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DynDOLOD 3.00 Alpha 180


sheson

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Crashed on processing Falskaar with Alpha 90 (as well as latest Scripts and resources). (Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 17465) while processing Falskaar.esm [REFR:1900DBA9] (places TreePineForest01 [TREE:0001306D] in GRUP Cell Temporary Children of [CELL:19A1D4A3] (in Falskaar "Falskaar" [WRLD:19A1CF42] at 16,-22)))

(Nothing is overriding that ref, its just the vanilla falskaar one. The base tree record from skyrim.esm hasnt been changed either)

Logs:  https://mega.nz/file/54tlxYoI#clIwmLTNTXvw72bLvQ3ygR6yDO3pv3Mk_atZ4r8Xf6o
Bugreport attached.

 

bugreport.txt

Edited by DarthVitrial
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15 hours ago, sheson said:

I was able to reproduce, will be fixed next version.

Thanks for you patience and effort in reproducing the bug. I thought reporting this issue was challenging. Its sometimes hard to describe things only through forum postings.

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Hi Sheson, I'm trying to generate Grass LOD's with Dyndolod 3 (I tried on Alpha 88, Alpha 89 and Alpha 90) for a new grass mashup called QW's Grass Patch 2. It combines Folkvangr, Origins of Forest, and Cathedral 3d Pines. But the grass lod's didn't work. I've got DyndolodGrassMode = 1 in NGIO. Also I "Recalc Bounds" in CK for Folkvangr. I used QW's 1st grass patch (using Veydosebrom, Cathedral Pines, and Folkvangr) and never had a problem. Here are the logs from Alpha 90. Please let me know if you need other logs, or if you can see where I messed something up. Thanks!

DynDOLOD_SSE_log.txt LODGen_SSE_Tamriel_log.txt TexGen_SSE_log.txt

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Like the title says, I'd like to know how to decrease the brightness of Ultra/3D tree LODs?

I tried lowering the ambient/direct values in TexGen, I tried lowering brightness (which turned out to be just for the 2d billboards I think), tried lowering the light values in the _passthru lod meshes, none of that's worked.

Any help'd be great.


EDIT: Found some help at this link: https://dyndolod.info/Help/Ultra-Tree-LOD

though I'd happily get people's input if there's other things I could do.

Edited by tweedledumb99
Found a source that might help
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3 hours ago, broncofan0211 said:

Hi Sheson, I'm trying to generate Grass LOD's with Dyndolod 3 (I tried on Alpha 88, Alpha 89 and Alpha 90) for a new grass mashup called QW's Grass Patch 2. It combines Folkvangr, Origins of Forest, and Cathedral 3d Pines. But the grass lod's didn't work. I've got DyndolodGrassMode = 1 in NGIO. Also I "Recalc Bounds" in CK for Folkvangr. I used QW's 1st grass patch (using Veydosebrom, Cathedral Pines, and Folkvangr) and never had a problem. Here are the logs from Alpha 90. Please let me know if you need other logs, or if you can see where I messed something up. Thanks!

DynDOLOD_SSE_log.txt 1.84 MB · 1 download LODGen_SSE_Tamriel_log.txt 42.36 kB · 1 download TexGen_SSE_log.txt 290.5 kB · 1 download

Go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List one by one.

10 hours ago, DarthVitrial said:

Crashed on processing Falskaar with Alpha 90 (as well as latest Scripts and resources). (Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 17465) while processing Falskaar.esm [REFR:1900DBA9] (places TreePineForest01 [TREE:0001306D] in GRUP Cell Temporary Children of [CELL:19A1D4A3] (in Falskaar "Falskaar" [WRLD:19A1CF42] at 16,-22)))

(Nothing is overriding that ref, its just the vanilla falskaar one. The base tree record from skyrim.esm hasnt been changed either)

Logs:  https://mega.nz/file/54tlxYoI#clIwmLTNTXvw72bLvQ3ygR6yDO3pv3Mk_atZ4r8Xf6o
Bugreport attached.

bugreport.txt 435.96 kB · 1 download

Is that 100% reproducible?

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3 hours ago, olga1816 said:

Hello !
Please tell me why my DynDOLOD generates 8 k?
Here are my settings
 

Безымянный.png

ad82a45cabd255b1.png

Read the first post which log and debug log to upload when making posts.
Do not make screenshots of text, copy and paste the text instead.

The amount and resolution of textures added to the object LOD atlas determine its max required size.
If it is larger than the MaxTextureSize setting in the ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_Default.ini, additional object LOD texture will be generated.

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22 minutes ago, sheson said:

Прочитайте первый пост, который журнал и журнал отладки загружать при создании сообщений.
Не делайте скриншоты текста, вместо этого скопируйте и вставьте текст.

Количество и разрешение текстур, добавленных в атлас LOD объекта, определяют его максимальный требуемый размер.
Если он больше значения параметра MaxTextureSize в файле ..\ DynDOLOD \Edit Scripts\ DynDOLOD \Presets\DynDOLOD_[GAME MODE]_Default.ini, будет сгенерирована дополнительная текстура LOD объекта.

I'm sorry, thanks for your answer.

 

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2 hours ago, tweedledumb99 said:

Like the title says, I'd like to know how to decrease the brightness of Ultra/3D tree LODs?

I tried lowering the ambient/direct values in TexGen, I tried lowering brightness (which turned out to be just for the 2d billboards I think), tried lowering the light values in the _passthru lod meshes, none of that's worked.

Any help'd be great.


EDIT: Found some help at this link: https://dyndolod.info/Help/Ultra-Tree-LOD

though I'd happily get people's input if there's other things I could do.

There should typically be no need to change the brightness of properly made 3D hybrid tree LOD models if the crown mesh and shader is copied 1:1 (and doesn't use shader settings not supported by LOD). https://dyndolod.info/Help/3D-Tree-LOD-Model

The crown and trunk brightness settings (https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness) might  only be applied to such properly created 3D tree LOD models containing those "crown" and "trunk" identifiers.

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My latest Dyndolod generation did not output the esm or either of the esps. I did check the settings carefuly before running it since it takes over six hours (probably, I went to sleep) to generate the output with Seasons.

Of note: IgnoreLargeReferences=0 because uLargeRefLODGridSize=11 in my skyrimprefs.ini. I'm pretty sure it's something obvious to everyone but I can't think of what might have changed since I last ran Alpha 88. SSELODGen ran fine, as did TexGen. I only decided to regenerate this output because RWT updated to 5.3 and I wanted to see the glory. Nothing else changed in my last successful run except updating RWT, Turn of the Seasons to 1.0.7 (only adding seasonal ivy) and Dyndolod Resources to Alpha 26.

If anyone could help point me somewhere before I try again, this time whilst awake. Thanks.

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Hey Sheson, just had a small idea to further enhance usability when using open cities skyrim.

Would it be possible to add something like

if(open cities skyrim.esp = true || dummyplugin.esp = false){

 ignore opencitiesskyrim.esp and every plugin with opencitiesskyrim.esp as master
 activate every options for the first run
 name output dyndolod_output_part1.zip without the dyndolod esps but instead with an dummyplugin.esp

} else if (open cities skyrim.esp = true || dummyplugin.esp = true){

 activate every options for the second run
 name output dyndolod_output_part2.zip

} else if (open cities skyrim.esp = false) {

 run as normal

}


Dont know if its even as simple as that and it probably does not have priotity but i thought i just share my thought in case it might be usefull.

Anywayes following thoose alpha updates with great interest. Nice work so far :)

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50 minutes ago, universalrecycler said:

My latest Dyndolod generation did not output the esm or either of the esps. I did check the settings carefuly before running it since it takes over six hours (probably, I went to sleep) to generate the output with Seasons.

Of note: IgnoreLargeReferences=0 because uLargeRefLODGridSize=11 in my skyrimprefs.ini. I'm pretty sure it's something obvious to everyone but I can't think of what might have changed since I last ran Alpha 88. SSELODGen ran fine, as did TexGen. I only decided to regenerate this output because RWT updated to 5.3 and I wanted to see the glory. Nothing else changed in my last successful run except updating RWT, Turn of the Seasons to 1.0.7 (only adding seasonal ivy) and Dyndolod Resources to Alpha 26.

If anyone could help point me somewhere before I try again, this time whilst awake. Thanks.

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

26 minutes ago, Vashnera said:

Hey Sheson, just had a small idea to further enhance usability when using open cities skyrim.

Would it be possible to add something like


if(open cities skyrim.esp = true || dummyplugin.esp = false){

 ignore opencitiesskyrim.esp and every plugin with opencitiesskyrim.esp as master
 activate every options for the first run
 name output dyndolod_output_part1.zip without the dyndolod esps but instead with an dummyplugin.esp

} else if (open cities skyrim.esp = true || dummyplugin.esp = true){

 activate every options for the second run
 name output dyndolod_output_part2.zip

} else if (open cities skyrim.esp = false) {

 run as normal

}


Dont know if its even as simple as that and it probably does not have priotity but i thought i just share my thought in case it might be usefull.

Anywayes following thoose alpha updates with great interest. Nice work so far :)

If I ever spend time regarding Open Cities it would be to create the necessary LOD models required for single pass LOD generation.

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Hello, I hope everyone is well. I just downloaded DYNDOLOD and trying to get it to work. It's giving me the error "There are no modules in the data folder". I can see it's not using the correct file path for the SSE data folder on the loading screen.

How do I change the data file path? Will this also automatically update the plugins.txt, because the contents of that file don't look correct as well?

Thank you.

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