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DynDOLOD 3.00 Alpha 182


sheson

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Running DynDOLOD with the Happy Little Trees Addon, Performance Edition. The included 3D Hybrid Tree Lods use an array of prebaked branch textures included in the addon download. DynDOLOD copies these textures into its DynDOLOD_Tamriel.dds texture atlas. 

Most of the branch textures are copied over just fine with transparent backgrounds. But as can be seen in this picture, the LOD branch textures for TreePineForestSnow04 are copied over with very strange artifacts and a colored background, resulting in some crazy looking TreePineForestSnow04's Lods in the game.

I cannot for the life of me figure out why DynDOLOD is messing up this texture specifically.

Additionally, a few of the other LOD trees appear to have invisible branches in game, which reappear when zooming in, indicating the mipmaps are not displaying properly from a distance. But the other trees are fine, and all the branch textures come from this same atlas, which should have one collective set of mipmaps being applied to every LOD object referencing this atlas. So again, cannot figure out why only a few trees would have this issue.

Is this an issue with how the original LOD branch textures are saved? I tried resaving them using BC7 Compression (Linear, DX 11+), with a Uniform Error Metric and Super Sampled Mipmaps, but to no avail. Any help appreciated.

Currently using the latest DynDOLOD 3 from Nexus.

DynDOLOD Weird Texture Atlas.jpg

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2 hours ago, sheson said:

No point in testing with versions that others already reported and uploaded logs for showing same issue.

Ah crap the test version 5 https://mega.nz/file/0EgAkTIB#2CxoKpabhmzYi-WOibmVp-AH382jrdxMJLhg31TVGvY
and 6 https://mega.nz/file/NVhnjDRQ#biQ49K_HBFvl86Uyw4i58UcRPwWfdIl1m3cJoQ_7gU4
from last year do not work with the newer bin file format as shows in the logs.

Delete the *.bin files in the export folder and use expert mode to Execute LODGen, see what happens. 
Do not select seasons for this test.

Logs from 6 are attached

 

bugreport.txt Logs.7z

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on the 1st run of v6 it errored at the skyrim.esm,  on the next run it processed the worldspaces but failed on them all except tokmountianpassworld. i deleted to export folder files but it made no difference

 

 

[00:29] Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 16708) while processing Skyrim.esm NorExtRubblePile04_LightIce [STAT:0010AAE2]

 

 

ive uploaded the log files to mega, i dont know if they will be of any use to you.

 

https://mega.nz/file/thkDkaYK#UXPQI8FOz6NA27Zt1jKdP8l8VrzVoKumKoe4KyteLaA

 

 

bugreport.txt DynDOLOD_SSE_log.txt

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9 hours ago, DarthVitrial said:

Logs from 5 (No crash dump)

8 hours ago, DarthVitrial said:

Logs from 6 are attached

7 hours ago, adrianb said:

on the 1st run of v6 it errored at the skyrim.esm,  on the next run it processed the worldspace

A crap deleting the bin also does't seem to work, it will then have a file not found error.
Sorry about that.

Please test with #7 https://mega.nz/file/4JRiTRKQ#oHJ13BVOyA2itWjkV5ic_HSxEdfU3EaCCRuRfH_8EPc
and #8 https://mega.nz/file/4JRiTRKQ#oHJ13BVOyA2itWjkV5ic_HSxEdfU3EaCCRuRfH_8EPc

Use test version of DynDOLOD https://mega.nz/file/sJQR3aBZ#4h06glNhiievee-nuVn_eWWTnBY-iBrTVcU-L0gBmCY which should fix the issues from the bugreports you uploaded.

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10 hours ago, Mirari said:

Running DynDOLOD with the Happy Little Trees Addon, Performance Edition. The included 3D Hybrid Tree Lods use an array of prebaked branch textures included in the addon download. DynDOLOD copies these textures into its DynDOLOD_Tamriel.dds texture atlas. 

Most of the branch textures are copied over just fine with transparent backgrounds. But as can be seen in this picture, the LOD branch textures for TreePineForestSnow04 are copied over with very strange artifacts and a colored background, resulting in some crazy looking TreePineForestSnow04's Lods in the game.

I cannot for the life of me figure out why DynDOLOD is messing up this texture specifically.

Additionally, a few of the other LOD trees appear to have invisible branches in game, which reappear when zooming in, indicating the mipmaps are not displaying properly from a distance. But the other trees are fine, and all the branch textures come from this same atlas, which should have one collective set of mipmaps being applied to every LOD object referencing this atlas. So again, cannot figure out why only a few trees would have this issue.

Is this an issue with how the original LOD branch textures are saved? I tried resaving them using BC7 Compression (Linear, DX 11+), with a Uniform Error Metric and Super Sampled Mipmaps, but to no avail. Any help appreciated.

Currently using the latest DynDOLOD 3 from Nexus.

DynDOLOD Weird Texture Atlas.jpg

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

"But as can be seen in this picture", "why DynDOLOD is messing up this texture"
It can not be seem, because you have not shown the source texture to compare it to.
You did not mention the filename of the texture or which exact LOD mesh filename might be using it.

"mipmaps are not displaying properly"
 What you probably mean is, that those models use textures with badly made mipmaps, created without sufficient alpha coverage.
Typically those textures are being used directly and not from the object LOD atlas. Usually because the UV is not between 0.0 and 1.0.
No texture filenames or which exact LOD meshes using them were mentioned.

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Sorry, first time on this forum, getting the hang of what info to include.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Requested Logs :

DynDOLOD_SSE_Debug_log.txt

https://ufile.io/lmx580r2

DynDOLOD_SSE_log

https://ufile.io/mr94fb12

LODGen_SSE_Tamriel_log

https://ufile.io/ti0l6cvu

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The texture with issues is 'Pineforestsnow04.dds', located in 'textures\lod\HappyLittleTrees\Pineforestsnow04.dds'.

It is used as branch textures for the 3D Hybrid tree passthru LOD 'treepineforestsnow04_232C0CDBpassthru_lod.nif', located in 'meshes\DynDOLOD\lod\trees\treepineforestsnow04_232C0CDBpassthru_lod.nif'.

The texture displays correctly when viewing the 3D Hybrid Tree LOD model in isolation:

PineForestSnow04.dds Correctly Showing in treepineforestsnow04_232C0CDBpassthru_lod.nif

When running DynDOLOD with ultra trees enabled, treepineforestsnow04_232C0CDBpassthru_lod.nif is placed in level 4 LOD all over Tamriel, Solstheim, and Forgotten Vale, and these placed trees draw their textures from the respective worldspace DynDOLOD texture atlases.

All branch textures from  'textures\lod\HappyLittleTrees'  are therefore being imported directly into DynDOLOD_Tamriel.dds, DynDOLOD_DLC2SolstheimWorld.dds, and DynDOLOD_DLC01FalmerValley.dds to be used by the placed 3D hybrid trees. Their trunk textures are generated in TexGen. (See image below of Tamriel object LOD Tamriel.4.0.-12.bto)

3D Hybrid Trees Drawing Branch Textures from DynDOLOD_Tamriel.dds

When Pineforestsnow04.dds is copied to the atlas during DynDOLOD generation, it is heavily distorted, though all other branch textures from 'textures\lod\HappyLittleTrees' are imported normally.

Here is Pineforestsnow04.dds on the right, and its representation in DynDOLOD_Tamriel.dds on the left.

Original PineForestSnow04.dds On Right - DynDOLOD_Tamriel.dds Import on Left

All the other correctly imported branch textures from 'textures\lod\HappyLittleTrees' can be seen in the picture of DynDOLOD_Tamriel.dds I included in my previous post, next to the distorted representation of Pineforestsnow04.dds.

The in game issue can be seen in the image below. Strange looking LOD for TreePineForestSnow04 can be seen on the left, with normal looking LOD for TreePineForestSnow05 on the right.

Ugly TreePineForestSnow04 LOD on Left - Correct TreePineForestSnow05 LOD on Right

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As for the mipmap issue,

2 hours ago, sheson said:

Typically those textures are being used directly and not from the object LOD atlas.

All the Happy Little Trees 3D Hybrid Trees are drawing their branch textures from the DynDOLOD Texture Atlases, not the original branch textures from 'textures\lod\HappyLittleTrees'. So the issue of invisible distant tree branches is drawn from DynDOLOD_Tamriel.dds, etc. However, after some testing, this appears to be an emergent issue from my attempt to fix the Pineforestsnow04.dds within DynDOLOD_Tamriel.dds.

Using Paint.net, I copied and pasted the original Pineforestsnow04.dds over its representation in DynDOLOD_Tamriel.dds, and resaved the texture with BC7 compression. This fixed 3D Tree LOD for TreePineForestSnow04 in game; however, 3D Tree LOD for dead pine trees started showing invisible branches from a distance. They were visible before resaving DynDOLOD_Tamriel.dds

Something detrimental therefore seems to be happening to the mipmaps when resaving, but only for a few select tree branch textures within the atlas. These were my settings for resaving the texture:

BC7 Compression and Mipmap Settings

Perhaps these settings are incorrect, or a program with more specific options/parameters is required.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TLDR, any help figuring out these issues would be greatly appreciated:

1. Why DynDOLOD is distorting Pineforestsnow04.dds on import to the texture atlases

2. Why my edits to the texture atlas to fix this problem cause invisible distant branches

Much thanks

Edited by Mirari
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4 hours ago, Mirari said:

Sorry, first time on this forum, getting the hang of what info to include.

Requested logs attached in following post. (Their file size was too large.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The texture with issues is 'Pineforestsnow04.dds', located in 'textures\lod\HappyLittleTrees\Pineforestsnow04.dds'.

It is used as branch textures for the 3D Hybrid tree passthru LOD 'treepineforestsnow04_232C0CDBpassthru_lod.nif', located in 'meshes\DynDOLOD\lod\trees\treepineforestsnow04_232C0CDBpassthru_lod.nif'.

The texture displays correctly when viewing the 3D Hybrid Tree LOD model in isolation:

PineForestSnow04.dds Correctly Showing in treepineforestsnow04_232C0CDBpassthru_lod.nif

When running DynDOLOD with ultra trees enabled, dfg is placed in level 4 LOD all over Tamriel, Solstheim, and Forgotten Vale, and these placed trees draw their textures from the respective worldspace DynDOLOD texture atlases.

All branch textures from  'textures\lod\HappyLittleTrees'  are therefore being imported directly into DynDOLOD_Tamriel.dds, DynDOLOD_DLC2SolstheimWorld.dds, and DynDOLOD_DLC01FalmerValley.dds to be used by the placed 3D hybrid trees (See image below of Tamriel object LOD Tamriel.4.0.-12.bto).

3D Hybrid Trees Drawing Branch Textures from DynDOLOD_Tamriel.dds

When Pineforestsnow04.dds is copied to the atlas during DynDOLOD generation, it is heavily distorted, though all other branch textures from 'textures\lod\HappyLittleTrees' are imported normally.

Here is Pineforestsnow04.dds on the right, and its representation in DynDOLOD_Tamriel.dds on the left.

Original PineForestSnow04.dds On Right - DynDOLOD_Tamriel.dds Import on Left

All the other correctly imported branch textures from 'textures\lod\HappyLittleTrees' can be seen in the picture of DynDOLOD_Tamriel.dds I included in my previous post, next to the distorted representation of Pineforestsnow04.dds.

The in game issue can be seen in the image below. Strange looking LOD for TreePineForestSnow04 can be seen on the left, with normal looking LOD for TreePineForestSnow05 on the right.

Ugly TreePineForestSnow04 LOD on Left - Correct TreePineForestSnow05 LOD on Right

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As for the mipmap issue,

All the Happy Little Trees 3D Hybrid Trees are drawing their branch textures from the DynDOLOD Texture Atlases, not the original branch textures from 'textures\lod\HappyLittleTrees'. So the issue of invisible distant tree branches is drawn from DynDOLOD_Tamriel.dds, etc. However, after some testing, this appears to be an emergent issue from my attempt to fix the Pineforestsnow04.dds within DynDOLOD_Tamriel.dds.

Using Paint.net, I copied and pasted the original Pineforestsnow04.dds over its representation in DynDOLOD_Tamriel.dds, and resaved the texture with BC7 compression. This fixed 3D Tree LOD for TreePineForestSnow04 in game; however, 3D Tree LOD for dead pine trees started showing invisible branches from a distance. They were visible before resaving DynDOLOD_Tamriel.dds

Something detrimental therefore seems to be happening to the mipmaps when resaving, but only for a few select tree branch textures within the atlas. These were my settings for resaving the texture:

BC7 Compression and Mipmap Settings

Perhaps these settings are incorrect, or a program with more specific options/parameters is required.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TLDR, any help figuring out these issue would be greatly appreciated:

1. Why DynDOLOD is distorting Pineforestsnow04.dds on import to the texture atlases

2. Why my edits to the texture atlas to fix this problem cause invisible distant branches

Much thanks

Zip and upload large log to a file service as explained on the first post.

 

This is what the source texture textures\lod\HappyLittleTrees\Pineforestsnow04.dds looks like without alpha channel:
image.png

This is what the source texture textures\lod\HappyLittleTrees\Pineforestsnow04.dds looks like with alpha channel
image.png
Seems to me, what is added to the object LOD texture atlas is pretty much what the source texture looks like.
Are you saying the alpha channel information is lost when the texture is added to the object LOD atlas?
Are you using the latest DynDOLOD 3 Alpha version?

https://dyndolod.info/Help/3D-Tree-LOD-Model
Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture.

Check what alpha threshhold the LOD model defines.

BTO meshes do not define a NiAlphaProperty, so the transparency is not shown in NifSkope. For viewing only you can add one with a threshold of 128 , do not save.

 

Do not edit generated LOD atlas texture. Change the source texture instead. Make sure to save it with an appropriate alpha channel.
When you edited the atlas texture the original mipmap information was replaced.

DynDOLOD creates mipmaps per single texture with its own version of alpha coverage. Generating mipmaps for the final object LOD atlas texture will have mipmap artifacts (adjacent textures bleeding into each other) and poor alpha channel information if not done with some kind of alpha coverage algorithm.

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on the 1st run of v7 it errored at the dragonborn.esm,  on the next run it processed the worldspaces but failed on falskaar and tamriel both those lodgens stopped responding.

 

 

 

 

 

ive uploaded the log files to mega,  and the crashdump.

 

crashdump

 

https://mega.nz/file/l91XQS5b#lWx2cX7xazeOgVbjKGe5BFAc5yHmw0QjvENQkBIeopI

 

first run

https://mega.nz/file/okkE3aoR#UECO0qIGrAk42D9dVM_KhBXN53XOZvQW0vVXUdhU6v8

 

2nd run

 

https://mega.nz/file/JosERCzA#sMyxyADOskIy5JkVLOXLFtwukZsnymEVTkj_ZxfTKVQ

 

will try test 8 in a minute, let me know if you want me to run the tests a few more times or if you need anymore info.

 

test 8 on mega seems to be the same as test 7.

 

 

 

bugreport1.txt DynDOLOD_SSE_log.txt

Edited by adrianb
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25 minutes ago, adrianb said:

on the 1st run of v7 it errored at the dragonborn.esm,  on the next run it processed the worldspaces but failed on falskaar and tamriel both those lodgens stopped responding.

 

 

 

 

 

ive uploaded the log files to mega,  and the crashdump.

 

crashdump

 

https://mega.nz/file/l91XQS5b#lWx2cX7xazeOgVbjKGe5BFAc5yHmw0QjvENQkBIeopI

 

first run

https://mega.nz/file/okkE3aoR#UECO0qIGrAk42D9dVM_KhBXN53XOZvQW0vVXUdhU6v8

 

2nd run

 

https://mega.nz/file/JosERCzA#sMyxyADOskIy5JkVLOXLFtwukZsnymEVTkj_ZxfTKVQ

 

will try test 8 in a minute, let me know if you want me to run the tests a few more times or if you need anymore info.

 

test 8 on mega seems to be the same as test 7.

 

 

 

bugreport1.txt 270.39 kB · 3 downloads DynDOLOD_SSE_log.txt 742.33 kB · 1 download

Just use expert mode to "Execute LODGen" to test the different LODGenx64.exe with the same  settings and exports files as before.

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ok i'll run test 7 a few times and see if anything changes.

 

on the 3rd run only tamriel stopped responding.

 

crash dump:-

 

https://mega.nz/file/c1dV1aAL#jJh5QB3fQK2-0GvQFkEGI3Wl9RnuJXVRFCCJugo6XXM

 

logs:-

 

https://mega.nz/file/Jh0mDSSL#JRDsgTRvwgiDU6GdWWeJkt_N0KJ3BB-ZMkWakIPeI3E

 

hope this info is useful, if not i can stop testing.

 

 

DynDOLOD_SSE_log.txt

Edited by adrianb
add more info
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7 hours ago, Mirari said:

Sorry, first time on this forum, getting the hang of what info to include.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Requested Logs :

DynDOLOD_SSE_Debug_log.txt

https://ufile.io/lmx580r2

DynDOLOD_SSE_log

https://ufile.io/mr94fb12

LODGen_SSE_Tamriel_log

https://ufile.io/ti0l6cvu

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The texture with issues is 'Pineforestsnow04.dds', located in 'textures\lod\HappyLittleTrees\Pineforestsnow04.dds'.

It is used as branch textures for the 3D Hybrid tree passthru LOD 'treepineforestsnow04_232C0CDBpassthru_lod.nif', located in 'meshes\DynDOLOD\lod\trees\treepineforestsnow04_232C0CDBpassthru_lod.nif'.

The texture displays correctly when viewing the 3D Hybrid Tree LOD model in isolation:

PineForestSnow04.dds Correctly Showing in treepineforestsnow04_232C0CDBpassthru_lod.nif

When running DynDOLOD with ultra trees enabled, treepineforestsnow04_232C0CDBpassthru_lod.nif is placed in level 4 LOD all over Tamriel, Solstheim, and Forgotten Vale, and these placed trees draw their textures from the respective worldspace DynDOLOD texture atlases.

All branch textures from  'textures\lod\HappyLittleTrees'  are therefore being imported directly into DynDOLOD_Tamriel.dds, DynDOLOD_DLC2SolstheimWorld.dds, and DynDOLOD_DLC01FalmerValley.dds to be used by the placed 3D hybrid trees. Their trunk textures are generated in TexGen. (See image below of Tamriel object LOD Tamriel.4.0.-12.bto)

3D Hybrid Trees Drawing Branch Textures from DynDOLOD_Tamriel.dds

When Pineforestsnow04.dds is copied to the atlas during DynDOLOD generation, it is heavily distorted, though all other branch textures from 'textures\lod\HappyLittleTrees' are imported normally.

Here is Pineforestsnow04.dds on the right, and its representation in DynDOLOD_Tamriel.dds on the left.

Original PineForestSnow04.dds On Right - DynDOLOD_Tamriel.dds Import on Left

All the other correctly imported branch textures from 'textures\lod\HappyLittleTrees' can be seen in the picture of DynDOLOD_Tamriel.dds I included in my previous post, next to the distorted representation of Pineforestsnow04.dds.

The in game issue can be seen in the image below. Strange looking LOD for TreePineForestSnow04 can be seen on the left, with normal looking LOD for TreePineForestSnow05 on the right.

Ugly TreePineForestSnow04 LOD on Left - Correct TreePineForestSnow05 LOD on Right

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As for the mipmap issue,

All the Happy Little Trees 3D Hybrid Trees are drawing their branch textures from the DynDOLOD Texture Atlases, not the original branch textures from 'textures\lod\HappyLittleTrees'. So the issue of invisible distant tree branches is drawn from DynDOLOD_Tamriel.dds, etc. However, after some testing, this appears to be an emergent issue from my attempt to fix the Pineforestsnow04.dds within DynDOLOD_Tamriel.dds.

Using Paint.net, I copied and pasted the original Pineforestsnow04.dds over its representation in DynDOLOD_Tamriel.dds, and resaved the texture with BC7 compression. This fixed 3D Tree LOD for TreePineForestSnow04 in game; however, 3D Tree LOD for dead pine trees started showing invisible branches from a distance. They were visible before resaving DynDOLOD_Tamriel.dds

Something detrimental therefore seems to be happening to the mipmaps when resaving, but only for a few select tree branch textures within the atlas. These were my settings for resaving the texture:

BC7 Compression and Mipmap Settings

Perhaps these settings are incorrect, or a program with more specific options/parameters is required.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TLDR, any help figuring out these issues would be greatly appreciated:

1. Why DynDOLOD is distorting Pineforestsnow04.dds on import to the texture atlases

2. Why my edits to the texture atlas to fix this problem cause invisible distant branches

Much thanks

@sheson If using HLT mod, it's important to distinguish between lod assets I prepared using standard methods and those that T4 created in custom fashion (Blender reduce poly w/custom textures and using same CRC named models). It could be that some of the custom LOD models have issues, IDK and am not set up to confirm right now.


See latest posts/files for reference: https://www.nexusmods.com/skyrimspecialedition/mods/56907

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19 minutes ago, z929669 said:

@sheson If using HLT mod, it's important to distinguish between lod assets I prepared using standard methods and those that T4 created in custom fashion (Blender reduce poly w/custom textures and using same CRC named models). It could be that some of the custom LOD models have issues, IDK and am not set up to confirm right now.


See latest posts/files for reference: https://www.nexusmods.com/skyrimspecialedition/mods/56907

Without log, debug log and questions being answered we will not know what's up.

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21 hours ago, sheson said:

A crap deleting the bin also does't seem to work, it will then have a file not found error.
Sorry about that.

Please test with #7 https://mega.nz/file/4JRiTRKQ#oHJ13BVOyA2itWjkV5ic_HSxEdfU3EaCCRuRfH_8EPc
and #8 https://mega.nz/file/4JRiTRKQ#oHJ13BVOyA2itWjkV5ic_HSxEdfU3EaCCRuRfH_8EPc

Use test version of DynDOLOD https://mega.nz/file/sJQR3aBZ#4h06glNhiievee-nuVn_eWWTnBY-iBrTVcU-L0gBmCY which should fix the issues from the bugreports you uploaded.

Instant failure with 7

And 7 and 8 seem to be the exact same files?

bugreport.txt Logs.7z

Edited by DarthVitrial
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