Roastlawyer Posted July 30 Share Posted July 30 3 minutes ago, sheson said: Test if it works if you move DynDOLOD to a path that does not have non-alphanumeric characters, like E:\Mods\DynDOLOD\ for example. Made a copy of dyndolod/texgen with that latest test exe at E:\Mods\DYNDOLOD\ and that one still gets a stack overflow TexGen [Main Instruction] Error: Stack overflow while processing E:\Mods\DYNDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491. bugreport.txt TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt Link to comment Share on other sites More sharing options...
sheson Posted July 30 Author Share Posted July 30 9 minutes ago, Roastlawyer said: Made a copy of dyndolod/texgen with that latest test exe at E:\Mods\DYNDOLOD\ and that one still gets a stack overflow TexGen [Main Instruction] Error: Stack overflow while processing E:\Mods\DYNDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491. bugreport.txt 298.42 kB · 0 downloads TexGen_SSE_Debug_log.txt 1.98 MB · 0 downloads TexGen_SSE_log.txt 35.94 kB · 0 downloads Run this test version and upload new logs https://mega.nz/file/MdoURCqY#RnWafgx8ToZvqArPuNApIovT_MKe2xwcda6iY-ZUh8A What mod are the grass full models like ..\Meshes\landscape\grass\reachgrassobj01.nif from? Link to comment Share on other sites More sharing options...
Roastlawyer Posted July 30 Share Posted July 30 2 minutes ago, sheson said: Run this test version and upload new logs https://mega.nz/file/MdoURCqY#RnWafgx8ToZvqArPuNApIovT_MKe2xwcda6iY-ZUh8A What mod are the grass full models like ..\Meshes\landscape\grass\reachgrassobj01.nif from? Because it was being problematic I've went back to a vanilla load order with just skse and a few .dll mods like engine fixes and papyrus utils, the only mod I have that has any meshes or textures at all is dyndolod resources. Everything is otherwise just the 1.5.97 BSA's bugreport.txt TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt Link to comment Share on other sites More sharing options...
sheson Posted July 30 Author Share Posted July 30 15 minutes ago, Roastlawyer said: Because it was being problematic I've went back to a vanilla load order with just skse and a few .dll mods like engine fixes and papyrus utils, the only mod I have that has any meshes or textures at all is dyndolod resources. Everything is otherwise just the 1.5.97 BSA's bugreport.txt 296.87 kB · 0 downloads TexGen_SSE_Debug_log.txt 2.88 MB · 0 downloads TexGen_SSE_log.txt 41.08 kB · 0 downloads Check with this test version https://mega.nz/file/5YwgUYiC#WK1KS-68ENfRaJxtzjr7vv9iSSWetLQQheCrxSDaMZ0 Link to comment Share on other sites More sharing options...
Roastlawyer Posted July 30 Share Posted July 30 (edited) 10 minutes ago, sheson said: Check with this test version https://mega.nz/file/5YwgUYiC#WK1KS-68ENfRaJxtzjr7vv9iSSWetLQQheCrxSDaMZ0 That test version ran successfully on the vanilla load order. I'll give it a try on my full one. EDIT: Ran successfully on the full load order as well. Edited July 30 by Roastlawyer Link to comment Share on other sites More sharing options...
sheson Posted July 30 Author Share Posted July 30 10 minutes ago, Roastlawyer said: That test version ran successfully on the vanilla load order. I'll give it a try on my full one. EDIT: Ran successfully on the full load order as well. Thanks for letting us know. Just keep using that test version then until the next official Alpha release. Link to comment Share on other sites More sharing options...
Roastlawyer Posted July 30 Share Posted July 30 (edited) 28 minutes ago, sheson said: Thanks for letting us know. Just keep using that test version then until the next official Alpha release. Sorry to be a pain again but after generating dyndolod my tree lods still look like normal billboard trees. I'm using vanilla trees which should have 3d lods from dyndolod resources right? I made sure to selecte ultra trees. Edit: somehow I was looking at the output logs from alpha 128, before. The actual logs from this run say that the 3d lod models aren't found though dyndolod resources has a bunch of passthrough_Lod.nifs for them DynDOLOD_SSE_Tree_Report.txt Edited July 30 by Roastlawyer Link to comment Share on other sites More sharing options...
sheson Posted July 30 Author Share Posted July 30 9 minutes ago, Roastlawyer said: Sorry to be a pain again but after generating dyndolod my tree lods still look like normal billboard trees. I'm using vanilla trees which should have 3d lods from dyndolod resources right? I made sure to selecte ultra trees. The SSE_Tree_Report is also full of things like TreePineForest01 [TREE:0001306D] Meshes\landscape\trees\treepineforest01.nif [CRC32:113D79CB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds Vanilla tree, Billboard DDS/TXT not found textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds, 3D LOD model found Level0: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds Level1: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds Level2: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds Dynamic: Meshes\landscape\trees\treepineforest01.nif [CRC32:113D79CB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds Mask: \ File: LOD4: Full LOD8: None LOD16: None Grid: NeverFadeFull Reference: Unchanged which seems odd because the texture is definitely showing in MO2 and shows as coming from the texgen run I just did. Edit uploaded wrong logs, 1 moment Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making post. Make a useful screenshot of the full model with more informative console and a close up of the LOD model with tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Upload the entire DynDOLOD_SSE_Object_Report.txt. Do not use full model trees for LOD. Set Level0 instead. Set Billboard for the higher LOD levels. See https://dyndolod.info/Help/Ultra-Tree-LOD Generate all required and desired billboards with TexGen before generating LOD with DynDOLOD. Link to comment Share on other sites More sharing options...
Roastlawyer Posted July 30 Share Posted July 30 (edited) 15 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making post. Make a useful screenshot of the full model with more informative console and a close up of the LOD model with tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Upload the entire DynDOLOD_SSE_Object_Report.txt. Do not use full model trees for LOD. Set Level0 instead. Set Billboard for the higher LOD levels. See https://dyndolod.info/Help/Ultra-Tree-LOD Generate all required and desired billboards with TexGen before generating LOD with DynDOLOD. Right sorry. I'm not sure what I had done the first time but I reran dyndolod and now it all looks as expected. Sorry for the poorly done false alarm. Edited July 30 by Roastlawyer Link to comment Share on other sites More sharing options...
leostevano Posted July 31 Share Posted July 31 (edited) Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way. Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green. Here's the logs : Logs.rar Edit : It seems with the TexGen and Dyndolod output disabled, they are still green. My mistake. Edited July 31 by leostevano Link to comment Share on other sites More sharing options...
z929669 Posted July 31 Share Posted July 31 34 minutes ago, leostevano said: Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way. Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green. Here's the logs : Logs.rar 345.67 kB · 0 downloads I suspect the binary alpha of LOD textures limits things, but see: https://dyndolod.info/Help/TexGen-Configuration Note the bit just above the data table. Link to comment Share on other sites More sharing options...
sheson Posted July 31 Author Share Posted July 31 2 hours ago, leostevano said: Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way. Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green. Here's the logs : Logs.rar 345.67 kB · 0 downloads Edit : It seems with the TexGen and Dyndolod output disabled, they are still green. My mistake. In the vanilla game farmwindowinterior01_m.dds is used as a glow map for glow shaders in the vanilla meshes. There is no farmwindowinterior01_g.dds. The current TexGen configuration for farmwindowinterior01_m.dds is to remove the alpha channel while it increases the intensity of mipmaps, since glow maps typically do not have an alpha channel. If there are mods where farmwindowinterior01_m.dds is not a glow map and it needs to be left alone (and/or the glow map has a different filename), I'll need to address that in the tools and configs. Link to comment Share on other sites More sharing options...
sheson Posted July 31 Author Share Posted July 31 1 hour ago, z929669 said: I suspect the binary alpha of LOD textures limits things, but see: https://dyndolod.info/Help/TexGen-Configuration Note the bit just above the data table. There is no limit for textures. The game has something like a hardcoded "NiAlphaProperty" for LOD meshes. Link to comment Share on other sites More sharing options...
leostevano Posted July 31 Share Posted July 31 1 minute ago, sheson said: It is unclear what the difference is between the 2 rows of screenshots. You did not upload the source texture in question. In the vanilla game farmwindowinterior01_m.dds is used as glow map for glow shaders in the vanilla meshes. There is no farmwindowinterior01_g.dds. The current TexGen configuration for farmwindowinterior01_m.dds is to remove the alpha channel, since glow maps typically do not have an alpha channel. If there are mods where farmwindowinterior01_m.dds is not a glow map and the glow map has a different filename, I'll need to address that in the tools and configs. Yes it seems this particular window will be tricky, so I've removed it instead. Thank you for the help Link to comment Share on other sites More sharing options...
Braknar Posted August 3 Share Posted August 3 (edited) I was mistaken at first I was expecting the .zip to be generated in a different folder. But when going to the actual folder I see only .bin and .txt files. What up? Edited August 3 by Braknar Link to comment Share on other sites More sharing options...
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