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DynDOLOD 3.00 Alpha 180


sheson

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7 hours ago, sheson said:

This only applies to textures with entire black transparent background. If they are fixed - in this case the textures Simplygon produces are kept as is - nothing is done anyways.

Some tree leaves are thinned out to almost nothing if they have a fully black background. I am guessing mathy utilized the black backgrounds to act as a weight to the leaves.

Me being dumb just understood that I can edit each 3D tree LOD mesh, then run DynDOLOD, install the old meshes back and DynDOLOD would have picked up the edited ones and I wouldn't have to host the edited meshes on nexus for it to work.  

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17 minutes ago, User77111 said:

Some tree leaves are thinned out to almost nothing if they have a fully black background. I am guessing mathy utilized the black backgrounds to act as a weight to the leaves.

Me being dumb just understood that I can edit each 3D tree LOD mesh, then run DynDOLOD, install the old meshes back and DynDOLOD would have picked up the edited ones and I wouldn't have to host the edited meshes on nexus for it to work.  

The transparent background being black or not has no effect on the alpha values of pixels or the alpha threshold set in the NIF, or for LOD being hardcoded to 128 in the engine.

Using modified LOD assets for LOD generation works (until a user generates LOD on their own). Typically there are not many occurances where LOD trees they are used directly.

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On 8/5/2023 at 9:18 PM, sheson said:

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

The entire content of the output folder is compressed with the official ..\DynDOLOD\Edit Scripts\7z64.dll once all output has been generated.
Mods should not in any way be able to affect this.

Make sure the drive has enough free space. Make sure UAC, anitvir are not interfering.

https://ufile.io/f/dbe2ghttps://ufile.io/f/819ih Not sure if I did this right. I have 1tb of space left this is an issue with creation club. I did a full Gamerpoets clean install Without CC addon, However five of them still come up. I extracted with 7 zip in my folder and read 1 error message CRC Failed meshes\terrain\objects\Tamriel.8-24-16bto. If I add the rest of the CC content I will get more. There was no summary messages. Also tried with antivirus off. Thanks

Just want to add, I know it will be wrong, but I went in to the extracted file found the above object.8-24-16bto and deleted it. I rezipped the file and it installed without error. It tells me nothing else is wrong. Thanks again.

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Does the new DynDOLOD Resources and Program require the newest game version of Skyrim? I am running Skyrim 1.6.640, and, after updating everything to the newest versions, DynDOLOD is not initializing for me after running everything the same way I normally run it. The MCM is not even present in my MCM menu. 

 

I restored my old save and old DynDOLOD output (I made a back up) so have no issues right now and don't want to try to re-run DynDOLOD again. However, I do want to troubleshoot my original problem.

Here is how the Shrine of Boethiah looks on my map. I also see this same purple mesh mess in the distance in game.

is there any way to fix this without re-doing DynDOLOD entirely? I have no other issues with it. Thank you.

 

Edited by dnmt
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6 hours ago, Spike2112 said:

https://ufile.io/f/dbe2ghttps://ufile.io/f/819ih Not sure if I did this right. I have 1tb of space left this is an issue with creation club. I did a full Gamerpoets clean install Without CC addon, However five of them still come up. I extracted with 7 zip in my folder and read 1 error message CRC Failed meshes\terrain\objects\Tamriel.8-24-16bto. If I add the rest of the CC content I will get more. There was no summary messages. Also tried with antivirus off. Thanks

Just want to add, I know it will be wrong, but I went in to the extracted file found the above object.8-24-16bto and deleted it. I rezipped the file and it installed without error. It tells me nothing else is wrong. Thanks again.

The link contains the TexGen log and debug log, while the issue you are having was with extracting the DynDOLOD.zip.

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

DynDOLOD uses 7zip to create the zip file from the files generated to the output folder. If 7zip has problems on your hardware/OS, then you should troubleshoot that.

Do not use the Save & Zip button, instead use the Save button to not invoke 7zip. Then move the files from the output folder to a new MO2 mod folder. Or zip the output folder yourself for installing.

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6 hours ago, dnmt said:

I restored my old save and old DynDOLOD output (I made a back up) so have no issues right now and don't want to try to re-run DynDOLOD again. However, I do want to troubleshoot my original problem.

Here is how the Shrine of Boethiah looks on my map. I also see this same purple mesh mess in the distance in game.

is there any way to fix this without re-doing DynDOLOD entirely? I have no other issues with it. Thank you.

I assume you do not have the old DynDOLOD logs anymore for that generation.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. It will show the reference and full model being used, which might be helpful in further troubleshooting.

Open Meshes\Terrain\Objects\Tamriel.4.36.4.bto in NifSkope and click the statue so its BSSubIndexTriShape is marked in the Block List window, unfold it to see its BSLightingShaderProperty, unfold that to highlight the BSShaderTextureSet, then the Block Details list the used textures that are missing. Restore those textures.

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2 hours ago, Drachenomics said:

Hi, got this error while running DynDoLod tonight. I'm kinda lost on what to do here.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, use the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Exceptions
Integer overflow
Always use the latest version of DynDOLOD/TexGen as explained above.
This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

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

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, if the option "Copy this message to clipboard" is available, copy and paste the text instead of posting a screenshot.

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4 hours ago, sheson said:

I assume you do not have the old DynDOLOD logs anymore for that generation.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. It will show the reference and full model being used, which might be helpful in further troubleshooting.

Open Meshes\Terrain\Objects\Tamriel.4.36.4.bto in NifSkope and click the statue so its BSSubIndexTriShape is marked in the Block List window, unfold it to see its BSLightingShaderProperty, unfold that to highlight the BSShaderTextureSet, then the Block Details list the used textures that are missing. Restore those textures.

 

Thank you for the detailed instructions. I've screenshot what I found to show you the issue, as it looks like the textures are not missing.

Here is the .nif, and you can see the mess of a purple mesh where the statue is supposed to be.

Here is the texture set.

Here are the textures in my data folder.

Here is a preview of the .dds showing it works fine.

 

EDIT - is there a way to just remove this piece of the .nif outright? I don't mind if it pops in from LOD8 range, I just don't want to see a neon purple thing across the world and on my map. Thank you!

Edited by dnmt
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13 minutes ago, dnmt said:

 

Thank you for the detailed instructions. I've screenshot what I found to show you the issue, as it looks like the textures are not missing.

Here is the .nif, and you can see the mess of a purple mesh where the statue is supposed to be.

Here is the texture set.

Here are the textures in my data folder.

Here is a preview of the .dds showing it works fine.

It is sufficient to report in a simple sentence that the textures seem to exist in MO2 right tab data folder.

Is the full model using the same textures (typically minus the Data\ prefix)?
Check the MO2 usvfs log for hints when the game tries to load the textures. You might have to increase the log level in Settings, Diagnostic tab.

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4 minutes ago, sheson said:

It is sufficient to report in a simple sentence that the textures seem to exist in MO2 right tab data folder.

Is the full model using the same textures (typically minus the Data\ prefix)?
Check the MO2 usvfs log for hints when the game tries to load the textures. You might have to increase the log level in Settings, Diagnostic tab.

Yes, the full model uses the exact same textures. I opened the full model .nif in NifSkope and can confirm that.

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7 minutes ago, dnmt said:

Yes, the full model uses the exact same textures. I opened the full model .nif in NifSkope and can confirm that.

Then there is no reason that the game should not be able to load and show the same textures for LOD.
Did the LOD ever show the actual textures?

Check the MO2 usvfs log for hints when the game tries to load the textures. You might have to increase the log level in Settings, Diagnostic tab.

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7 minutes ago, sheson said:

Then there is no reason that the game should not be able to load and show the same textures for LOD.
Did the LOD ever show the actual textures?

Check the MO2 usvfs log for hints when the game tries to load the textures. You might have to increase the log level in Settings, Diagnostic tab.

The LOD shows the textures at what I think is LOD4 and LOD8. I selected "Full" for all 4 LOD Levels when generating DynDOLOD, which is probably the root of my mistake. I can't use the MO2 log as there isn't a point where the game tries to load the textures - they are always loaded. I can see the neon purple broken mesh from across the map (i.e. looking towards the Shrine from the path near Stillborn Cave) and also on my literal world map.

 

I don't mind waiting, so I might just try to update my DynDOLOD completely with the method you've outlined for updating mid-game.

Edited by dnmt
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15 minutes ago, dnmt said:

The LOD shows the textures at what I think is LOD4 and LOD8. I selected "Full" for all 4 LOD Levels when generating DynDOLOD, which is probably the root of my mistake. I can't use the MO2 log as there isn't a point where the game tries to load the textures - they are always loaded. I can see the neon purple broken mesh from across the map (i.e. looking towards the Shrine from the path near Stillborn Cave) and also on my literal world map.

I don't mind waiting, so I might just try to update my DynDOLOD completely with the method you've outlined for updating mid-game.

The game has to load every asset when it starts, loads a save and then while moving around in the worldspace. Every loose asset the game loads is reported in the log (debug log level) with the virtual path and its physical path.

Check the textures being used in the higher LOD levels Tamriel.8.32.0.bto and Tamriel.16.32.0.bto then.

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13 minutes ago, sheson said:

The game has to load every asset when it starts, loads a save and then while moving around in the worldspace. Every loose asset the game loads is reported in the log (debug log level) with the virtual path and its physical path.

Check the textures being used in the higher LOD levels Tamriel.8.32.0.bto and Tamriel.16.32.0.bto then.

The same textures are being used in the Higher LOD level .bto files.

I also ran a debug level log as requested. It is pretty large so I had to upload as a .zip to my Google Drive: https://drive.google.com/file/d/1YfqCDUbOF9YrJ00JMwEATQqj0DMJQIhs/view?usp=sharing

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