Abbot Posted May 12 Share Posted May 12 (edited) On 5/10/2024 at 2:42 PM, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log when making posts. Also upload ..\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot with more informative console of the full model and a screenshot of the LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots 3D tree LOD models are supposed to match the full model. Especially the 3D tree LOD models included with DynDOLOD Resources for the vanilla trees. By default waterfalls are animated for the Far Grid distance of 21 cells. How to address an issue, depends on the actual problem, so you need to report those properly first. Hello Sheson, I come back to you with the issue of dead trees having leaves in the distance (with 3D tree LODs). Here are the logs: https://pastebin.com/hCRgqLjc DynDOLOD_SSE_log.txt PART 1 https://pastebin.com/7uPnkSLq DynDOLOD_SSE_log.txt PART 2 https://pastebin.com/61t6PqfM DynDOLOD_SSE_log.txt PART 3 https://pastebin.com/MujQL0z9 DynDOLOD_SSE_log.txt PART 4 https://pastebin.com/Y80MY5FK DynDOLOD_SSE_log.txt PART 5 https://jmp.sh/s/yEmBJBqs6ogGITfoIPYJ DynDOLOD_SSE_Debug_log PART 1.txt https://jumpshare.com/s/zvG1WyMkTyl2pGZ3LG3x DynDOLOD_SSE_Debug_log PART 2.txt https://jumpshare.com/s/QD4Jpd12jCNCoQMC5Jxm DynDOLOD_SSE_Debug_log PART 3.txt And here are the images. i know that you specified that we have to take screenshots and not photos but I cannot, for the life of me, make the screenshot function work on my setup. So these images will have to do. 1) https://imgbox.com/33VgMAah 2) https://imgbox.com/VJBgfOdS 3) https://imgbox.com/iXPlj5rN 4) https://imgbox.com/PXdAVjNk You'll find a photo of the tree in the distance (1) with the coordinates from which I've taken it (2), then an image with the full tree (3) and one with the base FormID and other details about that tree (4). As for the waterfalls, I solved my issue of seeing static waterfalls in the distance by editing the High settings mesh rule for fxwaterfallbody so that it has the flag "NeverFadeLOD" instead of "FarLOD". Now the waterfall LODs violently flicker though, any time that the player (or the camera through the console command TFC) moves. EDIT: I added another image to better highlight the Tree LOD in image (1) that gives me pain: https://imgbox.com/XlZPVm15 Edited May 12 by Abbot Link to comment Share on other sites More sharing options...
sheson Posted May 12 Author Share Posted May 12 1 hour ago, Abbot said: Hello Sheson, I come back to you with the issue of dead trees having leaves in the distance (with 3D tree LODs). Here are the logs: https://pastebin.com/hCRgqLjc DynDOLOD_SSE_log.txt PART 1 https://pastebin.com/7uPnkSLq DynDOLOD_SSE_log.txt PART 2 https://pastebin.com/61t6PqfM DynDOLOD_SSE_log.txt PART 3 https://pastebin.com/MujQL0z9 DynDOLOD_SSE_log.txt PART 4 https://pastebin.com/Y80MY5FK DynDOLOD_SSE_log.txt PART 5 https://jmp.sh/s/yEmBJBqs6ogGITfoIPYJ DynDOLOD_SSE_Debug_log PART 1.txt https://jumpshare.com/s/zvG1WyMkTyl2pGZ3LG3x DynDOLOD_SSE_Debug_log PART 2.txt https://jumpshare.com/s/QD4Jpd12jCNCoQMC5Jxm DynDOLOD_SSE_Debug_log PART 3.txt And here are the images. i know that you specified that we have to take screenshots and not photos but I cannot, for the life of me, make the screenshot function work on my setup. So these images will have to do. 1) https://imgbox.com/33VgMAah 2) https://imgbox.com/VJBgfOdS 3) https://imgbox.com/iXPlj5rN 4) https://imgbox.com/PXdAVjNk You'll find a photo of the tree in the distance (1) with the coordinates from which I've taken it (2), then an image with the full tree (3) and one with the base FormID and other details about that tree (4). As for the waterfalls, I solved my issue of seeing static waterfalls in the distance by editing the High settings mesh rule for fxwaterfallbody so that it has the flag "NeverFadeLOD" instead of "FarLOD". Now the waterfalls LODs violently flicker though any time that the player (or the camera through the console command TFC) moves. Zip log files and upload them to the file service as explained instead of splitting them across several pastebins or fileservices. Taking screenshots on PC is a rudimentary computer skill, which is explained in countless guide, explanations, videos etc. If you want people to help you, make an effort to make things as easy/accessible as possible for the people trying to help you instead of making them work for you. I wrote/linked those instructions for a reason. Also upload ..\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt as requested. As explained in https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD, In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed. The log/summary reports https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 Generate LOD billboards for the current load order with TexGen first. As explained in https://dyndolod.info/Generation-Instructions#Prerequisites, Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. If problem persists with tree LOD not matching, upload new DynDOLOD log, debug, DynDOLOD_SSE_Object_Report.txt and also the TexGen log and debug log. No useful screenshots for waterfalls have been posted. It is not a good idea to use NeverFade* on a NIF that is used many times across a worldspace, especially for performance reasons. Using reference rules to target a limited list of waterfall references would be a better approach. Do not set Level0, Level1, Level2 and uncheck Dynamic to not have both LOD types added. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Link to comment Share on other sites More sharing options...
air401 Posted May 12 Share Posted May 12 (edited) I'm new to this so forgive me for poor posting structure or info provided but I have a problem when building textures. It always gets stuck on... Creating C:\Modding\DynDOLOD\TexGen_Output\textures\dlc02\lod\dlc2road01ash01lod.dds from 4 textures The same one over and over. I noticed that texgen64 drops from around 30% cpu(On this stage) usage to about 5% when it hits this dds. I have tried a few of the suggested command parameters for texgen ini to see about getting it unstuck. I dont have an antivirus and no uac problems. I even tried updating my graphics driver and rebooting my system. I have fixed all the xedit errors and even tried looking to see what mod this is from to just try removing it buuuut i cant seem to find what mod/dlc this is from specifically. Any ideas whats going on? Its not producing a log for me to post as its not actually giving me errors just stalls and does nothing. What more info do you need to help resolve this? Edited May 12 by air401 Link to comment Share on other sites More sharing options...
sheson Posted May 12 Author Share Posted May 12 28 minutes ago, air401 said: I'm new to this so forgive me for poor posting structure or info provided but I have a problem when building textures. It always gets stuck on... Creating C:\Modding\DynDOLOD\TexGen_Output\textures\dlc02\lod\dlc2road01ash01lod.dds from 4 textures The same one over and over. I noticed that texgen64 drops from around 30% cpu(On this stage) usage to about 5% when it hits this dds. I have tried a few of the suggested command parameters for texgen ini to see about getting it unstuck. I dont have an antivirus and no uac problems. I even tried updating my graphics driver and rebooting my system. I have fixed all the xedit errors and even tried looking to see what mod this is from to just try removing it buuuut i cant seem to find what mod/dlc this is from specifically. Any ideas whats going on? Its not producing a log for me to post as its not actually giving me errors just stalls and does nothing. What more info do you need to help resolve this? Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload. In case the logs are not savedwhen the tool is closed because it is terminated prematurely, enable the real time log as explained and upload that. See all the answers for https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures "a few of the suggested command parameters for texgen ini" does not tell us which settings were actually set or if the settings were applied correctly. The debug or realtime log will show that and more. Link to comment Share on other sites More sharing options...
air401 Posted May 12 Share Posted May 12 (edited) 33 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload. In case the logs are not saved because when the tool is closed because it terminated prematurely, enable the real time log as explained and upload that. See all the answers for https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures "a few of the suggested command parameters for texgen ini" does not tell us which settings were actually set or if the settings were applied correctly. The debug or realtime log will show that and more. I have used RenderTexturesSingleThread=1 RenderSingle=1 LockTexconv=1 TexconvAdapterIndex=-1 All placed under the TexGen in the TexGen_SSE ini file. Sooo the 2nd ,3rd ,4th and 5th lines of the ini i guess as texgen is the first line. I assume that is correct. https://ufile.io/na5qmegp for the zipped log files. Edited May 12 by air401 Link to comment Share on other sites More sharing options...
sheson Posted May 12 Author Share Posted May 12 41 minutes ago, air401 said: I have used RenderTexturesSingleThread=1 RenderSingle=1 LockTexconv=1 TexconvAdapterIndex=-1 All placed under the TexGen in the TexGen_SSE ini file. Sooo the 2nd ,3rd ,4th and 5th lines of the ini i guess as texgen is the first line. I assume that is correct. https://ufile.io/na5qmegp for the zipped log files. The debug log shows all those 4 setting to be their default false/0 setting. Double check for correct addition, no extra space etc. Upload the C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini if help is required. Have you checked the task manager for Texconvx64.exe processes that TexGenx64.exe might be waiting for? The game is installed into Programs Files (x86). Follow any modding guide that explains how to install the game outside of it to avoid issues with UAC, antivir, etc. Link to comment Share on other sites More sharing options...
Abbot Posted May 12 Share Posted May 12 (edited) 2 hours ago, sheson said: It is not a good idea to use NeverFade* on a NIF that is used many times across a worldspace, especially for performance reasons. Using reference rules to target a limited list of waterfall references would be a better approach. Do not set Level0, Level1, Level2 and uncheck Dynamic to not have both LOD types added. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Would you mind telling me what do you mean by this? Instead of "Level*" in the mesh mask reference rule for waterfalls should I have all set to "None" or...? Edited May 12 by Abbot Link to comment Share on other sites More sharing options...
air401 Posted May 12 Share Posted May 12 4 minutes ago, sheson said: The debug log shows all those 4 setting to be their default false/0 setting. Double check for correct addition, no extra space etc. Upload the C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini if help is required. Have you checked the task manager for Texconvx64.exe processes that TexGenx64.exe might be waiting for? The game is installed into Programs Files (x86). Follow any modding guide that explains how to install the game outside of it to avoid issues with UAC, antivir, etc. Hrm maybe that log is from a debug file when i didnt use them. I'll double check. but i have them currently setup as [TexGen] RenderTexturesSingleThread=1 RenderSingle=1 LockTexconv=1 TexconvAdapterIndex=-1 ; set to 1 to enable notices about skipped billboards Notice=0 ETC ETC.... The texconvx64.exe is currently running according to my detailed task manager right along with texgen64x.exe Ya its the default install location for steam, i dont have any antivirus and i have UAC turned off. The whole texgen and dyn ran fine on my very first test run, back when i had no mods installed and just the base utilities installed. So no idea whats going on with this specific .dds. I've read in another thread that the guy enabled grass option when launching texgen and it worked as he was getting stuck on the same .dds as i am and it worked but when i launch texgen grass is greyed out but hd grass is checked. I editted a ini to be able to get grass to not be greyed out and able to be checked off but it still didnt progress past this one .dds. Link to comment Share on other sites More sharing options...
sheson Posted May 12 Author Share Posted May 12 13 minutes ago, Abbot said: Would you mind telling me what do you mean by this? Instead of "Level*" in the mesh mask reference rule for waterfalls should I have all set to "None" or...? Correct, change Level0, Level1, Level 2 for LOD Level 4, 8 and 16 to None so disable static object LOD. Also uncheck the Dynamic checkbox. Link to comment Share on other sites More sharing options...
sheson Posted May 12 Author Share Posted May 12 59 minutes ago, air401 said: Hrm maybe that log is from a debug file when i didnt use them. I'll double check. but i have them currently setup as [TexGen] RenderTexturesSingleThread=1 RenderSingle=1 LockTexconv=1 TexconvAdapterIndex=-1 ; set to 1 to enable notices about skipped billboards Notice=0 ETC ETC.... The texconvx64.exe is currently running according to my detailed task manager right along with texgen64x.exe Ya its the default install location for steam, i dont have any antivirus and i have UAC turned off. The whole texgen and dyn ran fine on my very first test run, back when i had no mods installed and just the base utilities installed. So no idea whats going on with this specific .dds. I've read in another thread that the guy enabled grass option when launching texgen and it worked as he was getting stuck on the same .dds as i am and it worked but when i launch texgen grass is greyed out but hd grass is checked. I editted a ini to be able to get grass to not be greyed out and able to be checked off but it still didnt progress past this one .dds. No "newer" logs were provided. Either wait for Texconvx64.exe to finish or kill it to see if TexGenx64.exe continues with an error message. Checking to generate grass LOD billboards means, grass LOD billboards are being generated. It does not change stitched object LOD generation. Forcing normal grass LOD billboards instead of automatic HD billboards when complex full grass texture are installed does not affect stitched object LOD generation. It simply disables generating the HD grass LOD billboard. If anything, uncheck rendered Object LOD textures and Tree/Grass LOD Billboards to only generate Stitched Object LOD textures. Maybe make sure the output folder is empty and reboot to make sure anything blocking file access is reset. Link to comment Share on other sites More sharing options...
Abbot Posted May 12 Share Posted May 12 1 hour ago, sheson said: Correct, change Level0, Level1, Level 2 for LOD Level 4, 8 and 16 to None so disable static object LOD. Also uncheck the Dynamic checkbox. So that just disables waterfall LOD entirely (as I suspected). Thing is, I would like to NOT see waterfalls appear out of thin air, otherwise I wouldn't be using DynDOLOD... Link to comment Share on other sites More sharing options...
sheson Posted May 12 Author Share Posted May 12 19 minutes ago, Abbot said: So that just disables waterfall LOD entirely (as I suspected). Thing is, I would like to NOT see waterfalls appear out of thin air, otherwise I wouldn't be using DynDOLOD... No logs and no screenshot of mesh mask settings were provided. Setting the 4 LOD Levels for object LOD to None disables the non animated static waterfalls being generated in static object LOD. If you do not get dynamic waterfalls when setting Grid to Near/Far/NeverFade LOD, then it might be because you did not keep VWD set or did not unset Dynamic or maybe you changed Reference from Unchanged to something else. Link to comment Share on other sites More sharing options...
air401 Posted May 12 Share Posted May 12 (edited) 10 hours ago, sheson said: No "newer" logs were provided. Either wait for Texconvx64.exe to finish or kill it to see if TexGenx64.exe continues with an error message. Checking to generate grass LOD billboards means, grass LOD billboards are being generated. It does not change stitched object LOD generation. Forcing normal grass LOD billboards instead of automatic HD billboards when complex full grass texture are installed does not affect stitched object LOD generation. It simply disables generating the HD grass LOD billboard. If anything, uncheck rendered Object LOD textures and Tree/Grass LOD Billboards to only generate Stitched Object LOD textures. Maybe make sure the output folder is empty and reboot to make sure anything blocking file access is reset. [Window Title] TexGen [Main Instruction] Texconv error 1. [Content] "C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -nogpu -y -sepalpha -aw 256 -keepcoverage 0.85 -f BC7_UNORM -bc q -o "C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod" -flist "C:\Users\Super Awesome Dude\AppData\Local\Temp\TexGen_SSE\Texconv_514_36_F7D67F2CE883454FA334C97792C1855D.txt" Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit TexGen] [Footer] Online Help | Support Forum | Copy message to clipboard Thats the error i get when force killing texconvx64. Any idea? This was in the txt file it linked for me in the error msg #"C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -nogpu -y -sepalpha -aw 256 -keepcoverage 0.85 -f BC7_UNORM -bc q -o "C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod" C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01icelakesurfacelod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlefloorstone03lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairnrock01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinsmarble01_4x4lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01sctrimlod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01icelakesurfacelod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone01lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlefloorstone03lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dfloor01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt05lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statueofauriellod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone04lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt05lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statuestone01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt01lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone05lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinswall01_1x2lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinsmarble01_4x4lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone05lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01scstairslod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt03lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01castlefortlod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinswall01_1x2lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt03lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01scstairslod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone03lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairnrock01lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statueofauriellod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statuestone01lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone03lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01castlefortlod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone04lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01sctrimlod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dfloor01lod.dds I have cleared out those folders and moved what was in there to a backup folder and im in the process of trying again with empty folders. EDIT: So ive been watching the properties of the TexGen_Output folder and im seeing the size change even when it gets stalled on a LOD so i believe it is working its just taking forever on a few of the LOD creations. Im stuck on 1 now for about 45 minutes but it constantly changing the size of the folder so ill just let it run over night and see if it finishes in the next few hours. Edited May 13 by air401 Link to comment Share on other sites More sharing options...
Brambleshire Posted May 13 Share Posted May 13 (edited) Hello good evening! So I'm getting Range Check Errors when I attempt to run Dyndolod. Specifically: "Error: Error reading grass Tamriel [-1,-10] Range check Error" I am not sure if its a grass problem or versioning problem. The dyndolod exceptions page lists "error reading grass" and "range check error" as separate errors, but here they are both combined in the same error. I am also not 100% if the versions of all my dyndolod components match up correctly, since I am on Skyrim 1.6.64. The first time I had an error that said "Error reading grass Tamriel [-1,-8] Range check Error". I followed the instructions on the Dyndolod exceptions page for error reading grass, which is to delete the .CGID grass cache for that cell. I did that, and then I got the same error for [-1,-9], then again for [-1,-10]. This makes me think the problem is not isolated to just one bit of grass (both of these cells are in the mountains directly between Secundas Kiss and Bleak Falls Barrow). I have successfully generated a grass precache with No Grass in Objects. I have also successfully ran xLodGen64, TexGen64, and ACMOS road generator. For grass, I am using QW's Grass Patch 2 which is a combination of Cathedral 3D Pine Grass, Origins of the Forest, and Folkvangr. Bugreport.txt Dyndolod_SSE_log.txt Dyndolod_SSE_debug_log.txt Dyndolod_SSE.ini GrassControl.ini My current Dyndolod set up is as follows: Skyrim Version: 1.6.64 Dyndolod 3 Alpha: 3.0.0.169 (Dyndolodx64.exe) Dyndolod Resources SE- 3.00 DynDOLOD DLL NG and Scripts 3.00- 1.6.x version, Alpha 27.1 Aspens Ablaze Add-On DynDOLOD 3- 2.36.3 Majestic Mountains DynDoLod V 3.0 Lod pack- 4.01 Is my DynDolod setup correctly, or do I have some kind of grass problem? Thank you for your help <3 Edited May 13 by Brambleshire Link to comment Share on other sites More sharing options...
sheson Posted May 13 Author Share Posted May 13 6 hours ago, air401 said: [Window Title] TexGen [Main Instruction] Texconv error 1. [Content] "C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -nogpu -y -sepalpha -aw 256 -keepcoverage 0.85 -f BC7_UNORM -bc q -o "C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod" -flist "C:\Users\Super Awesome Dude\AppData\Local\Temp\TexGen_SSE\Texconv_514_36_F7D67F2CE883454FA334C97792C1855D.txt" Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit TexGen] [Footer] Online Help | Support Forum | Copy message to clipboard Thats the error i get when force killing texconvx64. Any idea? This was in the txt file it linked for me in the error msg #"C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -nogpu -y -sepalpha -aw 256 -keepcoverage 0.85 -f BC7_UNORM -bc q -o "C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod" C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01icelakesurfacelod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlefloorstone03lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairnrock01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinsmarble01_4x4lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01sctrimlod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01icelakesurfacelod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone01lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlefloorstone03lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dfloor01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt05lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statueofauriellod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone04lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt05lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statuestone01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt01lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone05lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinswall01_1x2lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinsmarble01_4x4lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt01lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone05lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01scstairslod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt03lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01castlefortlod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinswall01_1x2lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt03lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01scstairslod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone03lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairnrock01lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statueofauriellod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statuestone01lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone03lod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01castlefortlod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone04lod_n.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01sctrimlod.dds C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dfloor01lod.dds I have cleared out those folders and moved what was in there to a backup folder and im in the process of trying again with empty folders. EDIT: So ive been watching the properties of the TexGen_Output folder and im seeing the size change even when it gets stalled on a LOD so i believe it is working its just taking forever on a few of the LOD creations. Im stuck on 1 now for about 45 minutes but it constantly changing the size of the folder so ill just let it run over night and see if it finishes in the next few hours. No logs were provided. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. It is not normal for Texconv needing hours to convert textures. You could test selecting the uncompressed formats R8B8G8 for Diffuse/Normal and A8R8G8B8 for Diffuse alpha/Normal specular and then convert them to BC7 afterwards. Link to comment Share on other sites More sharing options...
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