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DynDOLOD 3.00 Alpha 180


sheson

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2 minutes ago, sheson said:

Check what happens with this test version https://mega.nz/file/pAoX0TjD#td7VDPGKxts2kpLCmOvPVChGScDq1oKMWeJO29gEiko

Delete old logs first again.

If problem persists, run eat least twice to verify the error is exactly the same or not.

Still getting a stack overflow, on different files each time

First run:

[Main Instruction]
Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\tundragrassobj03_0002acd3.

Second Run:

[Main Instruction]
Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491.

 

run 1 logs.zip run 2 logs.zip

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20 minutes ago, Roastlawyer said:

Still getting a stack overflow, on different files each time

First run:

[Main Instruction]
Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\tundragrassobj03_0002acd3.

Second Run:

[Main Instruction]
Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491.

 

run 1 logs.zip 126.21 kB · 1 download run 2 logs.zip 123.42 kB · 1 download

Test if it works if you move DynDOLOD to a path that does not have non-alphanumeric characters, like E:\Mods\DynDOLOD\ for example.

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3 minutes ago, sheson said:

Test if it works if you move DynDOLOD to a path that does not have non-alphanumeric characters, like E:\Mods\DynDOLOD\ for example.

Made a copy of dyndolod/texgen with that latest test exe at E:\Mods\DYNDOLOD\ and that one still gets a stack overflow

TexGen

[Main Instruction]
Error: Stack overflow while processing E:\Mods\DYNDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491.

 

bugreport.txt TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt

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9 minutes ago, Roastlawyer said:

Made a copy of dyndolod/texgen with that latest test exe at E:\Mods\DYNDOLOD\ and that one still gets a stack overflow

TexGen

[Main Instruction]
Error: Stack overflow while processing E:\Mods\DYNDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491.

 

bugreport.txt 298.42 kB · 0 downloads TexGen_SSE_Debug_log.txt 1.98 MB · 0 downloads TexGen_SSE_log.txt 35.94 kB · 0 downloads

Run this test version and upload new logs https://mega.nz/file/MdoURCqY#RnWafgx8ToZvqArPuNApIovT_MKe2xwcda6iY-ZUh8A

What mod are the grass full models like ..\Meshes\landscape\grass\reachgrassobj01.nif from?

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2 minutes ago, sheson said:

Run this test version and upload new logs https://mega.nz/file/MdoURCqY#RnWafgx8ToZvqArPuNApIovT_MKe2xwcda6iY-ZUh8A

What mod are the grass full models like ..\Meshes\landscape\grass\reachgrassobj01.nif from?

Because it was being problematic I've went back to a vanilla load order with just skse and a few .dll mods like engine fixes and papyrus utils, the only mod I have that has any meshes or textures at all is dyndolod resources. Everything is otherwise just the 1.5.97 BSA's

bugreport.txt TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt

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15 minutes ago, Roastlawyer said:

Because it was being problematic I've went back to a vanilla load order with just skse and a few .dll mods like engine fixes and papyrus utils, the only mod I have that has any meshes or textures at all is dyndolod resources. Everything is otherwise just the 1.5.97 BSA's

bugreport.txt 296.87 kB · 0 downloads TexGen_SSE_Debug_log.txt 2.88 MB · 0 downloads TexGen_SSE_log.txt 41.08 kB · 0 downloads

Check with this test version https://mega.nz/file/5YwgUYiC#WK1KS-68ENfRaJxtzjr7vv9iSSWetLQQheCrxSDaMZ0

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10 minutes ago, Roastlawyer said:

That test version ran successfully on the vanilla load order. I'll give it a try on my full one.
EDIT: Ran successfully on the full load order as well.

Thanks for letting us know. Just keep using that test version then until the next official Alpha release.

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28 minutes ago, sheson said:

Thanks for letting us know. Just keep using that test version then until the next official Alpha release.

Sorry to be a pain again but after generating dyndolod my tree lods still look like normal billboard trees. I'm using vanilla trees which should have 3d lods from dyndolod resources right? I made sure to selecte ultra trees.

 

Edit: somehow I was looking at the output logs from alpha 128, before. The actual logs from this run say that the 3d lod models aren't found though dyndolod resources has a bunch of passthrough_Lod.nifs for them

DynDOLOD_SSE_Tree_Report.txt

Edited by Roastlawyer
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9 minutes ago, Roastlawyer said:

Sorry to be a pain again but after generating dyndolod my tree lods still look like normal billboard trees. I'm using vanilla trees which should have 3d lods from dyndolod resources right? I made sure to selecte ultra trees. The SSE_Tree_Report is also full of things like

TreePineForest01 [TREE:0001306D] Meshes\landscape\trees\treepineforest01.nif [CRC32:113D79CB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds
	Vanilla tree, Billboard DDS/TXT not found textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds, 3D LOD model found
	Level0: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds
	Level1: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds
	Level2: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds
	Dynamic: Meshes\landscape\trees\treepineforest01.nif [CRC32:113D79CB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds
	Mask: \	File:
	LOD4: Full
	LOD8: None
	LOD16: None
	Grid: NeverFadeFull	Reference: Unchanged

which seems odd because the texture is definitely showing in MO2 and shows as coming from the texgen run I just did. Edit uploaded wrong logs, 1 moment

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 post.

Make a useful screenshot of the full model with more informative console and a close up of the LOD model with tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Upload the entire DynDOLOD_SSE_Object_Report.txt.

Do not use full model trees for LOD. Set Level0 instead. Set Billboard for the higher LOD levels. See https://dyndolod.info/Help/Ultra-Tree-LOD

Generate all required and desired billboards with TexGen before generating LOD with DynDOLOD.

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15 minutes ago, sheson said:

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 post.

Make a useful screenshot of the full model with more informative console and a close up of the LOD model with tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Upload the entire DynDOLOD_SSE_Object_Report.txt.

Do not use full model trees for LOD. Set Level0 instead. Set Billboard for the higher LOD levels. See https://dyndolod.info/Help/Ultra-Tree-LOD

Generate all required and desired billboards with TexGen before generating LOD with DynDOLOD.

Right sorry. I'm not sure what I had done the first time but I reran dyndolod and now it all looks as expected. Sorry for the poorly done false alarm.

Edited by Roastlawyer
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Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way.

image.thumb.png.fe6d0c352e0747901c53a90629623b98.pngimage.thumb.png.28002b34a6203f418f263f4ae3fcf826.png

 

image.thumb.png.99c9f63ba3ea3870ee068205db6ec3c7.pngimage.thumb.png.d4fc75c1f4faae2efafb9728f2ac604c.png

Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green.

Here's the logs :

Logs.rar 

Edit : It seems with the TexGen and Dyndolod output disabled, they are still green. My mistake.

Edited by leostevano
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34 minutes ago, leostevano said:

Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way.

image.thumb.png.fe6d0c352e0747901c53a90629623b98.pngimage.thumb.png.28002b34a6203f418f263f4ae3fcf826.png

 

image.thumb.png.99c9f63ba3ea3870ee068205db6ec3c7.pngimage.thumb.png.d4fc75c1f4faae2efafb9728f2ac604c.png

Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green.

Here's the logs :

Logs.rar 345.67 kB · 0 downloads

I suspect the binary alpha of LOD textures limits things, but see: https://dyndolod.info/Help/TexGen-Configuration

Note the bit just above the data table.

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2 hours ago, leostevano said:

Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way.

image.thumb.png.fe6d0c352e0747901c53a90629623b98.pngimage.thumb.png.28002b34a6203f418f263f4ae3fcf826.png

 

image.thumb.png.99c9f63ba3ea3870ee068205db6ec3c7.pngimage.thumb.png.d4fc75c1f4faae2efafb9728f2ac604c.png

Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green.

Here's the logs :

Logs.rar 345.67 kB · 0 downloads  

Edit : It seems with the TexGen and Dyndolod output disabled, they are still green. My mistake.

In the vanilla game farmwindowinterior01_m.dds is used as a glow map for glow shaders in the vanilla meshes. There is no farmwindowinterior01_g.dds.
The current TexGen configuration for farmwindowinterior01_m.dds is to remove the alpha channel while it increases the intensity of mipmaps, since glow maps typically do not have an alpha channel.

If there are mods where farmwindowinterior01_m.dds is not a glow map and it needs to be left alone (and/or the glow map has a different filename), I'll need to address that in the tools and configs.

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