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DynDOLOD 3.00 Alpha 173


sheson

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2 hours ago, sheson said:

I assume that resolves the large refs bugs, right?

Almost. After the rock was placed in the right grid list, everything else worked except the rock itself. I assume this is because the rock was placed right on the cell border.

EQheEU3.png

JT03J3w.png

It's a bit hard to see on the vanilla pic, but I made sure by disabling the object that there was indeed LOD mixed in.

I nudged the rock one unit towards the 18 -2 cell, and after that there were no more issues.

VSAKJMr.png

4dZOxht.png

The LOD also had to be regenerated after moving the rock, otherwise it wasn't properly registered as a large reference.

After this last tweak I haven't seen any more large ref bugs in the area!

Edited by Blackread
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2 hours ago, Blackread said:

Almost. After the rock was placed in the right grid list, everything else worked except the rock itself. I assume this is because the rock was placed right on the cell border.

EQheEU3.png

JT03J3w.png

It's a bit hard to see on the vanilla pic, but I made sure by disabling the object that there was indeed LOD mixed in.

I nudged the rock ever so slightly to the side of the 18 -2 cell, and after that there were no more issues.

VSAKJMr.png

4dZOxht.png

The LOD also had to be regenerated after moving the rock, otherwise it wasn't properly registered as a large reference.

After this last tweak I haven't seen any more large ref bugs in the area!

What coordinates did you load into the worldspace or from which direction do you approached the cell for it to happen?

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58 minutes ago, sheson said:

What coordinates did you load into the worldspace or from which direction do you approached the cell for it to happen?

This video shows what I always did when testing:

But in short, I would use the command "cow arnimaduplicate003 21 -3" in the main menu, run up the little hill on the left, and then enter free cam to go inspect the objects.

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58 minutes ago, Blackread said:

This video shows what I always did when testing:

But in short, I would use the command "cow arnimaduplicate003 21 -3" in the main menu, run up the little hill on the left, and then enter free cam to go inspect the objects.

I need to make a similar change as I did in the script to DynDOLOD - in fact I already did it for the next Alpha version because of other related changes  - so that the LOD for the rock in the BTO is marked large ref as well. So with the next alpha version you won't have to move it.

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1 hour ago, sheson said:

I need to make a similar change as I did in the script to DynDOLOD - in fact I already did it for the next Alpha version because of other related changes  - so that the LOD for the rock in the BTO is marked large ref as well. So with the next alpha version you won't have to move it.

Alright, thanks! :)

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2 hours ago, saaaaty said:

Even though I installed the majestic mountains 3.0 LOD, dyndolod still reports textures do not match.

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

You did not ask a question. Read  https://dyndolod.info/Messages/Textures-Do-Not-Match

As explained, DynDOLOD Resources SE or 3rd party LOD resource made specifically for DynDOLOD 3 are probably being overwritten by other mods.

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7 hours ago, sheson said:

在发帖时阅读要上传的日志和调试日志的第一篇文章。

你没有问一个问题。阅读  https:// dyndolod .info/Messages/Textures-Do-Not-Match

如前所述,DynDOLOD资源 SE 或专为DynDOLOD 3 制作的第 3 方 LOD 资源可能会被其他模组覆盖。

Here is log

https://ufile.io/t0xbbzxi

I also got grey snow in lod. i'm using majestic mountain and simplicity of snow

https://ufile.io/en38zd0q

 

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1 hour ago, saaaaty said:

Here is log

https://ufile.io/t0xbbzxi

I also got grey snow in lod. i'm using majestic mountain and simplicity of snow

https://ufile.io/en38zd0q

 

Read the first post which entire session of the log and debug log to upload when making posts.

Read https://dyndolod.info/Mods/Majestic-Mountains
Explains that DynDOLOD V3.0 LOD needs to overwrite DynDOLOD Resources SE.

https://dyndolod.info/Messages/Textures-Do-Not-Match
The mod manager should be able to tell you which files of a mod (DynDOLOD Resources SE or DynDOLOD V3.0 LOD) are being overwritten.
It is also possible that none of the files are being overwritten by a mod. In that case there is nothing else to do, as "Outdated LOD resources might still work fine in many cases..." applies.

Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader.

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40 minutes ago, quochunganhphu said:

Dyndolod using too much of my pc resource on alpha 96, this wasn't the case before and also takes a lot longer to finish, 100% cpu 100% ram on  [Tamriel] Updating height map from object LOD meshes

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

Read the https://dyndolod.info/Changelog to see what changed.

Read the answers for "High memory usage / Out of memory" at https://dyndolod.info/FAQ and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

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Hello, I am encountering crashing in the area around Ivarstead. Here are the crash logs:

Crash_2022_9_13_1-27-18.txtCrash_2022_9_13_1-33-23.txtCrash_2022_9_13_1-38-53.txtCrash_2022_9_13_2-2-15.txtCrash_2022_9_13_2-7-41.txt

As you can see, all of these crash logs have objects in common. Do you perhaps know how to fix this? Maybe remove the problematic  objects? Or somehow exclude it beofre generation? And if yes, then how do I do it?

I am using Veydogolt Trees, just mentioning if that's important, but if I disable DynDOLOD and go to the same places then I don't crash.

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FYI. Alpha 96 is working without issue for me. TexGen takes about 20% longer (from 100s in alpha 95 to 125s in alpha 96 [Step SSE mod list, same exact LO as always]), and DynDOLOD processing time is normal. The new complex grass shows some real promise in my initial runs. I am using DynDOLOD grass tints normalized to 1.000 for all top/bottom and TexGen HD grass Direct/Indirect 0/145 in this example (Direct seems to have no impact on HD grass). Running again at 0/155 and will test more stuff after.

SkyrimSE 2022-09-12 18-09-10-38.jpg

EDIT: I have noticed that LOD4 grass seems to show as a slightly darker band than LOD8 and greater ... again, nothing definitive at this point. Just a casual observation as I search for the best TexGen settings for our setup.

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Hi sheson, I got a bug report of the new version Alpha 96, Dyndolod 3 stopped running ( still running as application but zero progress from 100% CPU usage to nil at the beginning of Tamriel object LOD generation). This did not happen in previous versions.
Attached are the bug report and the log, the debug log is too large to insert so i'm putting a link instead. https://drive.google.com/file/d/1JuNF3um-BHtxem6xDJsTWwYhhwPPl9po/view?usp=sharing . Thank you.

 

bugreport.txt DynDOLOD_SSE_log.txt

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