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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, sheson said:

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 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.

I've run Texconv with a command prompt but the effect is still the same. A black box appears for half a second and then closes. I've set RenderThreads=1 but that didn't change anything. TexGen_SSE folder in the Temp folder is completely empty.

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1 hour ago, Akidson said:

I've run Texconv with a command prompt but the effect is still the same. A black box appears for half a second and then closes. I've set RenderThreads=1 but that didn't change anything. TexGen_SSE folder in the Temp folder is completely empty.

Opening a command prompt opens a window with white text and black background and a drive letter prompt. https://www.howtogeek.com/235101/10-ways-to-open-the-command-prompt-in-windows-10/

Running the Texconv version shipping with DynDOLOD from such a prompt will simply return one new line with nothing if there were no errors to report. The normal version from https://github.com/Microsoft/DirectXTex/wiki/Texconv will print a list of command line options.

prompt.png

Please upload the latest realtime log with the RenderThreads=1 setting

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46 minutes ago, sheson said:

Opening a command prompt opens a window with white text and black background and a drive letter prompt. https://www.howtogeek.com/235101/10-ways-to-open-the-command-prompt-in-windows-10/

Running the Texconv version shipping with DynDOLOD from such a prompt will simply return one new line with nothing if there were no errors to report. The normal version from https://github.com/Microsoft/DirectXTex/wiki/Texconv will print a list of command line options.

prompt.png

Please upload the latest realtime log with the RenderThreads=1 setting

Here:

https://ufile.io/f/gth5y

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55 minutes ago, Akidson said:

Open ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and set MaxTextureSize=4096 and see if that changes anything.

If not try updating to the latest graphics driver. If I assuming right there is either 15.7.1 WHQL or Crimson Edition 16.2.1 Beta. Try the 15.7.1 WHQL first.

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On 8/7/2022 at 5:06 PM, sheson said:

Open ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and set MaxTextureSize=4096 and see if that changes anything.

If not try updating to the latest graphics driver. If I assuming right there is either 15.7.1 WHQL or Crimson Edition 16.2.1 Beta. Try the 15.7.1 WHQL first.

I've installed the latest graphics driver which is Crimson ReLive Edition 17.7.1 Optiona for Windows 8.1 - 64-Bit Edition and both TexGen and DynDOLOD worked. Thank you for the help :)

Now I'm tweaking the settings so that it will look good. I will write again if I encounter any problems.

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On 8/6/2022 at 2:02 AM, sheson said:

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.

i've gotten to a point where i believe all the billboards are showing up, they are just showing as the wrong color

for grassbrightness i noticed blue and green are significantly higher than red. fiddling with them now.

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46 minutes ago, Azratun002 said:

No error message on texgen, how do i find out whats causing this?

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

As explained on the first post, click the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Exceptions, which explains:
Item not found
This is a bug with the tools encountering unexpected situations. Make a report on the official DynDOLOD support forum.
Clicking on the link official DynDOLOD Support forum gives helpful tips how to use the forum and what information to include when making posts.

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

Not sure what you mean by "no error message". The message states: "Error: Item not found"

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Is there a way to run multiple instances of dyndolod at once? Shy of running one on a different computer? It takes so long to run its like really time consuming trying to dial in the grassbrightness setting to get everything matching the normal grass. Currently I'm running it on two computers - my third is a 6 year old laptop with a mobile i7, im sure itll be so slow i might as well not use it. But if you had an identical executable that had a different process name so i could run multiple instances concurrently on the same machine, that would probably save me a good deal of time

Edited by tooandrew
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33 minutes ago, tooandrew said:

Is there a way to run multiple instances of dyndolod at once? Shy of running one on a different computer? It takes so long to run its like really time consuming trying to dial in the grassbrightness setting to get everything matching the normal grass. Currently I'm running it on two computers - my third is a 6 year old laptop with a mobile i7, im sure itll be so slow i might as well not use it. But if you had an identical executable that had a different process name so i could run multiple instances concurrently on the same machine, that would probably save me a good deal of time

https://dyndolod.info/Help/Grass-LOD#Updating
To test different GrassBrightnessTop* or GrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.
[..]
To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found.

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file:///E:/DynDOLOD/Summary/DynDOLOD_Index.html

Hi, i have a lot of large reference bugs mainly from elfx and no snow under the roof wizkid edition.

Do i need to just flag the esp plugin as esm, or do i have to "create a dedicated ESM+ESL flagged plugin containing the overwrites only while removing these overwrites from the ESP"

Incase of ESM+ESL flagged plugin, how do i do this?

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2 hours ago, AenSeidhe said:

file:///E:/DynDOLOD/Summary/DynDOLOD_Index.html

Hi, i have a lot of large reference bugs mainly from elfx and no snow under the roof wizkid edition.

Do i need to just flag the esp plugin as esm, or do i have to "create a dedicated ESM+ESL flagged plugin containing the overwrites only while removing these overwrites from the ESP"

Incase of ESM+ESL flagged plugin, how do i do this?

Read https://dyndolod.info/Help/Large-References. Setting the ESM flag makes a plugin ESM, however it  depends on the content of the plugin if is save/advisable to do. If it is save to flag a  plugin ESL depends on the content of the plugin. When copying records as new or override with xEdit, it asks into what plugin (and in case it is new what types) to copy.

All that is beyond LOD generation and support and testing the DynDOLOD 3 Alpha.

I suggest to do nothing (other than turning large references off in case bugs are a problem) unless having a good understanding how creating/converting mods with CK/xEdit works and its ramifications.

Future DynDOLOD 3 Alpha versions might include workarounds that can better mitigate the issues that are caused by plugins that are incompatible/unaware about the large reference feature and its bugs.

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I've generated DynDOLOD a number of times with my mod order, but in every attempt, trees on the world map are no longer generated, and there doesn't seem to be a grass cache for generating trees.  I've tried reading the documentation, but am fairly lost.  I'm probably not including requested information for a support post, but will provide any necessary information.  Thank you for your attention.

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35 minutes ago, fractalbase said:

I've generated DynDOLOD a number of times with my mod order, but in every attempt, trees on the world map are no longer generated, and there doesn't seem to be a grass cache for generating trees.  I've tried reading the documentation, but am fairly lost.  I'm probably not including requested information for a support post, but will provide any necessary information.  Thank you for your attention.

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

Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map.

The grass cache contains information where to place full grass and can be used for grass LOD LOD generation. See https://dyndolod.info/Help/Grass-LOD.

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1 hour ago, sheson said:

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

Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map.

The grass cache contains information where to place full grass and can be used for grass LOD LOD generation. See https://dyndolod.info/Help/Grass-LOD.

Requested files are shared.

Edited by fractalbase
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