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DynDOLOD 3.00 Alpha 180


sheson

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10 minutes ago, SkyKatarsis said:

I solved the problem with this lod by removing all the buggy lods of this tree from that mod itself, DynDOLOD generated them itself: https://ibb.co/hZsWkXJ

 

Now I have a question about lods from another mod: https://www.nexusmods.com/skyrimspecialedition/mods/99083

https://imgbb.com/LSkC5WM 

I saw that you wrote there that DynDOLOD 3 support for replaced objects, but for some reason it does not work.

I can't figure out what's wrong.There are no LODs in the mod itself, so the trick here won’t work like with that mod.

I apologize for tormenting you, but it isn't easy for a non-native speaker and a girl to understand such an array of technical information.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console. 

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Hey hey, I'm looking to fix these errors, can you tell me how to fix 1 or 2 and I can try to do the rest on my own? Just not sure what order to start etc.:

 

Warning: Textures do not match for "bauernhaus:1": textures\summersetisle\architecture\mb\
Spoiler
Warning: Textures do not match for "bauernhaus:1": textures\summersetisle\architecture\mb\plast05.dds in bauernhaus06.nif -> textures\architecture\farmhouse\stonewall01.dds in bauernhaus06_lod.nif for summersetisles.esp bauernhaus06 [STAT:0D03E53A]
Warning: Textures do not match for "bauernhaus:2": textures\summersetisle\architecture\mb\mbgreyrock.dds in bauernhaus06.nif -> textures\summersetisle\architecture\mb\mbbrumawoodpost_dark.dds in bauernhaus06_lod.nif for summersetisles.esp bauernhaus06 [STAT:0D03E53A]
Warning: Textures do not match for "bauernhaus:4": textures\summersetisle\architecture\mb\mbintstainewood01.dds in bauernhaus06.nif -> textures\summersetisle\architecture\mb\plast05.dds in bauernhaus06_lod.nif for summersetisles.esp bauernhaus06 [STAT:0D03E53A]
Warning: Textures do not match for "bauernhaus:5": textures\summersetisle\architecture\mb\mbintstainewood01.dds in bauernhaus06.nif -> textures\summersetisle\architecture\mb\mbstallroof01.dds in bauernhaus06_lod.nif for summersetisles.esp bauernhaus06 [STAT:0D03E53A]
Warning: Textures do not match for "bauernhaus:6": textures\summersetisle\architecture\mb\mbintstainewood01.dds in bauernhaus06.nif -> textures\summersetisle\architecture\mb\xroofa.dds in bauernhaus06_lod.nif for summersetisles.esp bauernhaus06 [STAT:0D03E53A]
Warning: Textures do not match for "bauernhaus:7": textures\summersetisle\architecture\mb\steina.dds in bauernhaus06.nif -> textures\summersetisle\architecture\mb\plast05.dds in bauernhaus06_lod.nif for summersetisles.esp bauernhaus06 [STAT:0D03E53A]
Warning: Textures do not match for "DLC2CastleGlacier02:0": textures\landscape\mountains\mountainslab02.dds in dlc2castleglacier02.nif -> textures\ec\expeditions\ss\landscape\madstonerocks01.dds in dlc2castleglacier02_lod_dementia_1.nif for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_DLC2CastleGlacier02_Dementia [STAT:13048262]
Warning: Textures do not match for "DLC2CastleGlacier02:0": textures\landscape\mountains\mountainslab02.dds in dlc2castleglacier02.nif -> textures\ec\expeditions\ss\landscape\madstonerocks01.dds in dlc2castleglacier02_lod_dementia_2.nif for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_DLC2CastleGlacier02_Dementia [STAT:13048262]
Warning: Textures do not match for "DLC2CastleGlacier03:0": textures\landscape\mountains\mountainslab02.dds in dlc2castleglacier03.nif -> textures\ec\expeditions\ss\landscape\amberstonerocks01.dds in dlc2castleglacier03_lod_mania_1.nif for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_DLC2CastleGlacier03_Mania [STAT:13048264]
Warning: Textures do not match for "DLC2CastleGlacier03:0": textures\landscape\mountains\mountainslab02.dds in dlc2castleglacier03.nif -> textures\ec\expeditions\ss\landscape\amberstonerocks01.dds in dlc2castleglacier03_lod_mania_2.nif for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_DLC2CastleGlacier03_Mania [STAT:13048264]
Warning: Textures do not match for "DLC2CastleGlacier03:0": textures\landscape\mountains\mountainslab02.dds in dlc2castleglacier03.nif -> textures\ec\expeditions\ss\landscape\madstonerocks01.dds in dlc2castleglacier03_lod_dementia_1.nif for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_DLC2CastleGlacier03_Dementia [STAT:13048263]
Warning: Textures do not match for "DLC2CastleGlacier03:0": textures\landscape\mountains\mountainslab02.dds in dlc2castleglacier03.nif -> textures\ec\expeditions\ss\landscape\madstonerocks01.dds in dlc2castleglacier03_lod_dementia_2.nif for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_DLC2CastleGlacier03_Dementia [STAT:13048263]
Warning: Textures do not match for "DLC2CastleGlacier04:0": textures\landscape\mountains\mountainslab02.dds in dlc2castleglacier04.nif -> textures\ec\expeditions\ss\landscape\madstonerocks01.dds in dlc2castleglacier04_lod_dementia_1.nif for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_DLC2CastleGlacier04_Dementia [STAT:13048292]
Warning: Textures do not match for "DLC2CastleGlacier04:0": textures\landscape\mountains\mountainslab02.dds in dlc2castleglacier04.nif -> textures\ec\expeditions\ss\landscape\madstonerocks01.dds in dlc2castleglacier04_lod_dementia_2.nif for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_DLC2CastleGlacier04_Dementia [STAT:13048292]
Warning: Textures do not match for "RoadChunkS03:0": textures\architecture\solitude\sgrass01.dds in roadchunks03.nif -> textures\landscape\roads\road01.dds in roadchunks03_lod_0.nif for LOTD Exterior Fixes.esp zzz_DBM_Path_3 [STAT:FE0E5802]
Warning: Textures do not match for "RoadChunkS03:0": textures\architecture\solitude\sgrass01.dds in roadchunks03.nif -> textures\landscape\roads\road01.dds in roadchunks03_lod_4.nif for LOTD Exterior Fixes.esp zzz_DBM_Path_3 [STAT:FE0E5802]

 

Edited by mattski123
fixed formatting
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31 minutes ago, mattski123 said:

Hey hey, I'm looking to fix these errors, can you tell me how to fix 1 or 2 and I can try to do the rest on my own? Just not sure what order to start etc.:

 

Warning: Textures do not match for "bauernhaus:1": textures\summersetisle\architecture\mb\
  Reveal hidden contents

 

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and debug log to upload when making posts.

https://dyndolod.info/Messages/Textures-Do-Not-Matchhttps://dyndolod.info/Mod-Authors

For best results, shapes in LOD models that use stitched object LOD textures should have the same shaders/full textures as the shapes with the same name in full models.

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  • sheson changed the title to DynDOLOD 3.00 Alpha 152
1 hour ago, 2PHAZT said:

Is it just me or is the latest xlodgenwin64.exe extraordinary slow?

Usually dyndolod takes 25m but I aborted the run with v151 after 6 hours.

V152 seems to be the same (running atm).

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire LODGen log and DynDOLOD log and debug log to upload when making posts.

Test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe

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51 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire LODGen log and DynDOLOD log and debug log to upload when making posts.

Test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe

This is the log where I aborted v152 after waiting 1.5 hours

 

============================================================
Skyrim/Fallout Object/Terrain LOD Generator 3.0.15.0
Created by Ehamloptiran and Zilav
Updated by Sheson

Log started at 14:22:53
.NET Version: 6.0.6
Game Mode: SSE
Worldspace: Tamriel
Fix Tangents: False, False, False, False
Generate Tangents: True, True, True, True
Generate Vertex Colors: True, True, True, True
Merge Vertex Colors: True, True, True, True
Merge Meshes: True
Grouping: False
Remove Faces under Terrain: True
Remove Faces under Water: True
Remove Faces Z-Shift: 10
Use HD Flag: True
Ignore Materials: False
Alpha DoubleSided: False
Default Alpha Threshold: 128
Use Source Alpha Threshold: False
Use Backlight Power: False
Use Decal Flag: False
Specific level: No
Specific quad: No
Max Level: 32
Output: C:\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\
Using UV Atlas: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
Using Flat Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_FlatTextures.txt
Using Alt Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_AltTextures_Tamriel.txt
Generating object LOD meshes for worldspace Tamriel
Reading C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Terrain_Tamriel.bin
-64,-64 to 64,48
Threads: 16
Concs: 8
Finished LOD level 4 coord [-4, 16] [20676/12456]
Finished LOD level 4 coord [28, -28] [45722/29764]
Finished LOD level 4 coord [8, -20] [31612/19461]
Finished LOD level 4 coord [-20, 16] [26552/16418]
Finished LOD level 4 coord [32, -20] [27682/17145]
Finished LOD level 4 coord [32, -28] [40323/27694]
Finished LOD level 4 coord [36, -20] [22373/15475]
Finished LOD level 4 coord [-16, 12] [36742/19502]
Finished LOD level 4 coord [36, -24] [38073/25016]
Finished LOD level 4 coord [-8, 16] [19802/12013]
Finished LOD level 4 coord [-8, -20] [59651/36890]
Finished LOD level 4 coord [-20, 20] [50353/32010]
Finished LOD level 4 coord [-32, -8] [39053/22266]
Finished LOD level 4 coord [32, -24] [35368/23958]
Finished LOD level 4 coord [12, -12] [47399/26901]
Finished LOD level 4 coord [0, 20] [30649/18884]
Finished LOD level 4 coord [0, 16] [44159/25098]
Finished LOD level 4 coord [-20, 12] [38551/21258]
Finished LOD level 4 coord [-4, 20] [25300/14269]
Finished LOD level 4 coord [8, -16] [35476/21218]
Finished LOD level 4 coord [16, 12] [48230/30565]
Finished LOD level 4 coord [-12, -24] [43322/29696]
Finished LOD level 4 coord [-8, 20] [23986/13278]
Finished LOD level 4 coord [-32, 0] [39833/24956]
Finished LOD level 4 coord [40, -28] [31085/19896]
Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (4, -12): 0 statics
Finished LOD level 4 coord [4, -12] [96305/72356]
Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-24, 16): 0 statics
Finished LOD level 4 coord [-24, 16] [47037/28284]
Finished LOD level 4 coord [0, -12] [47010/27176]
Finished LOD level 4 coord [-8, -16] [30599/11145]
Finished LOD level 4 coord [16, -12] [39213/22843]
Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (20, -12): 0 statics
Finished LOD level 4 coord [20, -12] [63781/40379]
Finished LOD level 4 coord [-4, -16] [36271/18451]
Finished LOD level 4 coord [-8, 24] [29392/17209]
Finished LOD level 4 coord [44, -12] [22568/13540]
Finished LOD level 4 coord [40, -20] [26851/20448]
Finished LOD level 4 coord [-4, 12] [43665/26541]
Finished LOD level 4 coord [-12, 24] [16463/7994]
Finished LOD level 4 coord [-8, 12] [28292/18858]
Finished LOD level 4 coord [12, 8] [27841/18405]
Finished LOD level 4 coord [12, 4] [25124/13200]
Finished LOD level 4 coord [8, 24] [38345/21337]
Finished LOD level 4 coord [-4, -32] [9969/5911]
Finished LOD level 4 coord [-8, 8] [38787/29708]
Finished LOD level 4 coord [16, 4] [45009/29886]
Finished LOD level 4 coord [4, 24] [28076/17814]
Finished LOD level 4 coord [16, 8] [29852/17300]
Finished LOD level 4 coord [28, -20] [20536/13887]
Finished LOD level 4 coord [-4, -28] [27286/17099]
Finished LOD level 4 coord [16, 0] [35951/17677]
Finished LOD level 4 coord [-44, 4] [40848/24565]
Finished LOD level 4 coord [12, 12] [30976/17590]
Finished LOD level 4 coord [8, 8] [19815/11910]
Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (0, -16): 0 statics
Finished LOD level 4 coord [0, -16] [68463/40889]
Finished LOD level 4 coord [44, -8] [16986/11641]
Finished LOD level 4 coord [40, -12] [36972/24652]
Finished LOD level 4 coord [-16, 16] [36183/25851]
Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (24, -12): 0 statics
Finished LOD level 4 coord [24, -12] [66093/40588]
Finished LOD level 4 coord [-36, 0] [41617/25627]
Finished LOD level 4 coord [24, -24] [50665/32899]
Finished LOD level 4 coord [40, -8] [33788/20851]
Finished LOD level 4 coord [-32, 4] [59206/36056]
Finished LOD level 4 coord [8, 4] [32295/21230]
Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-40, 4): 0 statics
Finished LOD level 4 coord [-40, 4] [69779/40347]
Finished LOD level 4 coord [-28, 28] [33598/24367]
Finished LOD level 4 coord [24, -20] [37901/24077]
Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (16, -20): 0 statics
Finished LOD level 4 coord [16, -20] [27434/16886]
Finished LOD level 4 coord [-32, 28] [22517/13791]
Finished LOD level 4 coord [-32, 24] [26749/17307]

 

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26 minutes ago, 2PHAZT said:

This is the log where I aborted v152 after waiting 1.5 hours

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire (whatever you have) DynDOLOD log and debug log to upload when making posts.

Test if installing the latest .NET 7 runtime makes a difference. https://dotnet.microsoft.com/en-us/download/dotnet/7.0

If that makes no difference, test with LODGenx64.exe instead by deleting or moving LODGenx64Win.exe

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16 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire (whatever you have) DynDOLOD log and debug log to upload when making posts.

Test if installing the latest .NET 7 runtime makes a difference. https://dotnet.microsoft.com/en-us/download/dotnet/7.0

If that makes no difference, test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe

Finished the build with lodgen64.exe without problems.

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Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before.

  • Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose?
  • When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work?

Thanks. 

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Anyone knows where to get this missing file?

Error: File not found textures\ash tree\sacredbark01_c.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\{uniquemodoptionid}\sleepingtreecamp_d12286a5_trunk.nif
Error: File not found textures\ash tree\sacredbark01_glow.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\{uniquemodoptionid}\sleepingtreecamp_d12286a5_trunk.nif

Ulvenwald does not seem to have it.

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2 hours ago, leostevano said:

Sheson, the new alpha seems to take longer time to generate files. I have followed your suggestion to update .NET 7 runtime to the latest one, but it takes approximately 2 times longer than usual. I haven't tried to use Lodgenx64.exe though. But no issues other than that.

Here's my logs : https://ufile.io/uw3fk82o

Yes, use the LODGenx64.exe for now by deleting or moving LODGenx64Win.exe.

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2 hours ago, Mousetick said:

Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before.

  • Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose?
  • When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work?

Thanks. 

Empty BTO happen because triangles are optimized away. Their purpose is to overwrite other (vanilla) files.

If a texture is purple, then doublecheck NifSkope can really find the texture.

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3 hours ago, sheson said:

If a texture is purple, then doublecheck NifSkope can really find the texture.

Yes. It works fine. It was an ID10T error. Sorry.

I've experienced significantly increased LODGen processing times too with 3a152 compared to 3a150 and earlier. Tamriel took 41 minutes compared to 6.5 minutes (not apples to apples because I'm now combining several worldspaces for LOD).

After renaming LODGenx64Win.exe to fall back to LODGenx64.exe, processing time is back to normal (11.5 minutes).

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