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DynDOLOD 3.00 Alpha 180


sheson

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1 hour ago, z929669 said:

When I created the Aspens Ablaze tree LOD models, I distinctly remember having to add the following config file in order to get TexGen to create the custom tree billboards. I forget if it was because they were too small to meet the threshold or if it was because they were custom trees undefined but for the AA plugin: DynDOLOD_SSE_TexGen_Billboards_aspensablazeesp.txt

After doing some experiments, I'm finding that this file no longer has any impact: TexGen creates the billboards, even though they are custom trees with small z (< 500 U). Has something changed in the last umpteen iterations? I forget what version I was using when I created those.

 

Moved to the DynDOLOD 3 Alpha thread.

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

The default is MinTreeModelHeight=512 <  z  times TreeModelHeightMultiplier=1.7 and/or max scale of references using the tree.

If you do not want TexGen to generate billboards it creates automatically, change the True to False the in config file as explained at https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Tree-Grass-LOD-Billboards

1 hour ago, z929669 said:

Second question: Is there a way to prohibit a given tree from being added to the BTO mesh using a config file? So if I want TreeAspen06 and TreeAspen07 from Aspens Ablaze.esp to NOT have LOD on the atlas, can I do this with a config file?

Add a mesh mask rule setting all LOD Levels to None, just like the default rules at the top of the list but typically with VWD checked. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

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59 minutes ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread.

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

If you do not want TexGen to generate billboards it creates automatically, change the True to False the in config file as explained at https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Tree-Grass-LOD-Billboards

Add a mesh mask rule setting all LOD Levels to None, just like the default rules at the top of the list but typically with VWD checked. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

Well, duh. I was overthinking ...

EDIT: also note that linked URLs in your posts should be updated to omit the hash, so first link ...

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Tree-Grass-LOD-Billboards

should be ...

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

Otherwise, they point to the root page (has string ignored)

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Hi
I received great help here in the past, so I hope I can turn to you again :-)
I had a few weeks off from Skyrim during the summer weeks and decided to dive back in again with some new and updated mods. I also updated Dyndolod.

However, when I generate dyndolod this time the lods are actually not loaded in-game.
Lods do load on loading a save from the main menu (but not loading a save in-game), but the lods does not fade away when you approach, resulting in insane flickering.
I also use "A clear map of Skyrim and other wolrds" and lods are not loaded unto the map, it is empty except for roads and lods do not appear after loading a save from the main menu.

What am I doing wrong? I can’t figure it out

Here are mye logs:
DynDOLOD_SSE_Debug_log 
DynDOLOD_SSE_log 
LODGen_SSE_Tamriel_log
DynDOLOD_SSE_Tree_LOD

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1 hour ago, Perdurabo said:

Hi
I received great help here in the past, so I hope I can turn to you again :-)
I had a few weeks off from Skyrim during the summer weeks and decided to dive back in again with some new and updated mods. I also updated Dyndolod.

 

 

However, when I generate dyndolod this time the lods are actually not loaded in-game.
Lods do load on loading a save from the main menu (but not loading a save in-game), but the lods does not fade away when you approach, resulting in insane flickering.
I also use "A clear map of Skyrim and other wolrds" and lods are not loaded unto the map, it is empty except for roads and lods do not appear after loading a save from the main menu.

What am I doing wrong? I can’t figure it out

Here are mye logs:
DynDOLOD_SSE_Debug_log 
DynDOLOD_SSE_log 
LODGen_SSE_Tamriel_log
DynDOLOD_SSE_Tree_LOD

 

Read the answers for Object LOD shows in active exterior cells https://dyndolod.info/FAQ

Sounds like map LOD is locked to object LOD level 32 without those files being in the load
order.

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2 hours ago, sheson said:

Read the answers for Object LOD shows in active exterior cells https://dyndolod.info/FAQ

Sounds like map LOD is locked to object LOD level 32 without those files being in the load
order.

Thank you good sir!
It seems I had put an extra space or something when editing dyndolod ini (level32=1).
I had not noticed that error, it works perfectly now.

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I see on the 3D Tree LOD Model page, my custom 3D Trees LODs would need to adhere to the treeaspen01_XXXXXXXpassthru_lod.nif naming structure. However, what if I wanted to provide a lower quality option for users to use to gain more performance, or to be rendered out in LOD8? Is it supported naming convention to use treeaspen01_XXXXXXXpassthru_lod_0.nif and treeaspen01_XXXXXXXpassthru_lod_1.nif?

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6 hours ago, DoubleYou said:

I see on the 3D Tree LOD Model page, my custom 3D Trees LODs would need to adhere to the treeaspen01_XXXXXXXpassthru_lod.nif naming structure. However, what if I wanted to provide a lower quality option for users to use to gain more performance, or to be rendered out in LOD8? Is it supported naming convention to use treeaspen01_XXXXXXXpassthru_lod_0.nif and treeaspen01_XXXXXXXpassthru_lod_1.nif?

See https://dyndolod.info/Mod-Authors

3D tree LOD models are just object LOD models of the form *_lod*.nif. So defining the LOD levels with _0|1|2|3 works the same.

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1 hour ago, Abbot said:

Hello, how should I go about solving this: https://imgbox.com/phIboR8l ?

Here's my log file: https://paste.ee/p/eCPQx

EDIT: Sorry, THIS: https://paste.ee/p/GKHBk is the log file relative to the DynDOLOD session related to those purple triangles.

Read the first post which entire log of the meaningful session (a session starts with a "starting session" message) and debug log to also upload when making posts.
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots.

Read https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen how to run TexGen before running DynDOLOD

Read https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD, in particular:
Pay attention to all log messages.
In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed.

The log contains lots of lines like this:

[01:13] <Warning: File not found textures\dyndolod\lod\trees\srg_oak6_2d2268b0_trunk_1.dds. Used by meshes\dyndolod\lod\trees\srg_oak6_2d2268b0passthru_lod.nif Plants_Merge.esp TreeAspen06 [TREE:0007614A]>

The relevant help is https://dyndolod.info/Messages/File-Not-Found-Textures

If running TexGen does not generate those missing textures, then you are missing required resources for whatever tree mod contains the meshes that use them. If you merge mods, make sure their BSA files are also merged or still loaded or their assets are loaded one way or the other.

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43 minutes ago, jimmywon34 said:

Having an issue where after hitting save zip and exit DYNdoLOD does not generate the esp's/esm. I'm using DYndoLOD 3 Alpha.

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

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

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1 hour ago, sheson said:

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

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

Sorry. The File sharing site is saying the file size is too small so it's not uploading it. Any other way other than the two methods in the first post to share my logs? I'm not sure how to use the Text sharing service.

 

Edit - Nevermind here's the logs  https://ufile.io/t79az462

Edited by jimmywon34
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1 hour ago, sheson said:

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

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

Here are the logs from my most recent attempt, where it didn't generate the esps and esm - https://ufile.io/67jo4gac  

They might be better logs as this attempt it actually got through to the end where i was able to save zip and exit.

Edited by jimmywon34
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When running TexGen, I decided to change the output directory to my mods folder so that it would export the zip file there. However, afterwards, I discovered that every mod's subfolders have been deleted, only leaving the esp/esm files. Is there any way to undo the process or recover the files? Thank you.

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1 hour ago, SilverJolteon said:

When running TexGen, I decided to change the output directory to my mods folder so that it would export the zip file there. However, afterwards, I discovered that every mod's subfolders have been deleted, only leaving the esp/esm files. Is there any way to undo the process or recover the files? Thank you.

Moved to the DynDOLOD 3 Alpha thread. Make sure to read the first post.
Read the first post which log and debug log to upload when making posts.

No. I mean nothing but the usual Windows OS shadow copy/previous versions or 3rd party undelete tools.

https://dyndolod.info/Generation-Instructions
Select an output path. The output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
Click Exit TexGen or click Zip & Exit to create a *.zip archive of the output for easier mod installation. Creating an archive will clean the output folder while all relevant files are packed into the zip file.

I keep adding idiot proof checks trying to protect users from themselves, but as the saying goes, they keeping building a better idiots.

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