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DynDOLOD 3.00 Alpha 182


sheson

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2 hours ago, xytyyy said:

https://ufile.io/f/1cmlb log and debug log

I have tried rebooting but the problem persist.

It seems something is prevent the .NET version not to get the CPU count. Probably a Windows 11 Beta .NET bug.  See what happens if you remove/rename ..\Edit Scripts\LODGenx64Win.exe to LODGenx64Win.bak, so it uses LODGenx64.exe instead which is for the .Net Framework.

Use the Export mode to just "Execute LODGen" for the selected worldspaces so you do not have to go through the entire generation again.  See https://dyndolod.info/Help/Expert-Mode

If that also fails, let me know.

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46 minutes ago, sheson said:

It seems something is prevent the .NET version not to get the CPU count. Probably a Windows 11 Beta .NET bug.  See what happens if you remove/rename ..\Edit Scripts\LODGenx64Win.exe to LODGenx64Win.bak, so it uses LODGenx64.exe instead which is for the .Net Framework.

Use the Export mode to just "Execute LODGen" for the selected worldspaces so you do not have to go through the entire generation again.  See https://dyndolod.info/Help/Expert-Mode

If that also fails, let me know.

Thks, it's solved.

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14 hours ago, sheson said:

Could be Texconv is being prevented from reading/writing to/from the Temp folder by the OS/antivir etc.

When TexGen seemingly does nothing, check task manager for a Texconv process and see what happens if you kill it.

I disabled the Antivirus but that didn't change anything. When I killed TexGen with task manager the program closed and there were no logs generated.

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41 minutes ago, Akidson said:

I disabled the Antivirus but that didn't change anything. When I killed TexGen with task manager the program closed and there were no logs generated.

When TexGen seemingly does nothing, check task manager for a Texconv process and see what happens if you kill Texconv.

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18 hours ago, sheson said:

The native game uses GID, no Gras in Object uses CGID files. DynDOLOD uses the ones set in its INI settings. Decide for one or the other. Do not mix.

tried with just gcid, same result.

Do comparisons with a game that uses the same grass cache files to load full grass that DynDOLOD used to generation grass LOD, then each full grass should have a corresponding x plane if a billboard exists and density is 100%. It should make it easier to spot which type of grass does not have LOD.

 this might be an issue - i cannot get ngio extended grass mode to work, like, at all - but if the cache just didnt work at all there would be NO grass lods. there are some, just not certain types. that being said, i have tried many things to get it working and its just not happening - this whole process is insanely frustrating

Double check that the 132 GRAS base records is about the expected amount from the loaded plugins.
Double check that there are 5 billboard files (*.txt, *_1.dds, *_1_n.dds, *_2.dds, *_2_n.dds)  for each (130 grass billboards * 5 = 650 files) - you can do that by only checking grass LOD billboard generation into an empty output folder.

132 grass entries from the folkvangr esp, specifically. one is missing a mesh, so 131, really. 130 were generated because i configured it to make billboards for all including underwater . there were 1238 billboards created total from all plugins, grass and trees both.

there are 5 files per billboard

Use programs that supports BC7 like SageThumbs /Paint.NET or change the compression format to DXT5 for the 4 channel textures with alpha/specular and DXT1 for 3 channel.

paint.net shows the billboards, they do look like grass (albeit highly pixellated grass)

How many lines/billboards are listed and is it about the expected amount of grasses that are above water and used in the worldspace.

theres 120 lines in the tamriel lodgen plant log - between the 131 from folkvangr and the 11 from origin there are 142 grass billboards - im sure not all of them exist in tamriel. some of the ones that are missing in game are in the list. their textures do exist, and are not transparent.

You only need to look at one from the area where you believe grass LOD is missing to check if there are more X planes that you actually see in the game.
That would mean the grass position and billboard file for it exists but is transparent.

Also check the verbose LODGen log for message like File not found *.DDS. We expect it to only mention grasses that are underwater (often have "water" in the name), the ones that TexGen does not generate because they have missing assets or are too small, not so high ground cover.

there are no lines containing 'not found' in tamriel lodgen log. how do i identify which file is associated with which area? is there a console command or something? at any rate the grass is missing everywhere. theres lots of golden grass installed and only green grass lods

https://dyndolod.info/Help/Grass-LOD
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.

they match fine, the ones that exist. but most of them don't exist

Edited by tooandrew
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Texgen64 won't actually start th process. Reads all my files/mods gives me the menu and as soon as I click continue it throws and opengl error "out of memory".

From what I've been seeing, reading some messages, might be AMD related? I am using the newest driver. 

 

Spoiler

[Window Title]
TexGen

[Main Instruction]
Error: OpenGL: out of memory.

[Content]


Click on this link for additional explanations and help for this message

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

Edited by PixelBitZombie
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52 minutes ago, PixelBitZombie said:

Texgen64 won't actually start th process. Reads all my files/mods gives me the menu and as soon as I click continue it throws and opengl error "out of memory".

From what I've been seeing, reading some messages, might be AMD related? I am using the newest driver. 

 

  Reveal hidden contents

[Window Title]
TexGen

[Main Instruction]
Error: OpenGL: out of memory.

[Content]


Click on this link for additional explanations and help for this message

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

Since apparently you can only edit once..

TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt

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5 hours ago, tooandrew said:

 this might be an issue - i cannot get ngio extended grass mode to work, like, at all - but if the cache just didnt work at all there would be NO grass lods. there are some, just not certain types. that being said, i have tried many things to get it working and its just not happening - this whole process is insanely frustrating

What exactly do you mean? NGIO successfully created all CGID files for a the worldspace, right? NGIO has no problem using only the cache files, right?
The DynDOLODGrassMode INI setting 1 or 2 supersede other full grass distance settings.
If you have problems with using NGIO

5 hours ago, tooandrew said:

132 grass entries from the folkvangr esp, specifically. one is missing a mesh, so 131, really. 130 were generated because i configured it to make billboards for all including underwater . there were 1238 billboards created total from all plugins, grass and trees both.

Generating grass LOD for underwater grass is wasting performance/resources.

5 hours ago, tooandrew said:

theres 120 lines in the tamriel lodgen plant log - between the 131 from folkvangr and the 11 from origin there are 142 grass billboards - im sure not all of them exist in tamriel. some of the ones that are missing in game are in the list. their textures do exist, and are not transparent.

Also check that ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_[Worldspace].txt contains lines with grass LOD billboard texture names and paths in it and that none of the expected grass LOD billboards are missing.

5 hours ago, tooandrew said:

there are no lines containing 'not found' in tamriel lodgen log.

Sorry, my mistake. That is a feature of an upcoming LODGen version. Download this version of LODGenx64Win.exe and replace it in the Edit Script folder. Then use Export mode to Execute LODGen (also keep verbose=1 setting in the DynDOLOD INI), then check again for file not found *.DDS messages related to grass LOD billboards.

5 hours ago, tooandrew said:

how do i identify which file is associated with which area? is there a console command or something?

With the DynDOLOD SkyUI MCM You Are Here page for example.

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5 hours ago, PixelBitZombie said:

Make sure to close any other program that uses VRAM before using the tools.

Another user reported problems with the Adrenalin Edition 22.7.1 Optional driver. https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/page/333/?tab=comments#comment-262537
It apparently contains a new OpenGL beta version that seems to have bugs.
Use the Adrenalin 22.5.1 Recommended (WHQL) driver.

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Trying to upgrade my DynDOLOD from 2.98 to 3.0 for my LE Skyrim, and I keep encountering this Open GL Error (please see screenshots). Any ideas as to how to fix it? Everytime I run it, it says error for a different item, below is another item, and I have the log. 

 

Error: File not found textures\landscape\trees\s3dtrees_ash1_n.dds. Used by Meshes\dlc02\landscape\trees\treepineforestdead05_wintergreen_ash_sa.nif Dark_Forests_Solstheim.esp treepineforestdead05_wintergreen_ash "treepineforestdead05_wintergreen_ash" [TREE:1D1DA568]
Error: File not found textures\landscape\trees\s3dtrees_bark1_n.dds. Used by Meshes\dlc02\landscape\trees\treepineforestdead04_red_ash_sa.nif Dark_Forests_Solstheim.esp treepineforestdead04_red_ash "treepineforestdead04_red_ash" [TREE:1D1DF66E]
Error: File not found textures\landscape\trees\srg_pine05_green_n.dds. Used by Meshes\landscape\trees\srg_treepineforestsnow05.nif Skyrim.esm TreePineForestSnow05 [TREE:0005C06E]
Error: File not found textures\landscape\trees\srg_TreePineForestBarkComp2_gr_N.dds. Used by Meshes\landscape\trees\srg_treepineforestsnowl01.nif Skyrim.esm TreePineForestSnowL01 [TREE:0005D2DB]

OpenGL Error.PNG

TexGen Options.PNG

TexGen_TES5_log.txt

Edited by emplus
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35 minutes ago, emplus said:

Trying to upgrade my DynDOLOD from 2.98 to 3.0 for my LE Skyrim, and I keep encountering this Open GL Error (please see screenshots). Any ideas as to how to fix it? Everytime I run it, it says error for a different item, below is another item, and I have the log. 

 


Error: File not found textures\landscape\trees\s3dtrees_ash1_n.dds. Used by Meshes\dlc02\landscape\trees\treepineforestdead05_wintergreen_ash_sa.nif Dark_Forests_Solstheim.esp treepineforestdead05_wintergreen_ash "treepineforestdead05_wintergreen_ash" [TREE:1D1DA568]
Error: File not found textures\landscape\trees\s3dtrees_bark1_n.dds. Used by Meshes\dlc02\landscape\trees\treepineforestdead04_red_ash_sa.nif Dark_Forests_Solstheim.esp treepineforestdead04_red_ash "treepineforestdead04_red_ash" [TREE:1D1DF66E]
Error: File not found textures\landscape\trees\srg_pine05_green_n.dds. Used by Meshes\landscape\trees\srg_treepineforestsnow05.nif Skyrim.esm TreePineForestSnow05 [TREE:0005C06E]
Error: File not found textures\landscape\trees\srg_TreePineForestBarkComp2_gr_N.dds. Used by Meshes\landscape\trees\srg_treepineforestsnowl01.nif Skyrim.esm TreePineForestSnowL01 [TREE:0005D2DB]

OpenGL Error.PNG

TexGen Options.PNG

TexGen_TES5_log.txt 553.14 kB · 0 downloads

Read the first post which debug log to also upload.

Do not post screenshots of messages, use the Copy to clipboard link instead and paste the text as explained on the first post.

Click on the "Click on this link for additional explanations and help for this message" link to open a web page with more explanations and help as explained on the first post.

Check the https://dyndolod.info/FAQ answers for "High memory usage / Out of memory", in particular:
If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs.

Search for the error message to find simialr posts as explaned on the first post.
https://stepmodifications.org/forum/search/?q=opengl out of memory&quick=1&type=forums_topic&item=16796

Also note this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=262759

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16 hours ago, sheson said:

When TexGen seemingly does nothing, check task manager for a Texconv process and see what happens if you kill Texconv.

Texconv isn't even running. When I run TexGen no Texconv process is staring. When I try to run Texconvx64.exe or Texconv.exe all I get is a black box that closes for a second. I have installed all the required programs so I have no idea what's going on.

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1 hour ago, Akidson said:

Texconv isn't even running. When I run TexGen no Texconv process is staring. When I try to run Texconvx64.exe or Texconv.exe all I get is a black box that closes for a second. I have installed all the required programs so I have no idea what's going on.

Texconv is a command line tool and does not have a GUI. If you want to check if it is working, open a command prompt (e.g. the black window with white text) and run it manually.

Start TexGen, wait for it to stall - do not close it - and then check the current realtime log for the last line that starts with dynLoadMultiImage] <Debug: [Texconvx64.exe] Executing...
At the end of that line is a path to a temp texture like "C:\Users\Aleksy\AppData\Local\Temp\TexGen_SSE\AA69373923024BF08BDE318B337510D2.dds"

Check if that file still exists or if it has been removed already.

Open ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and set RenderThreads=1. let me know if that works any better.

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