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DynDOLOD 3.00 Alpha 182


sheson

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2 hours ago, saaaaty said:

Even though I installed the majestic mountains 3.0 LOD, dyndolod still reports textures do not match.

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

You did not ask a question. Read  https://dyndolod.info/Messages/Textures-Do-Not-Match

As explained, DynDOLOD Resources SE or 3rd party LOD resource made specifically for DynDOLOD 3 are probably being overwritten by other mods.

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7 hours ago, sheson said:

在发帖时阅读要上传的日志和调试日志的第一篇文章。

你没有问一个问题。阅读  https:// dyndolod .info/Messages/Textures-Do-Not-Match

如前所述,DynDOLOD资源 SE 或专为DynDOLOD 3 制作的第 3 方 LOD 资源可能会被其他模组覆盖。

Here is log

https://ufile.io/t0xbbzxi

I also got grey snow in lod. i'm using majestic mountain and simplicity of snow

https://ufile.io/en38zd0q

 

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1 hour ago, saaaaty said:

Here is log

https://ufile.io/t0xbbzxi

I also got grey snow in lod. i'm using majestic mountain and simplicity of snow

https://ufile.io/en38zd0q

 

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

Read https://dyndolod.info/Mods/Majestic-Mountains
Explains that DynDOLOD V3.0 LOD needs to overwrite DynDOLOD Resources SE.

https://dyndolod.info/Messages/Textures-Do-Not-Match
The mod manager should be able to tell you which files of a mod (DynDOLOD Resources SE or DynDOLOD V3.0 LOD) are being overwritten.
It is also possible that none of the files are being overwritten by a mod. In that case there is nothing else to do, as "Outdated LOD resources might still work fine in many cases..." applies.

Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader.

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40 minutes ago, quochunganhphu said:

Dyndolod using too much of my pc resource on alpha 96, this wasn't the case before and also takes a lot longer to finish, 100% cpu 100% ram on  [Tamriel] Updating height map from object LOD meshes

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

Read the https://dyndolod.info/Changelog to see what changed.

Read the answers for "High memory usage / Out of memory" at https://dyndolod.info/FAQ and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

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Hello, I am encountering crashing in the area around Ivarstead. Here are the crash logs:

Crash_2022_9_13_1-27-18.txtCrash_2022_9_13_1-33-23.txtCrash_2022_9_13_1-38-53.txtCrash_2022_9_13_2-2-15.txtCrash_2022_9_13_2-7-41.txt

As you can see, all of these crash logs have objects in common. Do you perhaps know how to fix this? Maybe remove the problematic  objects? Or somehow exclude it beofre generation? And if yes, then how do I do it?

I am using Veydogolt Trees, just mentioning if that's important, but if I disable DynDOLOD and go to the same places then I don't crash.

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FYI. Alpha 96 is working without issue for me. TexGen takes about 20% longer (from 100s in alpha 95 to 125s in alpha 96 [Step SSE mod list, same exact LO as always]), and DynDOLOD processing time is normal. The new complex grass shows some real promise in my initial runs. I am using DynDOLOD grass tints normalized to 1.000 for all top/bottom and TexGen HD grass Direct/Indirect 0/145 in this example (Direct seems to have no impact on HD grass). Running again at 0/155 and will test more stuff after.

SkyrimSE 2022-09-12 18-09-10-38.jpg

EDIT: I have noticed that LOD4 grass seems to show as a slightly darker band than LOD8 and greater ... again, nothing definitive at this point. Just a casual observation as I search for the best TexGen settings for our setup.

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Hi sheson, I got a bug report of the new version Alpha 96, Dyndolod 3 stopped running ( still running as application but zero progress from 100% CPU usage to nil at the beginning of Tamriel object LOD generation). This did not happen in previous versions.
Attached are the bug report and the log, the debug log is too large to insert so i'm putting a link instead. https://drive.google.com/file/d/1JuNF3um-BHtxem6xDJsTWwYhhwPPl9po/view?usp=sharing . Thank you.

 

bugreport.txt DynDOLOD_SSE_log.txt

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On 8/28/2022 at 10:16 AM, z929669 said:

Finally got around to repeating my tests. This time, I succeeded in reproducing @DoubleYou's result.

I removed the Specular flag from the source AA treeaspen01 model and set Glossiness to 80 to make it consistent with treeaspen02-09.

In my testing, I either use the AA 4k source texture or a 256px version of that taken from that mip level of the 4k texture to use as a LOD-specific version (named as "autumnal.dds" rather than "birch03_c_lod.dds" per sheson's advice to remove "_lod" from the file name). This way, the source alpha of my 256px texture is direct from source without any resizing artifacts. This LOD specific texture was saved without mips, since DynDOLOD only needs the top level.

I also used a version of the AA 4k source normal WITHOUT alpha and the 256px mip from that as Source for LOD-specific normals (also saved without mips). See source normals.

  1. Full AA source texture, NiAlphaProperty=128 - logs
  2. Full AA source texture, NiAlphaProperty=224 - logs
  3. 256 mip source texture, NiAlphaProperty=128 - logs
  4. 256 mip source texture, NiAlphaProperty=224 - logs

1 full-128.jpg2 full-224.jpg3-256-128.jpg4-256-224.jpg

DynDOLOD is definitely making a thicker alpha when processing the full AA texture. Check out the alpha of the source against the DynDOLOD renditions snipped from the respective atlas of each run. I have labeled then in an obvious way as indicated above --> z-tests.7z

  1. 0 source-256 mip.dds (source used for #3 & #4 tests above)
  2. full-128.tga (#1 test starting with 4k AA source texture)
  3. full-224.tga (#2 test starting with 4k AA source texture)
  4. 256-128.tga (#3 test starting with 256px mip of AA source texture)
  5. 256-224.tga (#4 test starting with 256px mip of AA source texture)

So I stand corrected in that NiAlphaProperty changes do have impact, but only marginally when the source texture is 4k. The impact is much closer to expected when the source texture is smaller resolution.

From the screens, the #3 test produces the best transitions in game (which is great, because ideally, I don't want to customize NiAlphaProperty). In a perfect world, DynDOLOD produces a LOD version on the atlas that more closely approximates or exactly matches the 256 mip alpha of the source 4k texture.

 

On 8/28/2022 at 3:17 PM, sheson said:

We determined that the order of when the threshold adjustment is done needs to be after the mipmaps are created and not before that so it has the desired results.

Normal map textures do not contain alpha information that is used for alpha blending/testing with the standard shaders. The alpha information is in the diffuse texture.

What you see is that DynDOLOD is creating mipmaps differently to how the mipmaps of the full texture were created. You could say the alpha of the mipmaps of the full textures are too thin. Either way, they do not match perfectly. We know this can happen, hence the suggestion for the threshold adjustment in the LOD model. Now that people know how to create mipmaps with alpha-to-coverage,  I'll  add a shape name command so a LOD model can instruct to keep using the mipmaps from the source texture instead of generating them.

Testing the aspens again using the latest alpha 96 ...

The first screen is as I indicate above in test case #4 above (this is what is configured in the AA DynDOLOD Add-On mod (performance, autumnal). The second screen is using the same models exactly but referencing the original AA diffuse rather than the special version I created from the 256 mip of the original (saved this without mips).

I think the result is improved, but branches are still a bit too thick. I assume this is due to the alpha opacity of the original AA branch texture mips?

z21.jpgz22.jpg

Logs corresponding to the second image: https://mega.nz/file/ecNmBCLQ#hQaAlvfWtH9h7NDZXvP_n39i0gmJP8bhpYrOgiNdk_k

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3 hours ago, z929669 said:

FYI. Alpha 96 is working without issue for me. TexGen takes about 20% longer (from 100s in alpha 95 to 125s in alpha 96 [Step SSE mod list, same exact LO as always]), and DynDOLOD processing time is normal. The new complex grass shows some real promise in my initial runs. I am using DynDOLOD grass tints normalized to 1.000 for all top/bottom and TexGen HD grass Direct/Indirect 0/145 in this example (Direct seems to have no impact on HD grass). Running again at 0/155 and will test more stuff after.

SkyrimSE 2022-09-12 18-09-10-38.jpg

EDIT: I have noticed that LOD4 grass seems to show as a slightly darker band than LOD8 and greater ... again, nothing definitive at this point. Just a casual observation as I search for the best TexGen settings for our setup.

The default TexGen setting make textures a bit brighter, so the brightness INI settings can stay under 1.0 in case a user needs to brighten a color channel.

Grass LOD is done in object LOD 4 only, which means all grass LOD uses the same normals and shader settings at all times. The "interesting" time of day is dawn and dusk, when one side it lit and the other side is dark. Full grass uses a different shader than the (also limited) LOD shader, so there will always be some difference in behavior.

2 hours ago, z929669 said:

 

Testing the aspens again using the latest alpha 96 ...

The first screen is as I indicate above in test case #4 above (this is what is configured in the AA DynDOLOD Add-On mod (performance, autumnal). The second screen is using the same models exactly but referencing the original AA diffuse rather than the special version I created from the 256 mip of the original (saved this without mips).

I think the result is improved, but branches are still a bit too thick. I assume this is due to the alpha opacity of the original AA branch texture mips?

z21.jpgz22.jpg

Logs corresponding to the second image: https://mega.nz/file/ecNmBCLQ#hQaAlvfWtH9h7NDZXvP_n39i0gmJP8bhpYrOgiNdk_k

Use the same texture as the full model.

Then, if LOD seems to thick, increase the threshold of the LOD model in steps of 16 (it should now have stronger impact since it is now applied after generating mipmaps).

Or instruct to use the mipmaps from the source texture. See https://dyndolod.info/Help/3D-Tree-LOD-Model
To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably done for all LOD models using this texture. Use an unique filenames for such textures, so there are no problems with other mods modifying the same vanilla filenames.

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3 hours ago, Eumeta said:

Hi sheson, I got a bug report of the new version Alpha 96, Dyndolod 3 stopped running ( still running as application but zero progress from 100% CPU usage to nil at the beginning of Tamriel object LOD generation). This did not happen in previous versions.
Attached are the bug report and the log, the debug log is too large to insert so i'm putting a link instead. https://drive.google.com/file/d/1JuNF3um-BHtxem6xDJsTWwYhhwPPl9po/view?usp=sharing . Thank you.

bugreport.txt 143.05 kB · 1 download DynDOLOD_SSE_log.txt 2.3 MB · 1 download

Form the log:

[00:27] <Warning: File not found textures\clutter\common\ruground02_n.dds. Used by Better Dynamic Snow.esp NorTentLargeSnow [STAT:000EA068]>
[02:56] <Warning: File not found textures\clutter\common\ruground02_n.dds. Used by Meshes\architecture\tents\largenordictent01.nif Skyrim.esm NorTentLarge [STAT:000800DE]>
[02:56] <Warning: File not found textures\clutter\common\ruground02_n.dds. Used by Skyrim.esm NorTentLarge [STAT:000800DE]>
[06:39] <Error: File not found textures\clutter\common\ruground02_n.dds>

It seems a mod is missing a texture or a requirement. Check which mod contains textures\clutter\common\ruground02.dds as that should also have textures\clutter\common\ruground02_n.dds

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