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DynDOLOD 3.00 Alpha 182


sheson

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I'm having problems running TexGen64 with Alpha 122. It's exiting without any error message, warning, pop-up, or anything else when it starts generating textures after gathering billboards. I've attached the realtime log and a Windows Event log. I've tried using BC1 and BC3 compression as detailed on the last page and that didn't help. I've also updated to the latest 531.41 Nvidia drivers.

Logs.zip

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On 4/2/2023 at 1:11 AM, sheson said:

That means there must be a problem with DirectX (DirectCompute), which Texconv uses for BC7 compressions. BC1/BC3 are done with the CPU.

If you edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and change to these values for the object and tree LOD atlas they will be done with the BC1/BC3 compression as well:
ObjectLODDiffuseFormat=200
ObjectLODAlphaDiffuseFormat=202
ObjectLODNormalFormat=200
TreeLODDiffuseFormat=202

See if you can update or repair DirectX or try a clean install of the latest release driver again.

I tried to repair my drivers, clean install etc. and nothing worked, still same issue. But i can generate textures in other formats and dyndolod is working too, so i don't think i will try to fix bc7 anymore. Now i can look at distant objects without my eyes bleeding. Thank you so much for your help! Have a wonderful day!

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Just a short question regarding the DynDOLOD Resources 3 Alpha-32 for LE. The passthru LODs for vanilla trees don't use the generated trunk billboards, and don't create crown textures from the full ones. They still use the prepared atlas in Textures\DynDOLOD\lod\dyndolodtreelod.dds. The SE resources have the correct passthru meshes. No logs, just wanted to ask if its intended that the LE resources didn't get the latest passthru meshes.

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50 minutes ago, Phlunder said:

Just a short question regarding the DynDOLOD Resources 3 Alpha-32 for LE. The passthru LODs for vanilla trees don't use the generated trunk billboards, and don't create crown textures from the full ones. They still use the prepared atlas in Textures\DynDOLOD\lod\dyndolodtreelod.dds. The SE resources have the correct passthru meshes. No logs, just wanted to ask if its intended that the LE resources didn't get the latest passthru meshes.

I am that lazy that I didn't update them with the new method.

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7 hours ago, Enhab said:

I added the line and ran it again, and it finished! Here are the logs: https://paste.ee/p/qBLWx https://drive.google.com/file/d/1Eo6VysRNxVT373J1mcNq3Z01jis5e76i/view?usp=sharing

I ran it again just to be sure, and yep, looks like it's working fine now. Thanks for your help!

What was the issue? Just curious.

Something must be happening to the render context between making it current for the current thread and then immediately requesting a new texture ID when using shared contexts between threads. The workaround uses one context for rendering, models and textures instead of 3 shared ones.

The question is why it isn't a problem when running TexGen, which does what DynDOLOD does a hundreds times over.

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4 hours ago, Onyx said:

I'm having problems running TexGen64 with Alpha 122. It's exiting without any error message, warning, pop-up, or anything else when it starts generating textures after gathering billboards. I've attached the realtime log and a Windows Event log. I've tried using BC1 and BC3 compression as detailed on the last page and that didn't help. I've also updated to the latest 531.41 Nvidia drivers.

Logs.zip 217.78 kB · 1 download

See what happens with this test version https://mega.nz/file/RUQlla5T#3dsJH7Ec5qPTRb-DYghY2srcoC1yRAm0rTzEkc8EKGg

If there are still issues, add GLListDebug=1 and GLDebug=1 under [TexGen] to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI.
Only enable the RealTimeLog in case the program is terminated without having the chance to writes its own bugreport, log and debug log.

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Hi there I'm new here. 

I've been having an issue with the LODgen portion of the DynDOLODD process. 

Either it hangs on certain parts and takes very long to do anything or it exits with the error: OpenGL: invalid operation.
Logs.7z
I've included a zipped file which I hope contains all the correct logs.  

Thanks for your time.

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1 hour ago, DudeGuy said:

Hi there I'm new here. 

I've been having an issue with the LODgen portion of the DynDOLODD process. 

Either it hangs on certain parts and takes very long to do anything or it exits with the error: OpenGL: invalid operation.
Logs.7z
I've included a zipped file which I hope contains all the correct logs.  

Thanks for your time.

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

Get the test version from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270483 and follow the instructions.

If the problem still happens follow the instructions from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270485

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9 minutes ago, sheson said:

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

Get the test version from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270483 and follow the instructions.

If the problem still happens follow the instructions from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270485

Ah sorry about that I was assuming the debug log was only for issues with TextGen.

Here it is:
https://ufile.io/cb4gun3z

Thanks for the quick response. 

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11 minutes ago, DudeGuy said:

Ah sorry about that I was assuming the debug log was only for issues with TextGen.

Here it is:
https://ufile.io/cb4gun3z

Thanks for the quick response. 

Terminate whatever crapware installed with the graphics card driver before running any of the tools or do a clean reinstall of the graphic card driver without any of the crapware.

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7 minutes ago, sheson said:

Terminate whatever crapware installed with the graphics card driver or do a clean reinstall of the graphic card driver without any of the crapware.

Ok I will go ahead and do what you suggested above and then do a clean reinstall of my graphics driver.

How would you recommend I get rid of crapware? 
Would using DDU be the best way?
https://www.guru3d.com/files-details/display-driver-uninstaller-download.html

Sorry for all the questions I'm you get this a lot.

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21 minutes ago, DudeGuy said:

Ok I will go ahead and do what you suggested above and then do a clean reinstall of my graphics driver.

How would you recommend I get rid of crapware? 
Would using DDU be the best way?
https://www.guru3d.com/files-details/display-driver-uninstaller-download.html

Sorry for all the questions I'm you get this a lot.

You might want to try terminating the crapware and then running the tool(s) and using the linked test version etc. first.

How to best to do a clean driver installation would be something to ask on a AMD/Windows etc. support forum. There seems to be an influx of new issues potentially caused either by changes with drivers, unneeded software or changes in the OS, while the way the tools work is still the same as it was a couple years ago.

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Greetings Sheson, i wanted to ask an opinion on an issue i was having with Dyndolod 3 Alpha-122 (the one available on the Nexus). After following throughly the Open Cities guide and a reddit post with a similar situation,  I keep having a part of Dragonsreach building in Whiterun invisible, the LOD is fine but the building when i get close disappears. Here are some pictures of my issue.

I have read the first post and managed to find both the bugreport.txt and DynDOLOD_TES5_Debug_log.txt but not sure what other debug file i should send since i have 117 total in the Logs folder. Pheraps Whiterun or Tamriel log files?

And sorry but what is a text sharing service?

I apologize for the disturb, i tried my best but couldn't make everything work as this is my first time with DynDOLOD, i don't have many hopes but since i found you active here i thought i could give this thread a try.

Edited by Terminetwork
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2 hours ago, Terminetwork said:

Greetings Sheson, i wanted to ask an opinion on an issue i was having with Dyndolod 3 Alpha-122 (the one available on the Nexus). After following throughly the Open Cities guide and a reddit post with a similar situation,  I keep having a part of Dragonsreach building in Whiterun invisible, the LOD is fine but the building when i get close disappears. Here are some pictures of my issue.

I have read the first post and managed to find both the bugreport.txt and DynDOLOD_TES5_Debug_log.txt but not sure what other debug file i should send since i have 117 total in the Logs folder. Pheraps Whiterun or Tamriel log files?

And sorry but what is a text sharing service?

I apologize for the disturb, i tried my best but couldn't make everything work as this is my first time with DynDOLOD, i don't have many hopes but since i found you active here i thought i could give this thread a try.

Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts.
The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example.

Possible reasons:

https://dyndolod.info/Mods/Open-Exterior-Cities
Click one of the presets buttons Low, Medium or High to update the rules.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s).

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20 hours ago, sheson said:

See what happens with this test version https://mega.nz/file/RUQlla5T#3dsJH7Ec5qPTRb-DYghY2srcoC1yRAm0rTzEkc8EKGg

If there are still issues, add GLListDebug=1 and GLDebug=1 under [TexGen] to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI.
Only enable the RealTimeLog in case the program is terminated without having the chance to writes its own bugreport, log and debug log.

Hi Sheson,

In trying to troubleshoot before I posted here, I had been running with and without GLListDebug=1 and GLDebug=1 as well already (although come to think of it that may have simply been useless without a test version like that one). I had enabled the real time log because TexGenx64 was indeed terminating without any other log files being generated.

I may have solved whatever my issue was by fumbling around with my load order. My issues began after I'd added ELFX Shadows (on top of other ELFX mods), but changing some overwrite ordering with Particle Patch for ENB seems to have done the trick. I previously had Particle Patch loading after most everything else in accordance with Vortex's recommendations, but some more Nexus posts I found indicated that Particle Patch should come much earlier in a load order and tend to be overwritten by most things. Doing that is what seems to have allowed things to work again. I can run TexGenx64 and DynDOLODx64 successfully.

If you'd like, I can try to recreate the old load/overwrite order again to try to break it again for troubleshooting. I'm not sure how much value that would add for you.

Edited by Onyx
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