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DynDOLOD 3.00 Alpha 180


sheson

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On 8/14/2022 at 3:08 AM, sheson said:

https://dyndolod.info/Mods/Majestic-Mountains
Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE.

Looking into the archive shows it contains lots of LOD meshes. They are required to be installed. That is why the instructions says to download and install the mod pack when Majestic Mountains is used. Not installing the LOD pack does not change anything about what a texture replacer does or doesn't do, since a texture replacer obviously needs to overwrite the main mod and its LOD pack either way.

https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen

https://dyndolod.info/Help/TexGen
TexGen is a tool which updates a select list of object LOD textures and tree/grass LOD billboards which are then used by DynDOLOD to create the final texture atlasses used by object LOD and tree LOD in the game.

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

The LOD0 mountain meshes are "HD LODS", which means whatever textures they define is typically not changed when a BTO is generated. What characters a filename contains does not change that (e.g. it does not matter that it contains "LOD"). Since the main mod contains mountainslabhqlod_n.dds, one would assume so should any well made texture replacer if it actually touches anything about the normal maps.

However, TexGen probably should update mountainslabhqlod_n.dds anyways. It seems like a bug or config is missing. I will check that for the next version.

RE @Phlunder's Glacier LOD textures and TexGen, please see these notes:

The not so obvious issue

The solution      ... even better solution

Some context about using Phlunder's Glacier LOD mod (the Mountain LOD file)

 

 

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On 7/30/2022 at 8:33 AM, sheson said:

The first page says to "truncate large log files to the entire last meaningful generation" since each session is appended the log.

Stop/Uninstall other crapware from AMD that gets installed with the driver, like the AMD's Radeon Software. It caused problems before.

Add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI to test if it makes a difference.

If there is an error with other textures, then update the new log and debug log.

Let me know which mod(s) the reported texture(s) come from. Test if it happens with vanilla.

Bringing back this issue from 2 weeks ago as I'm having the same error when running TexGen, I don't know whether it is related to my GPU driver or not. I tried adding the line you mentioned in the INI file and it seems to be crashing on a different texture. Here is the first log and here is the new one.

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44 minutes ago, Kovenicus said:

Bringing back this issue from 2 weeks ago as I'm having the same error when running TexGen, I don't know whether it is related to my GPU driver or not. I tried adding the line you mentioned in the INI file and it seems to be crashing on a different texture. Here is the first log and here is the new one.

Read the first post which debug logs to also upload when making posts.

Always use the latest DynDOLOD 3 Alpha version as explained on the fist post.

Do not install any third party billboards as explained at https://dyndolod.info/Generation-Instructions#Prerequisites and https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

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On 8/14/2022 at 1:08 AM, sheson said:

https://dyndolod.info/Mods/Majestic-Mountains
Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE.

Looking into the archive shows it contains lots of LOD meshes. They are required to be installed. That is why the instructions says to download and install the mod pack when Majestic Mountains is used. Not installing the LOD pack does not change anything about what a texture replacer does or doesn't do, since a texture replacer obviously needs to overwrite the main mod and its LOD pack either way.

https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen

https://dyndolod.info/Help/TexGen
TexGen is a tool which updates a select list of object LOD textures and tree/grass LOD billboards which are then used by DynDOLOD to create the final texture atlasses used by object LOD and tree LOD in the game.

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

The LOD0 mountain meshes are "HD LODS", which means whatever textures they define is typically not changed when a BTO is generated. What characters a filename contains does not change that (e.g. it does not matter that it contains "LOD"). Since the main mod contains mountainslabhqlod_n.dds, one would assume so should any well made texture replacer if it actually touches anything about the normal maps.

However, TexGen probably should update mountainslabhqlod_n.dds anyways. It seems like a bug or config is missing. I will check that for the next version.

Yah, I find the issue with almost all mountain mods is that they don't include any textures for LODs.  and sounds like not installing the MM LOD pack will do nothing to correct the lack of textures, and end up without the meshes I need instead.  So I guess any texture replacer for Majestic Mountains, will just end up with the MM LOD textures.

I am just using the mountainslabhqlod_n.dds from MM lod pack as well.  The MM texture replacer I use is Northfire OG which doesn't have LOD texture support.

How much do you think setting LOD4 for mountains to "full" annihilate performance? 

Edited by Soulmancer
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9 hours ago, Soulmancer said:

Yah, I find the issue with almost all mountain mods is that they don't include any textures for LODs.  and sounds like not installing the MM LOD pack will do nothing to correct the lack of textures, and end up without the meshes I need instead.  So I guess any texture replacer for Majestic Mountains, will just end up with the MM LOD textures.

I am just using the mountainslabhqlod_n.dds from MM lod pack as well.  The MM texture replacer I use is Northfire OG which doesn't have LOD texture support.

How much do you think setting LOD4 for mountains to "full" annihilate performance? 

As I already said, there is no need to use full models. Just use LOD0 mountain meshes in all stages, they are reduced full models and use full textures so they will always match with your mountain retexture. This can be done with DynDOLOD rules:

image.png

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On 8/13/2022 at 3:34 PM, sheson said:

Noise.dds is a normal map overlay is applied to the terrain LOD textures in the game.

Read https://dyndolod.info/Help/Grass-LOD. It explains how grass LOD is in object LOD similar to ultra tree LOD with billboards. You will notice that those explanations do not mention noise.dds. That is because is irrelevant. It is also irrelevant to terrain LOD generation.

Terrain LOD and object LOD are completly different meshes/textures as explained at https://dyndolod.info/How-LOD-Works.

Thanks!!

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I'm finally trying my hand at the step guide all the way through, and I've gotten snagged on TexGen. I don't know what it means by "old" DynDOLOD files, because this is a fresh install of Skyrim (AE) and I haven't done anything with DynDOLOD yet. I have the modding folder set up correctly, and the pathways are all correct to my knowledge.

I've also checked the FAQ, troubleshooting, error messages, and not found anything that mentions this specifically. Anything that might come close to my answer... doesn't seem to work.

why.png

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2 hours ago, ruhr0hraggy1 said:

I'm finally trying my hand at the step guide all the way through, and I've gotten snagged on TexGen. I don't know what it means by "old" DynDOLOD files, because this is a fresh install of Skyrim (AE) and I haven't done anything with DynDOLOD yet. I have the modding folder set up correctly, and the pathways are all correct to my knowledge.

I've also checked the FAQ, troubleshooting, error messages, and not found anything that mentions this specifically. Anything that might come close to my answer... doesn't seem to work.

why.png

Did you click the link in that message?

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34 minutes ago, z929669 said:

Did you click the link in that message?

Multiple Times.The only place where it's mentioned just says to uninstall the TexGen Output and rerun TexGen. Like, the TexGen Output Mod?? Or the Output Folder?? Either way, they're both empty. It doesn't even mention TexGen, it talks about the DynDOLOD archive.

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47 minutes ago, ruhr0hraggy1 said:

Multiple Times.The only place where it's mentioned just says to uninstall the TexGen Output and rerun TexGen. Like, the TexGen Output Mod?? Or the Output Folder?? Either way, they're both empty. It doesn't even mention TexGen, it talks about the DynDOLOD archive.

TexGen Output mod holds files generated by TexGen in ..\DynDOLOD\TexGen_Output

Remove the files in the mod, rerun TexGen, and place the new output in that mod.

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36 minutes ago, ruhr0hraggy1 said:

It worked! I feel dumb. Thank you.

No problem. This is of course the same for DynDOLOD Output mod which holds files generated by DynDOLOD in ..\DynDOLOD\DynDOLOD_Output.

Whenever you regenerate output from TexGen, move that to the TexGen Ouput mod, enable that mod, and then run DynDOLOD again so it picks up these corrected resources. Then move the output from DynDOLOD into the DynDOLOD Output mod and enable that.

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Hi,
I upgraded Dyndolod resources to the latest etc. I used to be able to run DynDolod without any issues repeatedly in the last weeks (sometimes had to do a reboot of the computer for it to run).

I am trying now to redo a LOD generation and Dyndolod keeps on encountering issues. Most of all if I run Dyndolod 64, the generation creeps to a very slow grind somehow. Windows 11 itself is slowed down (not the UI, just any action ; trying to open a folder will lead to a blue circle cycling for a while before the window explorer opens etc, same for the snipping tool).

It's very much like the file system is slowed down to a crawl. This did not happen in the weeks before.
There was actually a windows update yesterday. But I have added all exes and folders and even processes to exceptions to windows defender. I even turned off real time protection, changed folder spots etc. I checked for issues with the hard drive but everything is healthy without any issues whatsoever (2tb sn850 pcie4).

The slowed down/hanging file system is really weird. I just forced exit a texture process that was not moving in task manager and Dyndolod gave me a code 5 access denied message.
Looking at DynDOLOD_SSE_Debug_log.txt ; it looks like Dyndolod is doing stuff all this time (but it's been 20+ minutes without any update on the main window).

Dyndolodx64 rand yesterday one last time properly, I just removed a flickering waterfall fix after that to generate lod again and since then it will just have that behavior.

Well, I can still use my old lod but it really puzzles and frustrates me to encounter this weird filesystem slowdown when running Dyndolod which never happened before.
Any help would be appreciated.

Screenshot 2022-08-19 114543.png

Screenshot 2022-08-19 115105.png

bugreport.txt

DynDOLOD_SSE_log.txt

Cut DynDOLOD_SSE_Debug_log.txt

Edited by ricojumpy
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7 hours ago, ruhr0hraggy1 said:

I'm finally trying my hand at the step guide all the way through, and I've gotten snagged on TexGen. I don't know what it means by "old" DynDOLOD files, because this is a fresh install of Skyrim (AE) and I haven't done anything with DynDOLOD yet. I have the modding folder set up correctly, and the pathways are all correct to my knowledge.

I've also checked the FAQ, troubleshooting, error messages, and not found anything that mentions this specifically. Anything that might come close to my answer... doesn't seem to work.

why.png

Moved the posts to the DynDOLOD 3 Alpha thread.

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

Do not post screenshots of messages. Use the "Copy message to clipboard" link and paste the text instead as explained on the first post.

Read the message and what it says to do: "Unpack the DynDOLOD Standalone archive into a new DynDOLOD folder" .
"DynDOLOD" refers to the whole package, since it says to unpack the archive into a new folder.

The message means, that the folder you unpacked the DynDOLOD archive to contains old files from the DynDOLOD 2.x installation. 

Follow the https://dyndolod.info/Installation-Instructions, there should not be any files from DynDOLOD 2.x in the new folder. 

5 hours ago, ruhr0hraggy1 said:

Multiple Times.The only place where it's mentioned just says to uninstall the TexGen Output and rerun TexGen. Like, the TexGen Output Mod?? Or the Output Folder?? Either way, they're both empty. It doesn't even mention TexGen, it talks about the DynDOLOD archive.

Please, copy paste the URL of the webpage clicking onto "Click on this link for additional explanations and help for this message" opened so I  can optimize  the on-demand help.

I believe this currently goes to https://dyndolod.info/Messages/Exceptions, which does not mention TexGen or output, so that catch all for any exceptions is not very helpful in this case.

4 hours ago, z929669 said:

TexGen Output mod holds files generated by TexGen in ..\DynDOLOD\TexGen_Output

Remove the files in the mod, rerun TexGen, and place the new output in that mod.

The output folders are never checked if old files exists. Any old files will just be overwritten.

TexGen checks the data folder for old output files.

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