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DynDOLOD 3.00 Alpha 173


sheson

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3 minutes ago, sheson said:

The black outline exists in the diffuse LOD textures shipping with the mod.

The reason this is so obvious is because some LOD models set an alpha threshold of 0 instead of the default 128 and so the diffuse textures are adjusted when they are added to the texture atlas to reflect that setting.

https://dyndolod.info/Help/3D-Tree-LOD-Model
Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. 

Previewing the LOD models in NifSkope shows the black outlines as well - it should look very similar to what you see in game. Changing the threshold from 0 to 128 of the affected LOD models should mitigate that.

Thanks sheson for your help with all this. I don't think I will be able to fix these issues on the modding guide without permission from mathy but I will definitely try! Most mod authors aren't this thorough so I appreciate it :)

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43 minutes ago, User77111 said:

Thanks sheson for your help with all this. I don't think I will be able to fix these issues on the modding guide without permission from mathy but I will definitely try! Most mod authors aren't this thorough so I appreciate it :)

The next alpha version will not have issues a diffuse being used as normal map. Also it will improve the blending a bit when creating the average background color in case the transparent parts of LOD textures are black, so the black outline will be not as strong. However, the 0 alpha threshold will still result in too thick leaves.

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Upon updating to the latest version and running dyndolod 3, it crashes my entire computer around an hour in. The windows event viewer is not very informative. Dyndolod 3 previously ran just fine, with a version I believe I downloaded in the early summer. Let me know what information might be useful in determining the cause, if any at all. I know dyndolod has a bunch of logs but I don't know which one would be useful to you. 

 

Important System Specs:

2060 Super, up to date drivers

Ryzen 5800x

Windows 10 up to date

32 GB of ram

 

Capture.PNG

 

Just ran it again after freshly restarting my PC to confirm, it crashed my PC about an hour in again. 

 

I did not see the footer of your messages until just now, my apologies, here is the debug log: 

https://ufile.io/rmzs9ae1

and the entire log

https://ufile.io/y3mksjp4

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9 hours ago, Chiberia said:

Upon updating to the latest version and running dyndolod 3, it crashes my entire computer around an hour in. The windows event viewer is not very informative. Dyndolod 3 previously ran just fine, with a version I believe I downloaded in the early summer. Let me know what information might be useful in determining the cause, if any at all. I know dyndolod has a bunch of logs but I don't know which one would be useful to you. 

 

Important System Specs:

2060 Super, up to date drivers

Ryzen 5800x

Windows 10 up to date

32 GB of ram

 

Capture.PNG

 

Just ran it again after freshly restarting my PC to confirm, it crashed my PC about an hour in again. 

 

I did not see the footer of your messages until just now, my apologies, here is the debug log: 

https://ufile.io/rmzs9ae1

and the entire log

https://ufile.io/y3mksjp4

The logs just seem to show the generation being started and then being forcefully closed right after. 

https://dyndolod.info/FAQ#BSOD-Blue-Screen-Of-Death
BSOD are a hardware, BIOS setting, OS or driver problem.
For example, problems with overclocking, memory timings, cooling, unstable power supply etc.
Searching the Internet for the BSOD code should help troubleshooting.

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Darn, if it had given me a blue screen code I could figure it out easier, would not be the first time I fixed a corrupt driver with the help of a blue screen error code. Well, if I figure out what the problem is Ill post it here in case it happens to anyone else, thanks for taking a look. 

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Fixed it, not really sure which of these steps did it since testing wouldve taken too long if I tried each individually.

I went into my BIOS and changed some amp settings, I installed windows to a thumb drive and reinstalled it on my system, and I reinstalled Dyndolod fresh. Hopefully no one else has the same problem though. 

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4 hours ago, Chromatic said:

DynDOLOD keeps hanging after some time, had to enable real time logging too since no logs were being generated otherwise. Logs are provided here: https://ufile.io/artotucx.

I am using a Radeon Vega 56 on the latest GPU drivers (Adrenalin 23.11.1 (WHQL Recommended) with a minimal install.

The archive you uploaded include the log and debug in addition to the real time log all with the same timestamp. The log and debug log are saved when the tools shut down properly via exit or clicking the X top right once.

The debug log and real time log seem to show that the tool was interrupted while Texconv converted textures.

See https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures, test the suggested INI settings one by one. Let me know if/which one made a difference.

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LockTexconv=1 didn't make a difference, DynDOLOD hanged at the same spot like before (I had to properly close the process from the task manager). RenderSingle=1 did help in my latest run since DynDOLOD didn't get stuck this time but now I got this error message on the same spot:

Spoiler

[Window Title]
DynDOLOD

[Main Instruction]
New width or height is zero.

[Content]
(G:\Delphi\Projects\DynDOLOD3\External\ImagingLib\Source\Imaging.pas, line 1483) while processing 7B56D36E (4) while processing textures\landscape\trees\northern hemispheres\deadatlas.dds.

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

New logs: https://ufile.io/ti1yj9xk

 

 

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32 minutes ago, Chromatic said:

LockTexconv=1 didn't make a difference, DynDOLOD hanged at the same spot like before (I had to properly close the process from the task manager). RenderSingle=1 did help in my latest run since DynDOLOD didn't get stuck this time but now I got this error message on the same spot:

  Hide contents

[Window Title]
DynDOLOD

[Main Instruction]
New width or height is zero.

[Content]
(G:\Delphi\Projects\DynDOLOD3\External\ImagingLib\Source\Imaging.pas, line 1483) while processing 7B56D36E (4) while processing textures\landscape\trees\northern hemispheres\deadatlas.dds.

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

New logs: https://ufile.io/ti1yj9xk

In addition add GLDebug=1 under [DynDOLOD] in E:\Mod Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Remove old logs and bugreport.txt, run again, upload new logs and bugreport.txt.

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Hello, i have an issue with grass lod and i really need help

before i came to you i read and followed the checklist of grass lod, i search in google and here for an answer, i also received help from reddit i tried everything they suggested i made sure to do all tests from coming to you for help!

i followed the guide i used a grass pre-cache from nexus with Grass Cache Helper NG i checked in texgen and dyndolod for grass textures. 

my problem is that everything works except the grass lod it is not visible in the further distance, with Grass Cache Helper NG the visible grass distance is better but the far areas has no grass in them. i tried many different ways and grass mods also removed all mods except the essentials, tweaked ini settings too but still nothing works

i really need help i want grass lod more than anything since i'm playing vr. CAN YOU PLEASE HELP ME!? (i shared all logs that i found)

dyndolod logs.7z

here are the correct logs for vr

DynDOLOD_TES5VR_Debug_log was too big to upload

dundolod vr logs.7z

Edited by m300
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4 hours ago, m300 said:

Hello, i have an issue with grass lod and i really need help

before i came to you i read and followed the checklist of grass lod, i search in google and here for an answer, i also received help from reddit i tried everything they suggested i made sure to do all tests from coming to you for help!

i followed the guide i used a grass pre-cache from nexus with Grass Cache Helper NG i checked in texgen and dyndolod for grass textures. 

my problem is that everything works except the grass lod it is not visible in the further distance, with Grass Cache Helper NG the visible grass distance is better but the far areas has no grass in them. i tried many different ways and grass mods also removed all mods except the essentials, tweaked ini settings too but still nothing works

i really need help i want grass lod more than anything since i'm playing vr. CAN YOU PLEASE HELP ME!? (i shared all logs that i found)

dyndolod logs.7z

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service/

https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards
Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

You can see in the log that only handful of grass billboards were generated for verdant.

https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt. Pay attention to error messages and fix them. Double-check the object bounds of the GRAS records in the plugins as explained above

https://www.nexusmods.com/skyrimspecialedition/mods/2296?tab=posts
The bounds need to be recalculated again for this to work with grass LOD generation. I know the sticky says 1.8 was but you will still get false on every billboard generation in the txt file like the other comment sticky in here stated. I recalculated it "again" and it works now. So instead of guessing what shouldn't be false a simple ck recalculate bounds is all that's needed.

https://dyndolod.info/Help/Object-Bounds
In case the object bounds are not set properly in a plugin, the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

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44 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service/

https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards
Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

You can see in the log that only handful of grass billboards were generated for verdant.

https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt. Pay attention to error messages and fix them. Double-check the object bounds of the GRAS records in the plugins as explained above

https://www.nexusmods.com/skyrimspecialedition/mods/2296?tab=posts
The bounds need to be recalculated again for this to work with grass LOD generation. I know the sticky says 1.8 was but you will still get false on every billboard generation in the txt file like the other comment sticky in here stated. I recalculated it "again" and it works now. So instead of guessing what shouldn't be false a simple ck recalculate bounds is all that's needed.

https://dyndolod.info/Help/Object-Bounds
In case the object bounds are not set properly in a plugin, the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

hi sheson, thank you so much for the detailed reply. here is the DynDOLOD_TES5VR_Debug_log: https://ufile.io/p0ea5uv7

i did noticed that txt file with so many false lines, i did read the mod page there was an explains to force generate grass but i need to remove the false from all lines? i mean how would i know which are important so my fps wont suffer?

as for Creation Kit i don't really have it and don't know how to use it, i have no problem watching tutorials to learn it and recalculate the bounds but is it really necessary if i can just remove the false in the txt file and then regenerate the outputs again unless i'm mistaken and didn't get right?

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1 hour ago, m300 said:

hi sheson, thank you so much for the detailed reply. here is the DynDOLOD_TES5VR_Debug_log: https://ufile.io/p0ea5uv7

i did noticed that txt file with so many false lines, i did read the mod page there was an explains to force generate grass but i need to remove the false from all lines? i mean how would i know which are important so my fps wont suffer?

as for Creation Kit i don't really have it and don't know how to use it, i have no problem watching tutorials to learn it and recalculate the bounds but is it really necessary if i can just remove the false in the txt file and then regenerate the outputs again unless i'm mistaken and didn't get right?

Either only use properly made mods, update the object bounds with CK or create the config file to force creation.

With correct object bounds billboards will be created for large enough and above water grass only. If you force billboards, it is up to you to decide. Use preview or open generated billboard in image viewer.

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22 minutes ago, sheson said:

Either only use properly made mods, update the object bounds with CK or create the config file to force creation.

With correct object bounds billboards will be created for large enough and above water grass only. If you force billboards, it is up to you to decide. Use preview or open generated billboard in image viewer.

ok then i will try with CK first, thank you so much for your help!

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