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DynDOLOD 3.00 Alpha 182


sheson

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8 hours ago, MITSUYOMI said:

hey z92, it seems to be working now but still it is a bit transparent, can you please tell me how you did it. what software did you use and settings?

I used NVIDIA Texture Tools Exporter and just opened and saved with alpha mipmap coverage threshold box checked at default threshold of 127. All other settings default (but saved using 'normal' method instead of 'fastest'). I'm guessing you could alternatively use Texconv -keepcoverage number as sheson said, but I don't know what 'number' represents.

Maybe increasing NiAlphaProperty to 128 on the branch node would resolve completely, but not sure without testing.

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57 minutes ago, z929669 said:

I used NVIDIA Texture Tools Exporter and just opened and saved with alpha mipmap coverage threshold box checked at default threshold of 127. All other settings default (but saved using 'normal' method instead of 'fastest'). I'm guessing you could alternatively use Texconv -keepcoverage number as sheson said, but I don't know what 'number' represents.

Maybe increasing NiAlphaProperty to 128 on the branch node would resolve completely, but not sure without testing.

https://github.com/Microsoft/DirectXTex/wiki/Texconv
-keepcoverage number: Preserves alpha coverage in generate mipmaps for alpha test reference value (0 to 1).

0 = 0, 0.5 = 127, 1.0 = 255

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1 hour ago, Gorsha said:

I don't know what to do anymore. The previous versions always worked fine for me but now the Dyndolodx64 is always crashing. I checked the dot net version, it is 6. There is no windows error log. The Texgen.exe works pefect, but to build the dyndolod output is crashing every time. I realy hope for some advice.

Always to this far.txt 276.42 kB · 1 download bugreport.txt 54.08 kB · 2 downloads

Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload.
The bugreport.txt is for a handled exception while processing pex files.

If there is no debug log, it typically means the program has been terminated by the OS, antivir etc. Enable the realtimelog as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Also check the Windows Event log. If there is no Windows Event log entry, then the program might be terminated by some third party program or because of overclocking, bad BIOS settings, memory problems etc.

DynDOLOD is a compiled Delphi program. That means it does not use .Net or NET Framework.

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Sorry my bad english. However, it has been suffering for three days due to repeated phenomena.

 

 

The arrival time is different, but the exact same phenomenon is repeated, and everything like Window defender is blocked. I've done enough googling. Please help me.

If I generate Texgen dozens of times over and over again, sometimes succeed once, but I don't think this is the right way.

I've been using DYNDOLod enough since the beginning of the SE and I've had this problem after the recent update.

 

Upload log to Google Drive due to capacity issues.

https://drive.google.com/drive/folders/1IZhCqMRqnHTgvMRjnGg2Aajor9-2zmdA

 

 

Edited by Honeypopcorn
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19 hours ago, sheson said:

Really read this entire page https://dyndolod.info/Help/3D-Tree-LOD-Model carefully.

Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. 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 be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames.

To create better mipmaps for a full texture you can use Texconv -keepcoverage number. See https://github.com/Microsoft/DirectXTex/wiki/Texconv

Remove the UseMipMaps from the shape name so it can use the texture added to the atlas with properly made mipmaps by DynDOLOD. However, atm the LOD shapes can not use the texture atlas because of the glow texture for the soft lighting (3rd slot). This will be addressed in a future update.

Create hybrid 3D tree LOD models as explained at https://dyndolod.info/Help/3D-Tree-LOD-Model so the trunks are replaced by billboards in the LOD.

Only creating a "lod" texture that is 1:1 the full texture with a lower resolution is pointless, especially when the UV for it is not inside 0.0 and 1.0 and the shape can not be combined with others. Create a stitched LOD texture and update the UV accordingly (and remove the small branches for futrher optimization) or better create hybrid 3D tree LOD models with billboard trunks. They work well for trees with straight trunks in the center of the tree.

Otherwise, those 3D tree LOD models are not much better than full models in terms of drawcalls and optimization.

Yup, thats my bad. But I did try to run dyndo without the 'UseMipMaps' and when i did try ro run it with the texture provided by z92 it did create better results but still a bit transparent. I am planning to further optimize it and remove the branches in all its entirety the next time, but I want to fix them for now. Btw can you tell me, how can a texture be outside of UV 0.0 and 1.0. I tried getting snip of the edit UV window and can you point out to me which is the actual boundaries of 0 to 1? 

 

 

image.thumb.png.5671c6ea8119eeec709f297cafe91d4b.png

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1 hour ago, MITSUYOMI said:

Yup, thats my bad. But I did try to run dyndo without the 'UseMipMaps' and when i did try ro run it with the texture provided by z92 it did create better results but still a bit transparent. I am planning to further optimize it and remove the branches in all its entirety the next time, but I want to fix them for now. Btw can you tell me, how can a texture be outside of UV 0.0 and 1.0. I tried getting snip of the edit UV window and can you point out to me which is the actual boundaries of 0 to 1? 

 

 

image.thumb.png.5671c6ea8119eeec709f297cafe91d4b.png

I'd like to know this as well. I don't understand why NifSkope doesn't have axis values in the UV editor. Putting it in vertex mode and selecting a number of vertices shows that everything I select is in 0-1 range, so I think the light gray box is 0-1 (or -1 to +1 in Cartesian space) ... so if that's true, then the dark gray must be 0-3 (or -3 to +3)??

image.png

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4 hours ago, Honeypopcorn said:

Sorry my bad english. However, it has been suffering for three days due to repeated phenomena.

The arrival time is different, but the exact same phenomenon is repeated, and everything like Window defender is blocked. I've done enough googling. Please help me.

If I generate Texgen dozens of times over and over again, sometimes succeed once, but I don't think this is the right way.

I've been using DYNDOLod enough since the beginning of the SE and I've had this problem after the recent update.

 

Upload log to Google Drive due to capacity issues.

https://drive.google.com/drive/folders/1IZhCqMRqnHTgvMRjnGg2Aajor9-2zmdA

Check the task manager if there are Texconvx64.exe processes TexGen might be waiting for.

If there are, make sure Texconvx64.exe is not blocked by the OS or antivir.

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4 hours ago, MITSUYOMI said:

Yup, thats my bad. But I did try to run dyndo without the 'UseMipMaps' and when i did try ro run it with the texture provided by z92 it did create better results but still a bit transparent. I am planning to further optimize it and remove the branches in all its entirety the next time, but I want to fix them for now. Btw can you tell me, how can a texture be outside of UV 0.0 and 1.0. I tried getting snip of the edit UV window and can you point out to me which is the actual boundaries of 0 to 1? 

image.thumb.png.5671c6ea8119eeec709f297cafe91d4b.png

2 hours ago, z929669 said:

I'd like to know this as well. I don't understand why NifSkope doesn't have axis values in the UV editor. Putting it in vertex mode and selecting a number of vertices shows that everything I select is in 0-1 range, so I think the light gray box is 0-1 (or -1 to +1 in Cartesian space) ... so if that's true, then the dark gray must be 0-3 (or -3 to +3)??

image.png

I uploaded a screenshot that shows the 0.0 to 1.0 area with a red outline here https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-119/?do=findComment&comment=269997. The center 0.0 to 1.0 area typically shows the texture normally lit. The repeated texture outside the area is usually darker. The major guidelines are spaced at 0.5 each. This is off topic.

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13 hours ago, sheson said:

Check the task manager if there are Texconvx64.exe processes TexGen might be waiting for.

If there are, make sure Texconvx64.exe is not blocked by the OS or antivir.

Process blocking and folder blocking have already been done. There are no anti-virus programs other than Window Defender.

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1 hour ago, Honeypopcorn said:

Process blocking and folder blocking have already been done. There are no anti-virus programs other than Window Defender.

You did not answer if there is a Texconvx64.exe (a command line tool from MS) processes visible in Task manager TexGen is waiting for.
If that is the case, then something is blocking it from executing/continuing. If you kill it TexGen will most likely continue/fail with an error message about it.
If it is not the OS, UAC, antivir or mod manager blocking file access, it could be old/outdated graphics drivers or a problem with them preventing it from continuing. Do a clean re-install of the latest official drivers (not beta or optional versions). Do not install any bloat/crapware that comes with drivers, just the drivers only.

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4 hours ago, sheson said:

You did not answer if there is a Texconvx64.exe (a command line tool from MS) processes visible in Task manager TexGen is waiting for.
If that is the case, then something is blocking it from executing/continuing. If you kill it TexGen will most likely continue/fail with an error message about it.
If it is not the OS, UAC, antivir or mod manager blocking file access, it could be old/outdated graphics drivers or a problem with them preventing it from continuing. Do a clean re-install of the latest official drivers (not beta or optional versions). Do not install any bloat/crapware that comes with drivers, just the drivers only.

I've already tried all the answers I got from Posts that I've heard as examples. Anyway, thank you for your reply.

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On 3/13/2023 at 10:08 PM, DarkladyLexy said:

2023-03-13 21_11_01-J__Skyrim Special Edition Tools_DynDOLOD Alpha 39_Edit Scripts_DynDOLOD_Configs_.png

I beleive there a typo in DynDOLOD_SSE_Required_Resources.txt

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

Do not post screenshots of text. Post the text instead.

Does the file not exist in the latest DynDOLOD Resources? The DynDOLOD_SSE_Required_Resources.txt is auto generated from the contents of the latest archive.

Enderal Skyrim.esm

_00E_SuncoastMountainCliffSlope [STAT:000348EF] Meshes\enderal\landscape\suncoast\souncoastmountaincliffslope.nif [CRC32:D93057C2] using textures\landscape\mountains\mountainslab01.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\enderal\landscape\ground_wet_sand01_dxt1.dds, textures\enderal\landscape\ground_wet_sand01_n_dxt1.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds
_00E_Tropical_MountainCliffSlope [STAT:00069514] Meshes\enderal\landscape\suncoast\souncoastmountaincliffslope.nif [CRC32:D93057C2] using textures\landscape\mountains\mountainslab01.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\enderal\landscape\ground_wet_sand01_dxt1.dds, textures\enderal\landscape\ground_wet_sand01_n_dxt1.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds
_00E_Tropical_MountainCliffSlopeGrass [STAT:00069538] Meshes\enderal\landscape\suncoast\souncoastmountaincliffslope.nif [CRC32:D93057C2] using textures\landscape\mountains\mountainslab01.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\enderal\landscape\ground_wet_sand01_dxt1.dds, textures\enderal\landscape\ground_wet_sand01_n_dxt1.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds
_00E_Tropical_MountainCliffSlopeGrass02 [STAT:0006952D] Meshes\enderal\landscape\suncoast\souncoastmountaincliffslope.nif [CRC32:D93057C2] using textures\landscape\mountains\mountainslab01.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\enderal\landscape\ground_wet_sand01_dxt1.dds, textures\enderal\landscape\ground_wet_sand01_n_dxt1.dds, textures\landscape\rocks01.dds, textures\landscape\rocks01_n.dds

https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-119/?do=findComment&comment=270047

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