noalpha/alpha/copy with "Billboards" results in the required filename:
DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod.

Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds

If grass LOD generation is incomplete see  https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List

Posted (edited)
3 hours ago, sheson said:

As explained in the documentation for TexGen configuration files every non-alpha numeric character needs to be stripped from the plugin filename. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

As explained at https://dyndolod.info/Mods/Skyrim-VR, Skyrim VR uses the SSE game mode identifier for settings, configs and rules files.

Conveniently the debug log shows the lines for the possible stitched object LOD textures  configuration files for every plugin:


[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>
[00:04] [TexGenLoadConfigs] <Debug: Looking for C:\skyrimvr\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_folkvangrandoriginsofforestgrasspatchesp.txt>

The ones that start with DynDOLOD\ are looked for the in the game's data folder. Always use that location.
Replacing the noalpha/alpha/copy with "Billboards" results in the required filename:
DynDOLOD_SSE_TexGen_Billboards_folkvangrandoriginsofforestgrasspatchesp.txt to put into the the games data DynDOLOD folder, e.g. with the mod.

Always recalculate the object bounds with CK so stuff is picked up automatically. https://dyndolod.info/Help/Object-Bounds

If grass LOD generation is incomplete see  https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#No-Grass-LOD-Check-List

I got the billboard generation to work but it still doesnt appear in game with a new dyndolod build. Regenerated grass cache to no avail.

Edit: just saw the thing about object bounds in the other thread. Will try setting that up tomorrow

Edit2: forgive how dense i am. My reading comprehension is clearly not what it once was

Edited by tooandrew
Posted

How should I go about troubleshooting this issue: textures/lod/mountainslablod.dds generated by TexGen doesn't match the full model textures at all.

Relevant excerpt of load order (next overwrites previous):

  • DynDOLOD Resources Alpha 27
  • Majestic Mountains
  • Majestic Mountains DynDOLOD 3 LOD Pack
  • TexGen Output

mountainslablod.dds as generated byTexGen is overwriting MM DynDOLOD 3 LOD Pack's version (which itself looks good and matches the full model textures), and is looking like a brighter version of DynDOLOD Resources Alpha's vanilla texture.

TexGen's debug log tells me:

Creating <path>\TexGen_Output\textures\lod\mountainslablod.dds from 9 textures

I don't know where to go from there. Before you ask: yes, TexGen is run with the same load order as above and same as used in-game.

Also noteworthy, for example with meshes/lod/rockl05_lod_0.nif:

  • DynDOLOD Resources's version uses the full model texture textures/landscape/mountains/mountainslab02.dds and it looks correct in NifSkope.
  • MM DynDOLOD 3 LOD Pack's version uses the lod texture textures/lod/mountainslablod.dds and it looks wrong in NifSkope (due to the texture mismatch and overwriting by TexGen).

There are related, repeated questions on the MM comments section that remain unanswered. Could we perhaps get a definitive answer:

  • Is MM DynDOLOD 3 LOD Pack still relevant and up to date, or is it obsolete and should no longer be used?
  • Which should overwrite what between DynDOLOD Resources Alpha and MM DynDOLOD 3 LOD Pack?

Full DynDOLOD logs here: https://drive.google.com/file/d/1FRT_3cHSuexygEYiytyw-5RTk3SHhH4L/view?usp=sharing

Thanks.

Posted
3 hours ago, Mousetick said:

How should I go about troubleshooting this issue: textures/lod/mountainslablod.dds generated by TexGen doesn't match the full model textures at all.

Relevant excerpt of load order (next overwrites previous):

  • DynDOLOD Resources Alpha 27
  • Majestic Mountains
  • Majestic Mountains DynDOLOD 3 LOD Pack
  • TexGen Output

mountainslablod.dds as generated byTexGen is overwriting MM DynDOLOD 3 LOD Pack's version (which itself looks good and matches the full model textures), and is looking like a brighter version of DynDOLOD Resources Alpha's vanilla texture.

TexGen's debug log tells me:


Creating <path>\TexGen_Output\textures\lod\mountainslablod.dds from 9 textures

I don't know where to go from there. Before you ask: yes, TexGen is run with the same load order as above and same as used in-game.

Also noteworthy, for example with meshes/lod/rockl05_lod_0.nif:

  • DynDOLOD Resources's version uses the full model texture textures/landscape/mountains/mountainslab02.dds and it looks correct in NifSkope.
  • MM DynDOLOD 3 LOD Pack's version uses the lod texture textures/lod/mountainslablod.dds and it looks wrong in NifSkope (due to the texture mismatch and overwriting by TexGen).

There are related, repeated questions on the MM comments section that remain unanswered. Could we perhaps get a definitive answer:

  • Is MM DynDOLOD 3 LOD Pack still relevant and up to date, or is it obsolete and should no longer be used?
  • Which should overwrite what between DynDOLOD Resources Alpha and MM DynDOLOD 3 LOD Pack?

Full DynDOLOD logs here: https://drive.google.com/file/d/1FRT_3cHSuexygEYiytyw-5RTk3SHhH4L/view?usp=sharing

Thanks.

Have you by chance disabled or renamed the MajesticMountains_Landscape.esm file? Because that's your issue, if so. TexGen contains special rules to handle Majestic Mountains that are loaded when that plugin is enabled.

Posted

My guess is that it's dependent upon the MM version being used. the texture looks right, but the tone looks different. I assume what comes with MM is Darkside or default. I use Lightside, so the texture is lighter, but it looks same with same file name:

image.png

My TexGen one (right) matches the tone of Lightside, but the left one (from the MM LOD pack) does not.

image.png

Never noticed that this texture has 'M M' in the rock :P

PS: I keenly await a response and evaluation of this, because I recall being confused by the MM LOD pack at one point, and I'm way too lazy right now to troubleshoot.

Posted
17 hours ago, sheson said:

im stumped. all the grass has object bounds via ck now, texgen has configuration files, all the billboards are showing up in texgen preview and it's still not displaying in game. some kinds of grass goes out as far as the eye can see, others pop up as i approach.  i tried disabling ignorelargebillboards, i tried halving the MinGrassModelHeight and  MinGrassModelVolume

i wanted to add GRAS to basesignatures but dyndolod errors out when i do that.

also at one point it made a dyndolod.esm that had ai-overhaul.esp as a master, so that's weird.

when i recal'd bounds with ck it said some of them did not have normal maps https://pastebin.com/u7CPVTS2 - could this be why?  does anyone have any more ideas or am i just crap out of luck on this one?

Posted
2 hours ago, DoubleYou said:

Have you by chance disabled or renamed the MajesticMountains_Landscape.esm file? Because that's your issue, if so. TexGen contains special rules to handle Majestic Mountains that are loaded when that plugin is enabled.

Thanks for the tip. MajesticMountains_Landscape.esm is enabled at all times and has not been renamed.

 

42 minutes ago, z929669 said:

My guess is that it's dependent upon the MM version being used. the texture looks right, but the tone looks different. I assume what comes with MM is Darkside or default. I use Lightside, so the texture is lighter, but it looks same with same file name:

image.png

My TexGen one (right) matches the tone of Lightside, but the left one (from the MM LOD pack) does not.

MM LOD Pack's FOMOD has options for 'Main' (normal), Darkside and Lightside to go along with the full model textures in the main mod. You may have chosen different options between the two?

Here are my mountainslablod.dds, DynDOLOD Resources > MM LOD Pack > TexGen:

image.pngimage.pngimage.png

Posted
1 hour ago, Mousetick said:

Thanks for the tip. MajesticMountains_Landscape.esm is enabled at all times and has not been renamed.

 

MM LOD Pack's FOMOD has options for 'Main' (normal), Darkside and Lightside to go along with the full model textures in the main mod. You may have chosen different options between the two?

Here are my mountainslablod.dds, DynDOLOD Resources > MM LOD Pack > TexGen:

image.pngimage.pngimage.png

You were correct. I had tested the diffs over a year ago and never changed back to Lightside/ Wow. Never noticed this in game, lol.

Here's mine, same order:

image.pngimage.pngimage.png

I have the same LO as you  (with my full mod list aside)

Obviously, the LOD texture has no bearing on TexGen. I'm really not well versed on how DynDOLOD works with these resources.

Posted
1 hour ago, DoubleYou said:

Hmmm.... Mine matches nearly perfectly (close enough that you would never be able to tell). Perhaps rerun TexGen? 

Good for you :) I've had this issue for some time and have run several versions of TexGen since it started. Anyway I just reran it now just in case. No improvement, but I confirmed that the config files are loaded:

Loading configuration files
	...
	<path>\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt
	<path>\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_majesticmountains_landscapeesm.txt
	...

 

Posted
10 hours ago, Mousetick said:

How should I go about troubleshooting this issue: textures/lod/mountainslablod.dds generated by TexGen doesn't match the full model textures at all.

Relevant excerpt of load order (next overwrites previous):

  • DynDOLOD Resources Alpha 27
  • Majestic Mountains
  • Majestic Mountains DynDOLOD 3 LOD Pack
  • TexGen Output

mountainslablod.dds as generated byTexGen is overwriting MM DynDOLOD 3 LOD Pack's version (which itself looks good and matches the full model textures), and is looking like a brighter version of DynDOLOD Resources Alpha's vanilla texture.

TexGen's debug log tells me:


Creating <path>\TexGen_Output\textures\lod\mountainslablod.dds from 9 textures

I don't know where to go from there. Before you ask: yes, TexGen is run with the same load order as above and same as used in-game.

Also noteworthy, for example with meshes/lod/rockl05_lod_0.nif:

  • DynDOLOD Resources's version uses the full model texture textures/landscape/mountains/mountainslab02.dds and it looks correct in NifSkope.
  • MM DynDOLOD 3 LOD Pack's version uses the lod texture textures/lod/mountainslablod.dds and it looks wrong in NifSkope (due to the texture mismatch and overwriting by TexGen).

There are related, repeated questions on the MM comments section that remain unanswered. Could we perhaps get a definitive answer:

  • Is MM DynDOLOD 3 LOD Pack still relevant and up to date, or is it obsolete and should no longer be used?
  • Which should overwrite what between DynDOLOD Resources Alpha and MM DynDOLOD 3 LOD Pack?

Full DynDOLOD logs here: https://drive.google.com/file/d/1FRT_3cHSuexygEYiytyw-5RTk3SHhH4L/view?usp=sharing

Thanks.

A TexGen config for Beyond Reach overwrites the TexGen config for Majestic Mountains. For now sort MajesticMountains_Landscape.esm to load after arnima.esm so that the TexGen config for Majestic Mountains takes precedence, too.

I will look more into it, but there is nothing  else you need to do about it.

The DynDOLOD documentation https://dyndolod.info/Mods/Majestic-Mountains answers your two questions about the DynDOLOD V3.0 LOD Pack I created:
Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE.

Posted
4 hours ago, tooandrew said:

im stumped. all the grass has object bounds via ck now, texgen has configuration files, all the billboards are showing up in texgen preview and it's still not displaying in game. some kinds of grass goes out as far as the eye can see, others pop up as i approach.  i tried disabling ignorelargebillboards, i tried halving the MinGrassModelHeight and  MinGrassModelVolume

i wanted to add GRAS to basesignatures but dyndolod errors out when i do that.

also at one point it made a dyndolod.esm that had ai-overhaul.esp as a master, so that's weird.

when i recal'd bounds with ck it said some of them did not have normal maps https://pastebin.com/u7CPVTS2 - could this be why?  does anyone have any more ideas or am i just crap out of luck on this one?

Go through the No Grass LOD Check List from https://dyndolod.info/Help/Grass-LOD instead of doing all these weird things.

If "some kinds of grass goes out as far as the eye can see, others pop up as i approach", that either means those grasses that pop-up have no grass LOD billboards or they are not part of the grass cache.

I would assume you should have no problem to identify which grass models/base records/form IDs are missing from the grass LOD to see if their grass LOD billboards exist in the load order and if they show up in the files the No Grass LOD Check List suggests to check etc.

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