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DynDOLOD 3.00 Alpha 182


sheson

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I think the new AMD graphics drivers might have broken TexGen. I'm using an RX 5700 XT with the 22.7.1 driver and every time it gets past billboard generation and tries to start processing textures I get an "OpenGL: invalid operation" error. Here are the relevant logs from TexGen. Let me know if you need anymore information from me.

https://paste.ee/p/ojZU5

https://paste.ee/p/Maj4k

 

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5 hours ago, Dwailing said:

I think the new AMD graphics drivers might have broken TexGen. I'm using an RX 5700 XT with the 22.7.1 driver and every time it gets past billboard generation and tries to start processing textures I get an "OpenGL: invalid operation" error. Here are the relevant logs from TexGen. Let me know if you need anymore information from me.

https://paste.ee/p/ojZU5

https://paste.ee/p/Maj4k

If this is supposedly a problem with the new graphics drivers and I am not working for AMD I am not quote sure why you are posting here. Best to verify that theory by installing an older driver to see if the problem persists.

Lets assume the driver works fine:

The message: Error: OpenGL: invalid operation while processing textures\cubemaps\ShinyBright_e.dds

The TexGen log seems to be missing lines. Always upload the entire session.
Was there no bugreport.txt?

We had problems with that texture (or cubemaps) before, which resulted in an TexGen update https://stepmodifications.org/forum/search/?q=ShinyBright_e.dds

Let me know which mod is the one to supply that texture. Use xEdit Asset Browser (start with CTRL+F3) to find out the last BSA to contain it in case there is no loose file.

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I think this is the last question I’ll have for a while. With the release of Happy Little Shrubs, my eyes were opened to further flora customization and got me thinking. HLTS comes with a file that tells TexGen to generate textures for the associated shrubs. I compared with my previous TexGen output and sure enough, they were not created automatically without the HLTS file, so that’s pretty cool I may be able to further add other shrubs following that template.

 

So with the texture generated, does the final TREE rule in DynDOLOD automatically cover those meshes since they are technically tree records? Or do I need to also set custom rules, so say, pineshrub01: BB1, BB1, BB1, vwd, etc?

 

At first glance, I would think that was what the TREE rule would cover, however I did also notice that rule mentions having the tree flag and has LOD flag, which when looking at HLT for example (and also the shrub ESP), I don’t see any records flagged as has LOD to confirm I’m understanding that rule correctly

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1 hour ago, EazyH said:

I think this is the last question I’ll have for a while. With the release of Happy Little Shrubs, my eyes were opened to further flora customization and got me thinking. HLTS comes with a file that tells TexGen to generate textures for the associated shrubs. I compared with my previous TexGen output and sure enough, they were not created automatically without the HLTS file, so that’s pretty cool I may be able to further add other shrubs following that template.

So with the texture generated, does the final TREE rule in DynDOLOD automatically cover those meshes since they are technically tree records? Or do I need to also set custom rules, so say, pineshrub01: BB1, BB1, BB1, vwd, etc?

At first glance, I would think that was what the TREE rule would cover, however I did also notice that rule mentions having the tree flag and has LOD flag, which when looking at HLT for example (and also the shrub ESP), I don’t see any records flagged as has LOD to confirm I’m understanding that rule correctly

Moved the post the DynDOLOD 3 Alpha thread.

https://dyndolod.info/Help/Tree-LOD
Tree LOD is generated if a tree LOD billboard is found for a tree in the load order. In this context trees are references that use base records of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set.

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
A tree is every base record of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask
The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path.
Entering the term tree into the field means this rule will match any filename that has the term tree in it but also any other NIF that might be in a folder that has the term tree in it as well, regardless of the filename.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask
This flag makes it possible to use a single 'tree' mesh mask rule to match all trees that didn't match any rules above it regardless of their path or filename.

So while not specifically stated in the explanation for the TREE checkbox on the rule, it applies to TREE and STAT with Has Tree LOD flag, too. In addition to the filename matching anything with 'tree' with the path.

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13 hours ago, sheson said:

If this is supposedly a problem with the new graphics drivers and I am not working for AMD I am not quote sure why you are posting here. Best to verify that theory by installing an older driver to see if the problem persists.

Lets assume the driver works fine:

The message: Error: OpenGL: invalid operation while processing textures\cubemaps\ShinyBright_e.dds

The TexGen log seems to be missing lines. Always upload the entire session.
Was there no bugreport.txt?

We had problems with that texture (or cubemaps) before, which resulted in an TexGen update https://stepmodifications.org/forum/search/?q=ShinyBright_e.dds

Let me know which mod is the one to supply that texture. Use xEdit Asset Browser (start with CTRL+F3) to find out the last BSA to contain it in case there is no loose file.

I reverted to the 22.5.1 driver and it worked perfectly, so it's definitely connected to how AMD has changed their OpenGL implementation in the new driver. If there's nothing you can do on your end I understand, but it's a cause for concern so I wanted you to be aware if for no other reason than so you can put a warning up for AMD GPU users that there might be issues which can be resolved by reverting drivers.

The error pops up with other, non-cubemap textures, so I don't think that's the reason. The top post in the thread said to truncate the session log to the relevant generation, so that's what I did. There's no bugreport.txt in the folder from that session as far as I can see.

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So I periodically check the latest alpha to see if I can succesfully generate high quality Ultra tree/HD tree leaf textures with 3.00 and it seems I can't, its vastly inferior in that dept to 2.98 which is disappointing and seems a backwards step honestly. If anyones managed to succesfully generate HQ leaf textures for HD trees I'd love to know how you managed it. 

n.b. ultra tree on left, "full" tree on the right. Bark textures for trunk, branches etc are fine its leaves that just look awful if anyone knows how to fix please let me know.

https://ibb.co/TrrFVH5

Logs

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11 hours ago, Dwailing said:

I reverted to the 22.5.1 driver and it worked perfectly, so it's definitely connected to how AMD has changed their OpenGL implementation in the new driver. If there's nothing you can do on your end I understand, but it's a cause for concern so I wanted you to be aware if for no other reason than so you can put a warning up for AMD GPU users that there might be issues which can be resolved by reverting drivers.

The error pops up with other, non-cubemap textures, so I don't think that's the reason. The top post in the thread said to truncate the session log to the relevant generation, so that's what I did. There's no bugreport.txt in the folder from that session as far as I can see.

The first page says to "truncate large log files to the entire last meaningful generation" since each session is appended the log.

Stop/Uninstall other crapware from AMD that gets installed with the driver, like the AMD's Radeon Software. It caused problems before.

Add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI to test if it makes a difference.

If there is an error with other textures, then update the new log and debug log.

Let me know which mod(s) the reported texture(s) come from. Test if it happens with vanilla.

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6 hours ago, soupdragon said:

So I periodically check the latest alpha to see if I can succesfully generate high quality Ultra tree/HD tree leaf textures with 3.00 and it seems I can't, its vastly inferior in that dept to 2.98 which is disappointing and seems a backwards step honestly. If anyones managed to succesfully generate HQ leaf textures for HD trees I'd love to know how you managed it. 

n.b. ultra tree on left, "full" tree on the right. Bark textures for trunk, branches etc are fine its leaves that just look awful if anyone knows how to fix please let me know.

https://ibb.co/TrrFVH5

Logs

Neither TexGen/DynDOLOD 2.x or 3.x do not generate any leaf textures for 3D tree LOD models. They simply use the installed textures that are defined by the 3D tree LOD model NIF.

Depending on the UV of the 3D tree LOD model the texture may be used directly or form the object LOD texture atlas. That may be different.

Make sure the screenshot actually shows tree LOD by disabling all LOD with tll in console.

Neither the screenshot or post do not say which tree record / model the problem in particular happens with. Determine which 3D tree LOD models are used, which textures they use and which mod(s) they come from.

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11 hours ago, HiTMAN31X said:

I encounter this warning, latest Dyndolod 3 version.

Sans-titre.png

 

Moved the post to the DynDOLOD 3 Alpha thread.

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

I am not quite sure what the point of posting a screenshot of text from the DynDOLOD documentations is. 

Read the explanations in order to understand what the log messages means and what/if anything needs to be done about it.

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I am relatively new to DyndoLOD (and Skyrim SE).  Normal LODs seem to work and load ok.  However I can't get any tree LODs to work  After running DyndoLOD not even Vanilla tree LODs load. I am using the ultra tree feature because when I used the regular trees it said it ran out of space in the lod files (or some such similar warning).  I am using several tree mods as well as seasons.

Edited by primem0ver
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