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DynDOLOD 3.00 Alpha 180


sheson

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1 hour ago, 2PHAZT said:

Is it just me or is the latest xlodgenwin64.exe extraordinary slow?

Usually dyndolod takes 25m but I aborted the run with v151 after 6 hours.

V152 seems to be the same (running atm).

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

Test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe

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51 minutes ago, sheson said:

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

Test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe

This is the log where I aborted v152 after waiting 1.5 hours

 

============================================================
Skyrim/Fallout Object/Terrain LOD Generator 3.0.15.0
Created by Ehamloptiran and Zilav
Updated by Sheson

Log started at 14:22:53
.NET Version: 6.0.6
Game Mode: SSE
Worldspace: Tamriel
Fix Tangents: False, False, False, False
Generate Tangents: True, True, True, True
Generate Vertex Colors: True, True, True, True
Merge Vertex Colors: True, True, True, True
Merge Meshes: True
Grouping: False
Remove Faces under Terrain: True
Remove Faces under Water: True
Remove Faces Z-Shift: 10
Use HD Flag: True
Ignore Materials: False
Alpha DoubleSided: False
Default Alpha Threshold: 128
Use Source Alpha Threshold: False
Use Backlight Power: False
Use Decal Flag: False
Specific level: No
Specific quad: No
Max Level: 32
Output: C:\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\
Using UV Atlas: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
Using Flat Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_FlatTextures.txt
Using Alt Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_AltTextures_Tamriel.txt
Generating object LOD meshes for worldspace Tamriel
Reading C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Terrain_Tamriel.bin
-64,-64 to 64,48
Threads: 16
Concs: 8
Finished LOD level 4 coord [-4, 16] [20676/12456]
Finished LOD level 4 coord [28, -28] [45722/29764]
Finished LOD level 4 coord [8, -20] [31612/19461]
Finished LOD level 4 coord [-20, 16] [26552/16418]
Finished LOD level 4 coord [32, -20] [27682/17145]
Finished LOD level 4 coord [32, -28] [40323/27694]
Finished LOD level 4 coord [36, -20] [22373/15475]
Finished LOD level 4 coord [-16, 12] [36742/19502]
Finished LOD level 4 coord [36, -24] [38073/25016]
Finished LOD level 4 coord [-8, 16] [19802/12013]
Finished LOD level 4 coord [-8, -20] [59651/36890]
Finished LOD level 4 coord [-20, 20] [50353/32010]
Finished LOD level 4 coord [-32, -8] [39053/22266]
Finished LOD level 4 coord [32, -24] [35368/23958]
Finished LOD level 4 coord [12, -12] [47399/26901]
Finished LOD level 4 coord [0, 20] [30649/18884]
Finished LOD level 4 coord [0, 16] [44159/25098]
Finished LOD level 4 coord [-20, 12] [38551/21258]
Finished LOD level 4 coord [-4, 20] [25300/14269]
Finished LOD level 4 coord [8, -16] [35476/21218]
Finished LOD level 4 coord [16, 12] [48230/30565]
Finished LOD level 4 coord [-12, -24] [43322/29696]
Finished LOD level 4 coord [-8, 20] [23986/13278]
Finished LOD level 4 coord [-32, 0] [39833/24956]
Finished LOD level 4 coord [40, -28] [31085/19896]
Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (4, -12): 0 statics
Finished LOD level 4 coord [4, -12] [96305/72356]
Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-24, 16): 0 statics
Finished LOD level 4 coord [-24, 16] [47037/28284]
Finished LOD level 4 coord [0, -12] [47010/27176]
Finished LOD level 4 coord [-8, -16] [30599/11145]
Finished LOD level 4 coord [16, -12] [39213/22843]
Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (20, -12): 0 statics
Finished LOD level 4 coord [20, -12] [63781/40379]
Finished LOD level 4 coord [-4, -16] [36271/18451]
Finished LOD level 4 coord [-8, 24] [29392/17209]
Finished LOD level 4 coord [44, -12] [22568/13540]
Finished LOD level 4 coord [40, -20] [26851/20448]
Finished LOD level 4 coord [-4, 12] [43665/26541]
Finished LOD level 4 coord [-12, 24] [16463/7994]
Finished LOD level 4 coord [-8, 12] [28292/18858]
Finished LOD level 4 coord [12, 8] [27841/18405]
Finished LOD level 4 coord [12, 4] [25124/13200]
Finished LOD level 4 coord [8, 24] [38345/21337]
Finished LOD level 4 coord [-4, -32] [9969/5911]
Finished LOD level 4 coord [-8, 8] [38787/29708]
Finished LOD level 4 coord [16, 4] [45009/29886]
Finished LOD level 4 coord [4, 24] [28076/17814]
Finished LOD level 4 coord [16, 8] [29852/17300]
Finished LOD level 4 coord [28, -20] [20536/13887]
Finished LOD level 4 coord [-4, -28] [27286/17099]
Finished LOD level 4 coord [16, 0] [35951/17677]
Finished LOD level 4 coord [-44, 4] [40848/24565]
Finished LOD level 4 coord [12, 12] [30976/17590]
Finished LOD level 4 coord [8, 8] [19815/11910]
Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (0, -16): 0 statics
Finished LOD level 4 coord [0, -16] [68463/40889]
Finished LOD level 4 coord [44, -8] [16986/11641]
Finished LOD level 4 coord [40, -12] [36972/24652]
Finished LOD level 4 coord [-16, 16] [36183/25851]
Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (24, -12): 0 statics
Finished LOD level 4 coord [24, -12] [66093/40588]
Finished LOD level 4 coord [-36, 0] [41617/25627]
Finished LOD level 4 coord [24, -24] [50665/32899]
Finished LOD level 4 coord [40, -8] [33788/20851]
Finished LOD level 4 coord [-32, 4] [59206/36056]
Finished LOD level 4 coord [8, 4] [32295/21230]
Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-40, 4): 0 statics
Finished LOD level 4 coord [-40, 4] [69779/40347]
Finished LOD level 4 coord [-28, 28] [33598/24367]
Finished LOD level 4 coord [24, -20] [37901/24077]
Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (16, -20): 0 statics
Finished LOD level 4 coord [16, -20] [27434/16886]
Finished LOD level 4 coord [-32, 28] [22517/13791]
Finished LOD level 4 coord [-32, 24] [26749/17307]

 

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26 minutes ago, 2PHAZT said:

This is the log where I aborted v152 after waiting 1.5 hours

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire (whatever you have) DynDOLOD log and debug log to upload when making posts.

Test if installing the latest .NET 7 runtime makes a difference. https://dotnet.microsoft.com/en-us/download/dotnet/7.0

If that makes no difference, test with LODGenx64.exe instead by deleting or moving LODGenx64Win.exe

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16 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire (whatever you have) DynDOLOD log and debug log to upload when making posts.

Test if installing the latest .NET 7 runtime makes a difference. https://dotnet.microsoft.com/en-us/download/dotnet/7.0

If that makes no difference, test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe

Finished the build with lodgen64.exe without problems.

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Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before.

  • Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose?
  • When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work?

Thanks. 

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Anyone knows where to get this missing file?

Error: File not found textures\ash tree\sacredbark01_c.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\{uniquemodoptionid}\sleepingtreecamp_d12286a5_trunk.nif
Error: File not found textures\ash tree\sacredbark01_glow.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\{uniquemodoptionid}\sleepingtreecamp_d12286a5_trunk.nif

Ulvenwald does not seem to have it.

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2 hours ago, leostevano said:

Sheson, the new alpha seems to take longer time to generate files. I have followed your suggestion to update .NET 7 runtime to the latest one, but it takes approximately 2 times longer than usual. I haven't tried to use Lodgenx64.exe though. But no issues other than that.

Here's my logs : https://ufile.io/uw3fk82o

Yes, use the LODGenx64.exe for now by deleting or moving LODGenx64Win.exe.

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2 hours ago, Mousetick said:

Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before.

  • Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose?
  • When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work?

Thanks. 

Empty BTO happen because triangles are optimized away. Their purpose is to overwrite other (vanilla) files.

If a texture is purple, then doublecheck NifSkope can really find the texture.

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3 hours ago, sheson said:

If a texture is purple, then doublecheck NifSkope can really find the texture.

Yes. It works fine. It was an ID10T error. Sorry.

I've experienced significantly increased LODGen processing times too with 3a152 compared to 3a150 and earlier. Tamriel took 41 minutes compared to 6.5 minutes (not apples to apples because I'm now combining several worldspaces for LOD).

After renaming LODGenx64Win.exe to fall back to LODGenx64.exe, processing time is back to normal (11.5 minutes).

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even after updating to .net 7 and removing lodgenx64win.exe my lod of literally everything is nonexistent. is there some setting im missing?

with version 150 i had no problem with my settings. now with 152 i have all the same stuff but no lod shows up in game. 

Edited by raging987inferno
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5 hours ago, raging987inferno said:

even after updating to .net 7 and removing lodgenx64win.exe my lod of literally everything is nonexistent. is there some setting im missing?

with version 150 i had no problem with my settings. now with 152 i have all the same stuff but no lod shows up in game. 

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots.

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11 minutes ago, ErikSteiner said:

I recently tried out DynDOLOD under Linux with Proton. I would like to know, what is the source of Texconv.exe and especially the x64-Version of it? I found the official repository, but this is missing the x64-Version.

https://dyndolod.info/Official-DynDOLOD-Support-Forum

The CPU architecture is a Compiler setting.

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