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DynDOLOD 3.00 Alpha 169


sheson

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7 hours ago, soupdragon said:

Logs

Yep and I tried various mask rules including setting Lod Level 4 to Full and while it generates full model trunks the leaves or rather crowns are just the same lo res splurge they are with other other possible parameter I've tried with it

Read the first post which TexGen log and DynDOLOD debug log to also upload.The TexGen debug log just shows it being started and closed - as it is replaced every time, unlike the normal log which is appended to.
Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum how to report the actual problem and provide additional information with screenshots etc.

The DynDOLOD_SSE_Tree_Report.txt you upload shows, that billboards for only 3 trees and 4 3D LOD models were found.

https://dyndolod.info/Generation-Instructions
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.
Change options as desired. The defaults are fine for standard tree, object and dynamic LOD generation with DynDOLOD. Generate HD tree LOD billboards and rendered billboards for ultra tree LOD generation. 

The DynDOLOD_SSE_Tree_Report.tx shows that you set the tree mesh mask rule to use full model trees for LOD level 4 and none for the higher ones. Do not use full models for tree LOD. 

It is unclear what the problem with the crowns is, since no screenshots were provided.

7 hours ago, soupdragon said:

Anyone? I'm just curious if its intentional its fine I'll stay with Dyndolod 2.98 and its infinitely superior ultra tree crowns/leaves no problem.

"Flat models" must mean billboards or rendered trunks of hybrid 3D tree LOD models.

I already explained that 3D tree LOD models (that includes hybrid models) are used as LOD assets for ultra tree LOD and that billboards are rendered from tree full models.
Hybrid tree LOD models typically use only flat trunks rendered by TexGen (from the full model trunk) and the full crown / textures from the full model, though that can be different for 3rd party tree LOD models.

No comparison screenshots or logs from DynDOLOD 2.x were uploaded either.

Report the actual problem.

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I have a question on installing DynDOLOD 3.  I have seen videos from Gamerpoets on youtube about the command line arguments, like ~sse.  He says we no longer need to do that.  I have not seen any issues since I haven't.  DynDOLOD 3 has been amazing and getting better.  I have ran it a ton of times. Do we need to start adding that again for these latest updates?  Thanks again

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2 hours ago, Kansas72 said:

I have a question on installing DynDOLOD 3.  I have seen videos from Gamerpoets on youtube about the command line arguments, like ~sse.  He says we no longer need to do that.  I have not seen any issues since I haven't.  DynDOLOD 3 has been amazing and getting better.  I have ran it a ton of times. Do we need to start adding that again for these latest updates?  Thanks again

Please read the OP. It's explained there. Nothing at all has changed besides being prompted for the game mod if not set. The file must be renamed or the command line argument added per the game that applies to avoid the prompt.

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1 hour ago, Kansas72 said:

I have a question on installing DynDOLOD 3.  I have seen videos from Gamerpoets on youtube about the command line arguments, like ~sse.  He says we no longer need to do that.  I have not seen any issues since I haven't.  DynDOLOD 3 has been amazing and getting better.  I have ran it a ton of times. Do we need to start adding that again for these latest updates?  Thanks again

From first post:
If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode.

https://dyndolod.info/Installation-Instructions
Refer to the manual of the mod manager how to add executables, for example Mod Organizer, Vortex. If the tools are started without setting a Game Mode with a command line argument, a message window will prompt for the desired Game Mode. 

https://dyndolod.info/Help/Game-Mode
If DynDOLOD or TexGen is started without a game mode command line argument, select the desired game mode from the menu and click Start DynDOLOD or Start TexGen.

What in the https://dyndolod.info/Changelog prompts you to ask if you have to add the game mode as command line argument again other than FO4/FO4VR?

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On 5/21/2023 at 9:11 PM, sheson said:

Read the first post which log,  debug log and bugreport.txt if it exists to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum

See https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data
See https://dyndolod.info/FAQ "High memory usage / Out of memory"

It is unclear what process / action is actually running out of memory and what settings where changed.

Grass LOD is part of object LOD. LODGen can be restarted in expert mode, see https://dyndolod.info/Help/Expert-Mode

Sorry to get back to this so much later, was busy. I realize now that my load order in general is unstable in some places and I will try to iron that out first before worrying about grass LOD. Wouldn't make sense to waste your time with a broken load order. Sorry for the trouble. I'll be back if I still can't figure out how to get grass LOD working later.

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On 5/25/2023 at 5:00 AM, TwistedModding said:

Texgen is stuck everytime around the 4:50 mark and it gets stuck on either roaddetails01.dds or roaddetails02.dds. Never goes unresponsive, and no error message ever shows.

Logs.7z 597.5 kB · 1 download

Add LockTexconv=1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything where TexGen seems to be stuck or stopped.

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[02:36] here, same issue as TwistedModding. [06:06] with LockTexconv=1.

As far as I could tell, the moment the program loses focus it slams to a halt, so it has nothing to do with skyrim, or your load order itself.

Logs.7z Logs2.7z

EDIT: Visual Studio 2015, 2017, 2019, and 2022 x64 install suggestion from the TexConv error C0000005 thread fixed it.

It SHOULD have been already installed. It was, somehow, not. Microsoft Windows, everyone.

 

Edited by CyborgArmGUn
update
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2 hours ago, CyborgArmGUn said:

[02:36] here, same issue as TwistedModding. [06:06] with LockTexconv=1.

As far as I could tell, the moment the program loses focus it slams to a halt, so it has nothing to do with skyrim, or your load order itself.

Logs.7z 354.73 kB · 1 download Logs2.7z 368.93 kB · 1 download

EDIT: Visual Studio 2015, 2017, 2019, and 2022 x64 install suggestion from the TexConv error C0000005 thread fixed it.

It SHOULD have been already installed. It was, somehow, not. Microsoft Windows, everyone.

Was the C0000005 exception reported in the Window Event Log?

https://dyndolod.info/Downloads#Additional-Requirements

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TexGen simply closes itself without generating any error messages. I've tried many times even set the options to lower resolution, crash still happens when TexGen goes "creating textures". But for one time, it generated an error message says:

"Error: OpenGL: E:\Game Modding\DynDOLOD\TexGen_Output\Textures\dlc02\lod\dlc2dwewall01lod framebuffer objects unsupported."

And here are the bugreport and log files.

bugreport.txtTexGen_SSE_Debug_log.txtTexGen_SSE_log.txt

I looked into some earlier comments similar to my issue, so I checked windows event logs as well. The ModulePath were all the same. Here is the content:

Spoiler
- System
   
- Provider
      [ Name] Application Error
      [ Guid] {a0e9b465-b939-57d7-b27d-95d8e925ff57}
   
  EventID 1000
   
  Version 0
   
  Level 2
   
  Task 100
   
  Opcode 0
   
  Keywords 0x8000000000000000
   
- TimeCreated
      [ SystemTime] 2023-05-28T09:06:07.5429014Z
   
  EventRecordID 12842
   
  Correlation
   
- Execution
      [ ProcessID] 20400
      [ ThreadID] 13020
   
  Channel Application
   
  Computer DESKTOP-2O8QVT6
   
- Security
      [ UserID] S-1-5-21-2620332742-1496187481-122830528-1003
- EventData
    AppName TexGenx64.exe
    AppVersion 3.0.0.128
    AppTimeStamp 646a6e33
    ModuleName nvoglv64.dll
    ModuleVersion 31.0.15.3203
    ModuleTimeStamp 64674342
    ExceptionCode c0000005
    FaultingOffset 00000000015441ca
    ProcessId 0x4794
    ProcessCreationTime 0x1d991435d7ae30c
    AppPath E:\Game Modding\DynDOLOD\TexGenx64.exe
    ModulePath C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_91a2cdd03914725b\nvoglv64.dll
    IntegratorReportId bf28f699-e56b-4d57-a0c2-f17bdc3415b5
    PackageFullName  
    PackageRelativeAppId  

I thought maybe it's because I haven't updated my Nvidia driver to the latest version, thus I updated it, but the problem is still unsolved. TexGen keeps crashing everytime without generating messages. I don't know what to do now.

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Hi All,

Just seen the discussion about the crash topic. and i face the same when using texgen (no log file stored in dyndolod3/logs) but a system event (application) with the following informations:

- <System>
  <Provider Name="Application Error" />
  <EventID Qualifiers="0">1000</EventID>
  <Version>0</Version>
  <Level>2</Level>
  <Task>100</Task>
  <Opcode>0</Opcode>
  <Keywords>0x80000000000000</Keywords>
  <TimeCreated SystemTime="2023-05-28T09:19:06.1638733Z" />
  <EventRecordID>73092</EventRecordID>
  <Correlation />
  <Execution ProcessID="0" ThreadID="0" />
  <Channel>Application</Channel>
  <Computer>DEATHSTAR-WIN</Computer>
  <Security />
  </System>
- <EventData>
  <Data>TexGenx64.exe</Data>
  <Data>3.0.0.123</Data>
  <Data>644a3f31</Data>
  <Data>nvoglv64.dll</Data>
  <Data>31.0.15.3179</Data>
  <Data>64480cf6</Data>
  <Data>c0000005</Data>
  <Data>00000000015441ca</Data>
  <Data>31c8</Data>
  <Data>01d991434aca6f3b</Data>
  <Data>E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe</Data>
  <Data>C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll</Data>
  <Data>936cb8e8-72dd-455f-ac78-43f3d49c76f6</Data>
  <Data />
  <Data />
  </EventData>
  </Event>
 
In practice, my PC has 32 Gbytes RAM and an nvidia geforce 1050 TI (4 Gb) .
Parameters:

[TexGen]
Notice=0
RenderThreads=2
CreateMod=0
MaxTextureSize=16384
ForceComplexGrass=1
TreeNormalMaps=0
BillboardDiscardRatio=0.01
BillboardMinWidthMulitplier=4
BillboardMinHeightMulitplier=4
MinTreeModelVolume=512
MinGrassModelVolume=64
MinTreeModelHeight=256
MinGrassModelHeight=32
TreeModelHeightMultiplier=1.7
GrassModelHeightMultiplier=1.0
RenderModelHeightMultiplier=1.85
UseMipmaps=1
BleedToTransparent=1
MaxMultiSamples=16
TreeMSAlphaThreshold=96
GrassMSAlphaThreshold=112
ObjectMSAlphaThreshold=96
AlphaCoverage=0
ACAlphaThreshold=255
TreeMaxSuperSamples=0
GrassMaxSuperSamples=0
ObjectMaxSuperSamples=0
SSAlphaThreshold=128
SSRenderAlpha=0
SSBlendAlpha=0

 

I face the same issue with renderThreads=1

And same issue with the latest version of dyndolod

Hope this could help you !

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for your information, same kind of crash with build 128.

Nom de l’application défaillante TexGenx64.exe, version : 3.0.0.128, horodatage : 0x646a6e33
Nom du module défaillant : nvoglv64.dll, version : 31.0.15.3179, horodatage : 0x64480cf6
Code d’exception : 0xc0000005
Décalage d’erreur : 0x00000000015441ca
ID du processus défaillant : 0xb74
Heure de début de l’application défaillante : 0x01d991516faea18c
Chemin d’accès de l’application défaillante : E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe
Chemin d’accès du module défaillant: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll
ID de rapport : 37adcc0d-fd11-4fbf-9230-c4f1fc642df1

Nvidia driver version: 531.79 (updated 2 weeks ago).

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2 hours ago, Dsange said:

TexGen simply closes itself without generating any error messages. I've tried many times even set the options to lower resolution, crash still happens when TexGen goes "creating textures". But for one time, it generated an error message says:

"Error: OpenGL: E:\Game Modding\DynDOLOD\TexGen_Output\Textures\dlc02\lod\dlc2dwewall01lod framebuffer objects unsupported."

And here are the bugreport and log files.

bugreport.txt 411.79 kB · 0 downloads TexGen_SSE_Debug_log.txt 539.27 kB · 0 downloads TexGen_SSE_log.txt 136.84 kB · 0 downloads

I looked into some earlier comments similar to my issue, so I checked windows event logs as well. The ModulePath were all the same. Here is the content:

  Reveal hidden contents

I thought maybe it's because I haven't updated my Nvidia driver to the latest version, thus I updated it, but the problem is still unsolved. TexGen keeps crashing everytime without generating messages. I don't know what to do now.

Add RenderSingle=1 under [TexGen] in E:\Game Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference.

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1 hour ago, Thorg said:

Hi All,

Just seen the discussion about the crash topic. and i face the same when using texgen (no log file stored in dyndolod3/logs) but a system event (application) with the following informations:

- <System>
  <Provider Name="Application Error" />
  <EventID Qualifiers="0">1000</EventID>
  <Version>0</Version>
  <Level>2</Level>
  <Task>100</Task>
  <Opcode>0</Opcode>
  <Keywords>0x80000000000000</Keywords>
  <TimeCreated SystemTime="2023-05-28T09:19:06.1638733Z" />
  <EventRecordID>73092</EventRecordID>
  <Correlation />
  <Execution ProcessID="0" ThreadID="0" />
  <Channel>Application</Channel>
  <Computer>DEATHSTAR-WIN</Computer>
  <Security />
  </System>
- <EventData>
  <Data>TexGenx64.exe</Data>
  <Data>3.0.0.123</Data>
  <Data>644a3f31</Data>
  <Data>nvoglv64.dll</Data>
  <Data>31.0.15.3179</Data>
  <Data>64480cf6</Data>
  <Data>c0000005</Data>
  <Data>00000000015441ca</Data>
  <Data>31c8</Data>
  <Data>01d991434aca6f3b</Data>
  <Data>E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe</Data>
  <Data>C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll</Data>
  <Data>936cb8e8-72dd-455f-ac78-43f3d49c76f6</Data>
  <Data />
  <Data />
  </EventData>
  </Event>
 
In practice, my PC has 32 Gbytes RAM and an nvidia geforce 1050 TI (4 Gb) .
Parameters:

[TexGen]
Notice=0
RenderThreads=2
CreateMod=0
MaxTextureSize=16384
ForceComplexGrass=1
TreeNormalMaps=0
BillboardDiscardRatio=0.01
BillboardMinWidthMulitplier=4
BillboardMinHeightMulitplier=4
MinTreeModelVolume=512
MinGrassModelVolume=64
MinTreeModelHeight=256
MinGrassModelHeight=32
TreeModelHeightMultiplier=1.7
GrassModelHeightMultiplier=1.0
RenderModelHeightMultiplier=1.85
UseMipmaps=1
BleedToTransparent=1
MaxMultiSamples=16
TreeMSAlphaThreshold=96
GrassMSAlphaThreshold=112
ObjectMSAlphaThreshold=96
AlphaCoverage=0
ACAlphaThreshold=255
TreeMaxSuperSamples=0
GrassMaxSuperSamples=0
ObjectMaxSuperSamples=0
SSAlphaThreshold=128
SSRenderAlpha=0
SSBlendAlpha=0

 

I face the same issue with renderThreads=1

And same issue with the latest version of dyndolod

Hope this could help you !

Read the first post which log, debug log and bugreport.txt to upload when making posts.

Try the same INI setting as I suggested above.

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