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DynDOLOD 3.00 Alpha 182


sheson

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33 minutes ago, facebutt92 said:

Sadly, the logs don't even show any clue of it not launching. I may have to reinstall MO2 and make the instance again.

Let me point out that you are only posting a story without any actual information.

It seems you have a problem with MO2 and not TexGen or DynDOLOD. I suggest to seek help for MO2 in its comments/discord.

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41 minutes ago, sheson said:

Let me point out that you are only posting a story without any actual information.

It seems you have a problem with MO2 and not TexGen or DynDOLOD. I suggest to seek help for MO2 in its comments/discord.

I know, I wish I could give any actual information. It's just not giving me any actual information no matter how much I try to go through the logs or error messages. I already posted my issues on the discord server to see if anyone will respond.

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1 hour ago, facebutt92 said:

I know, I wish I could give any actual information. It's just not giving me any actual information no matter how much I try to go through the logs or error messages. I already posted my issues on the discord server to see if anyone will respond.

What error messages?

You could provide information where everything (MO2, the game, the tools) is installed, upload a screenshot of the executable settings, copy and paste the relevant content of the fully enabled debug log of MO2, upload the log and debug log of TexGen and/or DynDOLOD x64 version when started directly.

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This is weird.

I just updated to Happy Little Trees 3D LOD - Quality 2.02 to match the new Happy Trees 2.02 ... Previously I was using the performance LOD version for older Happy Trees 1.0+ and didn't encounter this issue.  My pine trees haven't turned out properly; they appear to be partially invisible? Not something I ever encountered with the previous version performance mode.

https://imgur.com/a/yi4OrFl

These are my options when I created the texgen and dyndolod

http://icecream.me/uploads/f9acf4671faad3bd802512c8aca88480.png

http://icecream.me/uploads/3717d70a991d61aa1647c61cd740adbf.png

 EDIT:

I tried the performance version and didn't experience the same issue; only seems to happen with the quality version.

 

Edited by Soulmancer
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4 hours ago, Soulmancer said:

This is weird.

I just updated to Happy Little Trees 3D LOD - Quality 2.02 to match the new Happy Trees 2.02 ... Previously I was using the performance LOD version for older Happy Trees 1.0+ and didn't encounter this issue.  My pine trees haven't turned out properly; they appear to be partially invisible? Not something I ever encountered with the previous version performance mode.

https://imgur.com/a/yi4OrFl

These are my options when I created the texgen and dyndolod

http://icecream.me/uploads/f9acf4671faad3bd802512c8aca88480.png

http://icecream.me/uploads/3717d70a991d61aa1647c61cd740adbf.png

 EDIT:

I tried the performance version and didn't experience the same issue; only seems to happen with the quality version.

 

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

If a texture with alpha channel thins out the further away it is, then it is typically because the mipmaps were created without alpha-to-coverage.

This typically means the full texture is used directly and not from the object LOD atlas. Which typically happens because UV coordinates are outside 0.0 and 1.0.

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Hey, can something like Street Cleaning - City FPS Helper's No Grass feature be included in DynDOLOD's output?

Here's how it looks: image.thumb.png.32b6e87c1d8a5c557d84c832ec6e76d5.png

Also I got this edit when checking for errors:

[13:11] Checking for Errors in [CE] DynDOLOD.esp
[13:19] RiftenWorld "Riften" [WRLD:00016BB4]
[13:19]     WRLD \ NAM3 - LOD Water Type -> Found a NULL reference, expected: WATR

Also, when running through Sniff I got this Error: "DynDOLOD Resources SE\Meshes\DynDOLOD\lod\effects\fxwaterfallbodytall_1B8F2ED5_dyndolod_lod.nif: '-INF' is not a valid floating point value. What does this mean?

Edited by mattski123
adding details
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1 hour ago, mattski123 said:

Hey, can something like Street Cleaning - City FPS Helper's No Grass feature be included in DynDOLOD's output?

Here's how it looks: image.thumb.png.32b6e87c1d8a5c557d84c832ec6e76d5.png

Add a new text file like MyPatches_Tamriel.patch to the (virtual) ..\Data\DynDOLOD\ folder. *_Tamriel.patch files are processed when LOD for the worldspce Tamriel is generated. The child worldspace RfitenWorld is part of Tamriel.

Add a line like below to the file to create an overwrite for the worldspace record in the DynDOLOD.esp and to set the No Grass flag.

overwrite2esp=skyrim.esm;00016BB4,DATA\No Grass=1

Next time LOD is generated for Tamriel, DynDOLOD.esp should contain the desired change.

1 hour ago, mattski123 said:

Also I got this edit when checking for errors:

[13:11] Checking for Errors in [CE] DynDOLOD.esp
[13:19] RiftenWorld "Riften" [WRLD:00016BB4]
[13:19]     WRLD \ NAM3 - LOD Water Type -> Found a NULL reference, expected: WATR

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

As explained before, the DynDOLOD plugins are crated by copying the winning records from the plugins in the load order before the DynDOLOD plugins. If you check the worldspace record, you will notice than none of the vanilla plugins set the LOD water record - which probably means the child worldspace uses the record defined on the parent worldspace Tamriel.

Not setting the record and setting it to NULL are probably two different things. Check which plugin set the record to NULL and fix it in there. As explained at https://dyndolod.info/Generation-Instructions#Prerequisites, the load order should be checked for errors before running TexGen and DynDOLOD. The error and plugin should have shown up and fixed before.

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5 hours ago, Althamiere said:

so i just got error from generating TexGen for Dyndolod1613058789_Screenshot2022-08-24154932.thumb.png.81b84759255f047093cb8acd4858dbd5.png

i dont know what happen and probably someone here could help me. im really grateful for that

Did you click the link in that error? Search MO data tab for this file. Probably provided by your water mod (e.g., RWT).

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Hi Guys! When I am trying to generate LOD's with this settings . It's fully freezes at the moment when generating LOD for Falskaar . My CPU 100% load and the program just fully lagged, only the way - restart the computer. If I will put tree LOD level 4 to billboard 4 all will be ok and it will finish generating. My PC specs: core i7-9700k 16 gb ram and RTX 3060 TI

How  can  I fix this problem?

 image.thumb.png.40ee17f254960a4d62dea1bef47c5c2a.png

Edited by KaktuZHD
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2 hours ago, KaktuZHD said:

Hi Guys! When I am trying to generate LOD's with this settings . It's fully freezes at the moment when generating LOD for Falskaar . My CPU 100% load and the program just fully lagged, only the way - restart the computer. If I will put tree LOD level 4 to billboard 4 all will be ok and it will finish generating. My PC specs: core i7-9700k 16 gb ram and RTX 3060 TI

How  can  I fix this problem?

 image.thumb.png.40ee17f254960a4d62dea1bef47c5c2a.png

Next time try to start start the task manager and check memory usage. Do not kill DynDOLOD or reset the PC just let it runs and do its thing. Add realtimelog=1 under [DynDOLOD] in..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in case you decide to prematurely kill the main process or reset the PC, which prevents saving the log file otherwise. Upload all files from the log folder.

No information what the processes were currently doing at the time you decided to restart your PC. No information about the load order was provided.
Since it works when not setting 3D tree LOD models for LOD level 4, you probably set fall back to full model trees or installed a tree mod that uses no optimized (full) 3D tree LOD models.

Read all answers for High memory usage / Out of memory at https://dyndolod.info/FAQ

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@sheson

I looked through the doc but didn't find any reference for the following settings. I'm hoping you can enlighten me.

; 0 = no mipmaps, 1 = texconv, 2 = internally
ObjectLODGenerateMipMaps=2
TreeLODGenerateMipMaps=2

; Texconv mipmap alpha coverage
AlphaCoverage=0.85

; Internal mipmap alpha factor
AlphaFactor=0.25

I have discovered that AlphaFactor affects mipmapping of tree branch textures with lower values yielding thinner branches and more transparency. (FYI, I think cutting the default 0.25 in half yields better results with EVT and Aspens Ablaze ultra LOD).

Changing TreeLODGenerateMipMaps doesn't seem to affect ultra LOD trees, and neither does AlphaCoverage when changing TreeLODGenerateMipMaps=1.

Questions:

  1. Are either of ObjectLODGenerateMipMaps or TreeLODGenerateMipMaps settings tied to either of AlphaCoverage or AlphaFactor settings?
  2. Could you provide brief descriptions of these settings and the context to which each applies? (I have largely discovered this myself for AlphaFactor, but not the others)
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1 hour ago, z929669 said:

@sheson

I looked through the doc but didn't find any reference for the following settings. I'm hoping you can enlighten me.


; 0 = no mipmaps, 1 = texconv, 2 = internally
ObjectLODGenerateMipMaps=2
TreeLODGenerateMipMaps=2

; Texconv mipmap alpha coverage
AlphaCoverage=0.85

; Internal mipmap alpha factor
AlphaFactor=0.25

I have discovered that AlphaFactor affects mipmapping of tree branch textures with lower values yielding thinner branches and more transparency. (FYI, I think cutting the default 0.25 in half yields better results with EVT and Aspens Ablaze ultra LOD).

Changing TreeLODGenerateMipMaps doesn't seem to affect ultra LOD trees, and neither does AlphaCoverage when changing TreeLODGenerateMipMaps=1.

Questions:

  1. Are either of ObjectLODGenerateMipMaps or TreeLODGenerateMipMaps settings tied to either of AlphaCoverage or AlphaFactor settings?
  2. Could you provide brief descriptions of these settings and the context to which each applies? (I have largely discovered this myself for AlphaFactor, but not the others)

The settings affect all (alpha) textures on the object LOD or tree LOD atlas.

1. is explained by reading the explanations above the setting. AlphaCoverage is used if texconv is used to generate mipmaps. AlphaFactor is used for the internal mipmap generation
2. AlphaCoverage = texconv command line argument -keepcoverage, AlphaFactor = factor used for internal or internal alpha-to-coverage scaled algorithm.

Instead of changing these values here, I suggest to change the alpha threshold of the 3D tree LOD model. It will have direct impact on the texture and mipmap when the full texture added to the atlas. Think of it as the initial setting for the first mipmap with the highest resolution from which all other mipmaps with lower resolution are derived.

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. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. Again, note that the UV texture coordinates need to be >= 0.0 and <= 1.0 for LOD being able to use the atlas texture. If the UV is outside those limits, LOD will use the texture directly.

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52 minutes ago, sheson said:

The settings affect all (alpha) textures on the object LOD or tree LOD atlas.

1. is explained by reading the explanations above the setting. AlphaCoverage is used if texconv is used to generate mipmaps. AlphaFactor is used for the internal mipmap generation
2. AlphaCoverage = texconv command line argument -keepcoverage, AlphaFactor = factor used for internal alpha coverage algorithm.

Instead of changing these values here, I suggest to change the alpha threshold of the 3D tree LOD model.

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. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. Again, note that the UV texture coordinates need to be >= 0.0 and <= 1.0 for LOD being able to use the atlas texture. If the UV is outside those limits, LOD will use the texture directly.

Thanks for the explanation.

Again, I did test AlphaCoverage=0.15 and 0.95 (default is 0.85) with TreeLODGenerateMipMaps=1 and saw no impact on any trees in object LOD (focusing on Aspens Ablaze though).

Basically, the mipmap alpha threshold in LOD is too low, I think, so I will try raising the NiAlphaProperty in the LOD crowns from 128 (current) to like 176 and test. Thank you.

As I mentioned, you might consider lowering AlphaFactor default value of 0.25, as I find that 0.125 works better for tree mods I have worked with recently (HLT, AA, EVT). Now this may not be the best baseline for other tree mods or tree types ... or vanilla. Just throwing the idea out there.

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57 minutes ago, z929669 said:

Thanks for the explanation.

Again, I did test AlphaCoverage=0.15 and 0.95 (default is 0.85) with TreeLODGenerateMipMaps=1 and saw no impact on any trees in object LOD (focusing on Aspens Ablaze though).

Basically, the mipmap alpha threshold is too low in LOD is too low, I think, so I will try raising the NiAlphaProperty in the LOD crowns from 128 (current) to like 176 and test. Thank you.

As I mentioned, you might consider lowering AlphaFactor default value of 0.25, as I find that 0.125 works better for tree mods I have worked with recently (HLT, AA, EVT). Now this may not be the best baseline for other tree mods or tree types ... or vanilla. Just throwing the idea out there.

Do not use texconv to generate mipmap for the LOD atlasses. It is the inferior method and will cause mipmap artifacts.

A tree LOD texture atlas for which the TreeLODGenerateMipMaps is used and only created when generating standard tree LOD.

Ultra tree LOD is LOD for trees done in object LOD, so the ObjectLODGenerateMipMaps applies.

The alpha threshold of LOD is fixed to 128 and can not be changed. As explained in the documentation, the alpha threshold from LOD models is used to adjust the texture of the first mipmap / largest resolution of the texture.

The mipmaps with lower resolution are derived from this adjusted texture and their alpha adjusted with the AlphaFactor. 0.25 (1/4) is the actual reduction of the resolution for each mipmap. It is the correct value. 3D tree LOD models (and any other other LOD model with alpha) included in DynDOLOD Resources SE expects this value. It also works correctly with the billboards added to the standard tree LOD atlas.

Adjusting the alpha threshold in the NIF is the documented method to control "thickness" of alpha textures for ultra tree LOD since many years.

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