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DynDOLOD 3.00 Alpha 169


sheson

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1 hour ago, Blackread said:

Here are the logs: https://mega.nz/file/kC8BiLpD#Sa6Me1XBwKPjuWPSlciYokVo5SE55OgmeU8yaFMqjZc

By the way, out of interest I tried the output from this run and couldn't find any stuck glow LOD anywhere.

Can you test if happens if you generate Tamriel + Solstheim only? You do not need to check object/tree LOD, just dynamic LOD and keep the fake light options to make things go a bit quicker. If not, test with all worldspaces again.
Once know which one, do the same worldspace selection with the test version as well, and upload the logs.

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11 hours ago, sheson said:

Are you sure there are no Texconv processes listed in task manager? You might need to unfold TexGen or enable a show all option.

Have you tried with RenderSingle=1 and LockTexconv=0?

I'm trying this now, usually there are processes though they just have no usage. I've been leaving texgen running around 45 minutes while testing your suggestions and up until literally 3 days ago it's usually taken a maximum of 15 minutes to run so I've assumed it was just not working. 

I'll get back to you with the results, thanks again I appreciate your help :)

 

EDIT: It's stuck on sstonebase01lod.dds again and there's a texture conversion command line process hanging with no cpu or disk usage, just 11mb of ram usage. I'll wait and see if it changes.

Edited by pentapox
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29 minutes ago, pentapox said:

I'm trying this now, usually there are processes though they just have no usage. I've been leaving texgen running around 45 minutes while testing your suggestions and up until literally 3 days ago it's usually taken a maximum of 15 minutes to run so I've assumed it was just not working. 

I'll get back to you with the results, thanks again I appreciate your help :)

 

EDIT: It's stuck on sstonebase01lod.dds again and there's a texture conversion command line process hanging with no cpu or disk usage, just 11mb of ram usage. I'll wait and see if it changes.

Normally TexGen should not take more than a few minutes.

If you terminate that texconv in task manager, TexGen should have a related message and stop.
This happens regardless of LockTexconv=1 or 0?

Download latest texconv from https://github.com/Microsoft/DirectXTex/wiki/Texconv
Open a command prompt (Windows Key + R, cmd, Enter) to where you downloaded that texconv version and run it by typing its file name.
I am interested in what it lists for feature level and adapter at end if its output.

Typically the best/only video card should be adapter 0:
In case it is not 0, add TexconvAdapterIndex=X under [TexGen] in the TexGen_SSE.INI. Set x to the adapter level.
If the best/only graphics card is adapter 0 already or setting it to another level does not change anything, set TexconvAdapterIndex=-1 to disable GPU usage to see if that runs through.

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1 hour ago, sheson said:

Can you test if happens if you generate Tamriel + Solstheim only? You do not need to check object/tree LOD, just dynamic LOD and keep the fake light options to make things go a bit quicker. If not, test with all worldspaces again.
Once know which one, do the same worldspace selection with the test version as well, and upload the logs.

With Tamriel+Solstheim only I saw the glow objects again.

Here are the logs for the run with Alpha-128: https://mega.nz/file/8KUliL7K#KMpnilaom0i1mixB2dyeCEoZzy0vPM7hhdIV_mkTCXM

And here are the logs for the run with the test version: https://mega.nz/file/BGMjSSTL#9ollcacv56J8TjpsGI4T0QetZl1n2gE9W2wCb242UOc

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37 minutes ago, sheson said:

Normally TexGen should not take more than a few minutes.

If you terminate that texconv in task manager, TexGen should have a related message and stop.
This happens regardless of LockTexconv=1 or 0?

Download latest texconv from https://github.com/Microsoft/DirectXTex/wiki/Texconv
Open a command prompt (Windows Key + R, cmd, Enter) to where you downloaded that texconv version and run it by typing its file name.
I am interested in what it lists for feature level and adapter at end if its output.

Typically the best/only video card should be adapter 0:
In case it is not 0, add TexconvAdapterIndex=X under [TexGen] in the TexGen_SSE.INI. Set x to the adapter level.
If the best/only graphics card is adapter 0 already or setting it to another level does not change anything, set TexconvAdapterIndex=-1 to disable GPU usage to see if that runs through.

this is the log that shows up with both texconv settings when killing the texconv process

fcd4f99d03d8d9075e30a13f7fa3ceaf.png

this is the details you wanted from cmd

b42199835717a410bb39d3750821860e.png

i tested with texconvadapterindex=0, i'm gonna test at -1 and see if it works.

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14 minutes ago, pentapox said:

this is the log that shows up with both texconv settings when killing the texconv process

fcd4f99d03d8d9075e30a13f7fa3ceaf.png

this is the details you wanted from cmd

b42199835717a410bb39d3750821860e.png

i tested with texconvadapterindex=0, i'm gonna test at -1 and see if it works.

Tested it with -1, stuck at sstonebase01lod.dds again. 

EDIT: Nevermind! It worked!

Edited by pentapox
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9 minutes ago, Blackread said:

With Tamriel+Solstheim only I saw the glow objects again.

Here are the logs for the run with Alpha-128: https://mega.nz/file/8KUliL7K#KMpnilaom0i1mixB2dyeCEoZzy0vPM7hhdIV_mkTCXM

And here are the logs for the run with the test version: https://mega.nz/file/BGMjSSTL#9ollcacv56J8TjpsGI4T0QetZl1n2gE9W2wCb242UOc

The odd thing is that I can not replicate it with just Better Tel Mithryn and Lux. 

in any case, the logs from the test version show that it is not happening anymore. So this means it should be fixed in next version. The output of the test version will incomplete in regards to the parent/child work copies though.

If you are actually playing and want to have working output, use Alpha 128, generate Solstheim in its own session (or maybe all but Tamriel), install and activate and then update the remaining wordspaces in a second session.

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8 minutes ago, pentapox said:

Tested it with -1, stuck at sstonebase01lod.dds again. 

EDIT: Nevermind! It worked!

Great.

I wonder if there is anything different with this version of https://mega.nz/file/gMoD3Cwa#E-sZiAi_dbdzzXNhGJBuQRcQslsPSkCcmfCTx5LNA6M
Remove or set TexconvAdapterIndex=0. Download and replace ..\DynDOLOD\Edit Scripts\Texconvx64.exe, run TexGen.

If the same problem happens, just set TexconvAdapterIndex=-1 again to disable GPU usage. You probably want to add the line under [DynDOLOD] in DynDOLOD_SSE.ini as well in case DynDOLOD stops waiting for Texconv forever as well.

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10 minutes ago, sheson said:

Great.

I wonder if there is anything different with this version of https://mega.nz/file/gMoD3Cwa#E-sZiAi_dbdzzXNhGJBuQRcQslsPSkCcmfCTx5LNA6M
Remove or set TexconvAdapterIndex=0. Download and replace ..\DynDOLOD\Edit Scripts\Texconvx64.exe, run TexGen.

If the same problem happens, just set TexconvAdapterIndex=-1 again to disable GPU usage. You probably want to add the line under [DynDOLOD] in DynDOLOD_SSE.ini as well in case DynDOLOD stops waiting for Texconv forever as well.

Using the texconv file you've given me with texconvadapterindex=0 has caused my dyndolod to report error C0000005 when running dyndolod, referencing the exe.
https://ufile.io/jngm3y2w

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9 hours ago, pentapox said:

Using the texconv file you've given me with texconvadapterindex=0 has caused my dyndolod to report error C0000005 when running dyndolod, referencing the exe.
https://ufile.io/jngm3y2w

Does this also happen when you run that version from a command prompt? Unlike the official version, it should simply return nothing when started without arguments.

Check the windows event log for related entries and copy/paste them.

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28 minutes ago, ibirdr said:

I started having this error trying to use texgen from MO2.. before today it had never happened, I tried to find a solution but nothing.
please help

Immagine.png

When you invoke TexGen from MO2 and the TexGen window is shown, set the path to D:\DynDOLOD\TexGen_Output

Did you bother clicking the link in the error message?

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12 hours ago, ibirdr said:

I started having this error trying to use texgen from MO2.. before today it had never happened, I tried to find a solution but nothing.
please help

Immagine.png

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

As explained on the first post, if the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text.

Installation path not allowed

If you set any command line arguments, copy and paste them as well. It looks like you set the data folder to D:\DynDOLOD\ and that it also contains a data folder, which is not part of the DynDOLOD Standalone download archive. Typically the data folder should be discovered automatically via the registry entry. https://dyndolod.info/Messages/Windows-Registry-Key

If using command line arguments the -d command line needs to point to game data folder. https://dyndolod.info/Help/Command-Line-Argument

https://dyndolod.info/Installation-Instructions

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need help re: the Shrine of Azura. The statue appears correctly in LOD from a distance, and appears correctly on the world map (using ACMOS). However approaching the statue causes it to disappear entirely. it never shows up no matter how close I get. typing prid 00033DCB and recycleactor causes the statue to appear for a split second before it disappears again. This happens on a new game. also lod was generated with Large Reference Bug workarounds enabled

I'm using a file on this page to replace the vanilla statue (normal size, not the 3x version). Here is what's shown in xEdit and the rule

Edited by dragsville
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5 hours ago, z929669 said:

When you invoke TexGen from MO2 and the TexGen window is shown, set the path to D:\DynDOLOD\TexGen_Output

Did you bother clicking the link in the error message?

the window wasn't showing at all, but i wrote the path you gived me on the registry editor and it showed up. after that i wrote again the game path and it worked. thanks

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