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DynDOLOD 3.00 Alpha 182


sheson

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Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file)
Is that possible?

I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing?

Thanks.

Edited by Jax65
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1 hour ago, Jax65 said:

Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file)
Is that possible?

I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing?

Thanks.

Read the first post of the DynDOLOD 3 Alpha thread where to make posts, I moved your post.

Yes, you can do whatever convoluted stuff you can think off.
The way you ask the question is a hint that you should instead ask the actual question / describe the situation that makes you want do this.

I suggest to read the DynDOLOD/TexGen documentation in order to understand how things work. Then ask specific questions how to properly use the tools to achieve certain goals or in case of issues, simply report the problem.

TexGen generates the LOD texture from the full texture. The TexGen output typically overwritesDynDOLOD Resources SE.
wrroofslate01lod is a 4x4 mini atlas textures. If it is replaced with a simple resize of the full texture, then LOD models using that LOD texture will look wierd.
The generated texture will have the base size * 1. E.g. 256x256 for 1080p. If you are hurting for VRAM, just set a lower base size to generate smaller LOD textures.
The mipmaps of the LOD texture only matters if the LOD texture is being used directly. Though saving a texture with whatever tool, typically updates the mipamps accordingly. Sometimes not for the better. Typically LOD uses the object LOD atlas texture to which this texture has been added. The mipmaps of textures that are being added to the object LOD atlas are ignored and replaced with mipmaps that DynDOLOD creates on the fly.

Check these:
https://dyndolod.info/Help/Texture-Resolution
https://dyndolod.info/Help/TexGen-Configuration
https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen

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On 4/9/2022 at 1:37 AM, sheson said:

I can download that log but its only the normal log. Can you upload the accompanying debug log as well?

If you already know which original TexGen configs are being used for them to create these textures adhoc, let me know. Knowing one of the LOD models would help, too.

Basically looking for a line like 

[AddMiniAtlas] <Debug: Automatically generate new mini atlas textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds based on textures\..\prop2d_com_elorav_woodenpole_wet.dds for textures\..\[some textures].dds plugin.esm editor id  [STAT:formid]>

That [some textures].dds is the original one to find the TexGen config for.

Edit: I was able to reproduce the bug after some trial and error based on the provided files. Will be fixed next alpha version.

Hi sheson, I am still having this problem in alpha 88. I believe I have all the correct log files this time: https://ufile.io/f/313sb

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56 minutes ago, Gamma_Metroid said:

Hi sheson, I am still having this problem in alpha 88. I believe I have all the correct log files this time: https://ufile.io/f/313sb

From the first post:
Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory ... 

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory

The output folder still contains old files including that texture made with an older version, so it skips making the correct one because the texture already exists.

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4 hours ago, sheson said:

@DarthVitrial @adrianb @Zahkrii

It seems you have these problems because of Windows Insider Preview (Dev/Beta) 22593. It also updates .Net Framework 4.8 to a new build.

@DarthVitrial @adrianb @Zahkrii

It seems converting and compiling LODGen for .Net 6 lets it run without errors. Check if this works  https://mega.nz/file/4RoRDaAQ#KYQTrMq8Z02M8jk9ZrpmU1GY0XTw_dEy5uD2HKaaLa8

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1 hour ago, sheson said:

From the first post:
Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory ... 

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory

The output folder still contains old files including that texture made with an older version, so it skips making the correct one because the texture already exists.

Ah, reading always helps 😅 The problem turned out to be DynDOLOD was pulling the old textures from my data/textures/lod folder, so I had to clear that out too. Thanks

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4 hours ago, sheson said:

Read the first post of the DynDOLOD 3 Alpha thread where to make posts, I moved your post.

Yes, you can do whatever convoluted stuff you can think off.
The way you ask the question is a hint that you should instead ask the actual question / describe the situation that makes you want do this.

I suggest to read the DynDOLOD/TexGen documentation in order to understand how things work. Then ask specific questions how to properly use the tools to achieve certain goals or in case of issues, simply report the problem.

I have a few City re-textures with different colour roofs and walls which texgen and Dyndolod can't create and match (from what I have read anyway) so I'm trying to edit the textures myself so dyndolod can create matching LODs.
I read all of this post https://stepmodifications.org/forum/topic/14565-help-me-to-understand/
And you said:

"Use a 3D program like 3DSMax or Blender to render models to texture. Or our poor mans solution like we do create billboard by making screenshots in NifSkope.
However, since we do not have the sources for the pre-rendered textures you would first have to create models/views that mimic the side views required.
Or you just try to edit the existing textures in PhotoShop/Gimp."

So i'm trying the last option and kinda assumed I need to edit the atlas DDS lod files?

MY PREVIOUS POST:

Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file)
Is that possible?
I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing?
Thanks.

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1 hour ago, Jax65 said:

I have a few City re-textures with different colour roofs and walls which texgen and Dyndolod can't create and match (from what I have read anyway) so I'm trying to edit the textures myself so dyndolod can create matching LODs.
I read all of this post https://stepmodifications.org/forum/topic/14565-help-me-to-understand/
And you said:

"Use a 3D program like 3DSMax or Blender to render models to texture. Or our poor mans solution like we do create billboard by making screenshots in NifSkope.
However, since we do not have the sources for the pre-rendered textures you would first have to create models/views that mimic the side views required.
Or you just try to edit the existing textures in PhotoShop/Gimp."

So i'm trying the last option and kinda assumed I need to edit the atlas DDS lod files?

MY PREVIOUS POST:

Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file)
Is that possible?
I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing?
Thanks.

Are the used City re-texture mods a secret?

Really read the first post and the documentation as suggested to understand how things work with the new and improved DynDOLOD 3 Alpha:
For example from https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/
Major Feature Changes
Generate some pre-rendered object LOD textures, including all cities.

For example from https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
It can update the rendered object LOD textures for the walled cities and most structures.

For example https://dyndolod.info/Help/TexGen-Configuration#Rendered-Object-LOD-Textures
Check the image...

Really read what I answered:
TexGen generates the LOD texture from the full texture. The TexGen output typically overwrites DynDOLOD Resources SE.
wrroofslate01lod is a 4x4 mini atlas textures.

https://dyndolod.info/Help/TexGen-Configuration#Rendered-Object-LOD-Textures#Stitched-Object-LOD-Textures
Such stitched object LOD texture like wrroofslate01.dds were already updated by TexGen 2.x and didn't require any manual editing either.

The mipmaps of the LOD texture only matters if the LOD texture is being used directly. Though saving a texture with whatever tool, typically updates the mipamps accordingly. Sometimes not for the better. Typically LOD uses the object LOD atlas texture to which this texture has been added. The mipmaps of textures that are being added to the object LOD atlas are ignored and replaced with mipmaps that DynDOLOD creates on the fly.

Let me repeat:
Both TexGen 2/3 automatically create wrroofslate01lod and wrslate02lod from the full textures in the load order.The TexGen output will overwrite the textures in DynDOLOD Resources SE. There is no need to manually modify them. Do not edit the generated object LOD atlas if anything, edit the single object LOD textures.

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4 hours ago, sheson said:

@DarthVitrial @adrianb @Zahkrii

It seems converting and compiling LODGen for .Net 6 lets it run without errors. Check if this works  https://mega.nz/file/4RoRDaAQ#KYQTrMq8Z02M8jk9ZrpmU1GY0XTw_dEy5uD2HKaaLa8

Instant failure, should I not be using the dyndolod exe from here: https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/page/284/?tab=comments#comment-259338?

EDIT: Rolled back to exe from alpha 88, it's running now.

bugreport.txt Logs.7z

Edited by DarthVitrial
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I downloaded a retexture mod for moonpath to elsweyr and I'm greeted by this message when trying to run texgen :

[Window Title]
TexGen

[Main Instruction]
Error: OpenGL: invalid enumerant.

[Exit TexGen]

[Footer]
Online Manual | Support Forum | Copy message to clipboard. 

Edited by NBBEAST
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29 minutes ago, DarthVitrial said:

This range error has nothing to do with the LODGen I uploaded.

Try again, see if it happens again. It is probably a rare race condition I will fix for next Alpha.

Use expert mode. Execute LODGen.
 

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26 minutes ago, NBBEAST said:

I downloaded a retexture mod for moonpath to elsweyr and I'm greeted by this message when trying to run texgen :

[Window Title]
TexGen

[Main Instruction]
Error: OpenGL: invalid enumerant.

[Exit TexGen]

[Footer]
Online Manual | Support Forum | Copy message to clipboard. 

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

Using search as explained in the first finds this https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=255045

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29 minutes ago, sheson said:

This range error has nothing to do with the LODGen I uploaded.

Try again, see if it happens again. It is probably a rare race condition I will fix for next Alpha.

Use expert mode. Execute LODGen.
 

Rare race condition aside it worked perfectly, generated seasons and everything. Looks like converting to .net 6 did it.

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32 minutes ago, sheson said:

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

Using search as explained in the first finds this 

 

Sorry it slipped my mind. Here they are. Its not the same issue as that other person, as my integrated GPU is enabled and updated to latest driver, same with my GPU. Plus if I want ultra trees, I know I need to enable hd trees within texgen, but do I disable regular tree lod as well and thus only have hd trees enabled or should I have both enabled for ultra trees? Thanks.

TexGen_SSE_log.txt TexGen_SSE_Debug_log.txt

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