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DynDOLOD 3.00 Alpha 182


sheson

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17 minutes ago, RainingTacco said:

I've executed lodgen with 1,0,0 settings for grass brightness and couldn't see any increase in redness. Are there any comparison photos definitely showing red, green and blue grass when each channel is set to 1, and the rest to zero. I feel like the setting doesn't work properly, or maybe me selecting only object and then grass tickbox in dyndolod and run execute lodgen is not the proper way to do it. i wish there was a preview button like in texgen. 

https://dyndolod.info/Help/Grass-LOD#updating
To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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.
...
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. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file.

To preview a NIF with the new settings, it has to be generated as explained above. The instructions explain how to do that.

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18 minutes ago, Dersh said:

First, issue is resolved for me.

Second when TexGen was doing nothing but exiting all I did was install ".NET Desktop Runtime 6.0.15" instead of ".NET Runtime 6.0.15" 

I used the x64 version of TexGen from the start. I only installed both x64 and x86 versions  of .NET Desktop Runtime 6.0.15 to cover my bases for the future for other applications.

It is unclear what issue was solved which is most likely something with the drivers or crapware etc.

For LODGenx64Win.exe used by DynDOLOD to generate object LOD meshes it should be fine to only install the latest .NET Runtime 7.x x64 as it is backwards compatible.

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26 minutes ago, sheson said:

https://dyndolod.info/Help/Grass-LOD#updating
To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* 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.
...
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. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file.

To preview a NIF with the new settings, it has to be generated as explained above. The instructions explain how to do that.

Ahh great that's why it's not working, another counterintuitive thing...

Why are there separate settings file, and why i can't just use dyndolod_sse.ini master file if i choose so?

Great, split settings into thousand files that overwrite the default file...is there a switch for default file to be a master file and stop with the annoyances like these? 

Also why does DynDOLOD can't run with screen turned off, it seems it can't handle forcing gpu to work when the screen is disbled? I usually turn off my screen when im not at pc, and just run some computation. 

Edited by RainingTacco
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19 minutes ago, sheson said:

It is unclear what issue was solved which is most likely something with the drivers or crapware etc.

For LODGenx64Win.exe used by DynDOLOD to generate object LOD meshes it should be fine to only install the latest .NET Runtime 7.x x64 as it is backwards compatible.

Well no changes to drivers or bloatware were made so I dont know Sheson...

My issues were with TexGenx64.exe (and Texconvx64.exe) process not DynDOLODx64.exe (which functions fine)

The only change made was literally installing x64 .NET Desktop Runtime 6.0.15 package over x64 .NET Runtime 6.0.15 package and rebooting and TexGenx64.exe did its thing just fine. Not sure why but Texconvx64.exe (which is what seems I was having an issue with) does not like the x64 .NET Runtime 6.0.15 package.

So I dont know. Im just reporting that single change that fixed TexGenx64.exe to work for me :D

 

NET Desktop Runtime 6.0.15-1.png

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1 hour ago, RainingTacco said:

Ahh great that's why it's not working, another counterintuitive thing...

Why are there separate settings file, and why i can't just use dyndolod_sse.ini master file if i choose so?

Great, split settings into thousand files that overwrite the default file...is there a switch for default file to be a master file and stop with the annoyances like these? 

Also why does DynDOLOD can't run with screen turned off, it seems it can't handle forcing gpu to work when the screen is disbled? I usually turn off my screen when im not at pc, and just run some computation. 

DynDOLOD is a modified version of xLODGen. xLODGen generates an export file for LODGen to generate object LOD meshes. The settings in the DynDOLOD INI are added to the header of the export file for LODGen when the LOD patch is generated. If you want to change certain settings of object LOD meshes generation without having to generate a new export file, you need to edit the settings in the export file before executing LODGen again. This is all explained in the documentation and the links and quotes I recently posted. It does not matter how things actually work, the instructions need to be read and followed either way.

There obviously is no such thing as a default or master export file. It is created for the current load order with the current options and settings when the LOD patch is generated.

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5 hours ago, Dersh said:

Well no changes to drivers or bloatware were made so I dont know Sheson...

My issues were with TexGenx64.exe (and Texconvx64.exe) process not DynDOLODx64.exe (which functions fine)

The only change made was literally installing x64 .NET Desktop Runtime 6.0.15 package over x64 .NET Runtime 6.0.15 package and rebooting and TexGenx64.exe did its thing just fine. Not sure why but Texconvx64.exe (which is what seems I was having an issue with) does not like the x64 .NET Runtime 6.0.15 package.

So I dont know. Im just reporting that single change that fixed TexGenx64.exe to work for me :D

 

TexGenx64.exe is a delphi compiled Windows program and does not use .NET
Texconvx64.exe is a c++ compiled Windows program and should not be using .NET either. It requires the Microsoft Visual C++ Redistributable

Try uninstalling all .NET and then run TexGen to see if it still works.

Unfortunately you are not letting us know which OS, driver, crapware, etc. you have installed that is interfering and started working after updating something that neither TexGen/Texconv use or require.

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Is it possible for chunk creation to feed it specific matrix list of coordinates? like [8,-5][6,-3] and it would create lod for the square between coordinates 8,-5 and 6,-3?

Is coordinate system used by dyndolod same as on this map?

https://modmapper.com

Im asking because i enter cell coordinate from this map, execute lodgen and get empty folder, whereas i know that there should be lod there. 

Ok its the same coordinate system, but why it generate empty lod then? Hmmm. It works fine when i just generate lod4, but when i try some chunks like 8,-5 i get empty folder. 

Edited by RainingTacco
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32 minutes ago, RainingTacco said:

Is it possible for chunk creation to feed it specific matrix list of coordinates? like [8,-5][6,-3] and it would create lod for the square between coordinates 8,-5 and 6,-3?

Is coordinate system used by dyndolod same as on this map?

https://modmapper.com

Im asking because i enter cell coordinate from this map, execute lodgen and get empty folder, whereas i know that there should be lod there. 

Ok its the same coordinate system, but why it generate empty lod then? Hmmm. It works fine when i just generate lod4, but when i try some chunks like 8,-5 i get empty folder. 

As explained, the specific chunk settings can be used to generate a LOD level and/or a specific BTO file.
As explained use the DynDOLOD SkyUI MCM - You Are Here to know the coordinates of a specific BTO file. 
Leaving the LOD Level or a drop down empty means "any"

There is no LOD file with the WS coordinates 8,-5. If this is Tamriel, then the cell 8,-5 is part of the LOD file Tamriel.4.8.-8.bto

The cell coordinates are defined by the data in the plugins. The game and tools derive the coordinates of a LOD file by the SW origin set in the lodsettings file for the worldspace and the LOD Level.

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How there is no 8,-5 cell, when these are the coordinates that dyndolod tells me when i look it in dyndolod mcm ingame? So what the heck i have to put in dyndolod chunk settings to get that 8,-5 cell lod generated[it's the coc whiterun cell]? What is a lodsettings file and where it is located? Why can't cell coordinates of 8,-5 translate to lod files named 8,-5, but you tell me it's 8,-8?  

Edited by RainingTacco
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17 minutes ago, RainingTacco said:

How there is no 8,-5 cell, when these are the coordinates that dyndolod tells me when i look it in dyndolod mcm ingame? So what the heck i have to put in dyndolod chunk settings to get that 8,-5 cell lod generated[it's the coc whiterun cell]? What is a lodsettings file and where it is located? Why can't cell coordinates of 8,-5 translate to lod files named 8,-5, but you tell me it's 8,-8?  

As explained at https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Object-LOD The nearest LOD level is 4, which means 4x4 cells are combined into a single (terrain, object, tree) LOD mesh. The LOD files use the WS cell for the filename for the area the LOD level covers.

Nobody said that there is no cell 8,-5. In Tamriel there is no LOD file with those coordinates. The LOD level 4 file that contains the LOD for the cell 8,-5 has the coordinates level = 4, W = 8, S = -8 -> Tamriel.4.8.-8.bto

The instructions and earlier replies explain what values to use for the drop downs and how to get them.

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Ahhh sweet, it's bethesda idiosyncrasies time. They just couldn't make it sane lol

Would it be possible for dyndolod to take cell reference like i said 8.-5 and then produce applicable LODs containing this cell, without the need for some crossreferencing with external program? That would make the life easier for end user. 

Edited by RainingTacco
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48 minutes ago, RainingTacco said:

Ahhh sweet, it's bethesda idiosyncrasies time. They just couldn't make it sane lol

Would it be possible for dyndolod to take cell reference like i said 8.-5 and then produce applicable LODs containing this cell, without the need for some crossreferencing with external program? That would make the life easier for end user. 

If you know cell coordinates you should be able to do the simple math for the west/south cell of the LOD level 4 file that covers that cell. The coordinate steps of the LOD files are 4 in each direction. Cells 0,0 to 3,3 are in file 4.0.0, hence cell 4,0 is in file 4.4.0 etc.

https://www.nexusmods.com/skyrimspecialedition/mods/45057/ "LOD Meshes and exact localization on the map" look at the file "Tamriel.4.x.y.png"

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On 3/24/2023 at 1:41 PM, sheson said:

Read the first p[osy which logs and debug logs to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum

https://dyndolod.info
Dynamic Distant Objects LOD (DynDOLOD) is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions for drastically enhanced and better matching tree LOD and object LOD plus optional dynamic LOD (hence the name), glow LOD, grass LOD, occlusion data and terrain underside in a few simple steps.

Read https://dyndolod.info/How-LOD-Works for a basic explanation of how standard LOD works in the game. DynDOLOD does not change how LOD works. E.g. there is always a switch between LOD and full model at some point.

See answers for Billboard tree LOD does not match close-up full model trees https://dyndolod.info/FAQ
If tree LOD does not match full trees, then you have no followed the generation instructions https://dyndolod.info/Generation-Instructions and may have still 3rd party billboards installed.

Consider generating HD tree LOD billboards and to use https://dyndolod.info/Help/Ultra-Tree-LOD with the HD Billboards and/or 3D tree LOD models. 3D tree LOD resources are often an extra download or mod for tree mods.

Hey,

I meticulously studied dyndolod.info for days and read all the pages you posted more than once. I couldnt get EVT or HLT to run smoothly unfortunatly. I have very satisfying results with just SBT though. The transition is almost not visible in a normal gaming session (not starring at the trees all the time).

I am pretty sure I have no third party billboards installed. I should see them in the lod folder in my MO2 data tab right?

The last thing i am fighting is visually distracting terrain and mountain lod popping. But thats another story. Anyways, thank you for this awesome piece of software and your seemingly neverending support for dummy users like me! Great job!

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Not sure if this is the right place for this but I can't seem to get DynDOLOD/occlusion.esp to keep the changed records from Unique Region Names SE. This results in kind of an inconsistent experience with that mod. (i,e some savegames/doors show the improper name, or just 'Skyrim' when it should say something else)

I've downloaded any other available patches for that mod so I'm reasonably sure this is one of the only major things left that could be affecting it, but not 100%, but just thought I'd ask anyway.

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44 minutes ago, trancybrat said:

Not sure if this is the right place for this but I can't seem to get DynDOLOD/occlusion.esp to keep the changed records from Unique Region Names SE. This results in kind of an inconsistent experience with that mod. (i,e some savegames/doors show the improper name, or just 'Skyrim' when it should say something else)

I've downloaded any other available patches for that mod so I'm reasonably sure this is one of the only major things left that could be affecting it, but not 100%, but just thought I'd ask anyway.

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

https://dyndolod.info/Generation-Instructions
Finalize the load order. Install mods and their requirements. Sort and resolve conflicts.

https://dyndolod.info/Help/Load-Overwrite-Orders
When the plugins are generated, records from the last plugin that is the winning overwrite are copied to create the DynDOLOD plugins and Occlusion.esp. Sort and finalize the load order before generating the LOD patch. If any other plugins are added later consider to generate new output from scratch again.

As explained, the plugins are generated by copying records from the winning plugins. Records in the generated plugins do not change after generation unless you edit them or run other tools afterwards.

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