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Odd bug, two tree LODs are stretched images. Everything else is fine.


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I have a problem - two trees Reachclifftree01 and the 02 version always have stretched LODs when I generate LOD. I was using Ulvenwald and thought maybe the model had a bug in it or something so I switched the two tree nifs with some other models. I tried this with several different tree models - even ones that DynDOLOD generated LOD for perfectly and when it came to Reachclifftree 01 and 02 they always appeared stretched.

What I mean by stretched, the LOD itself is maybe 5 times too big, and stretched a bit vertically. It's not cycling through LODs as you draw near its just big ugly textures. When I'm generating the LOD for them I also always do the texgen as well. Although looking at the specific tree textures of Reachclifftree 01 and 02 from the texgen - they look fine and they are all there.

I was using an old version of DynDOLOD and did update it to the latest version this week and changed various settings to match the linked guide below (though the guide is an older version than what I have installed now). Didn't matter what version of DynDOLOD I used those two specific trees are still not working.

https://steamcommunity.com/sharedfiles/filedetails/?id=2785222362

Before I had Ulvenwald installed I had been using Nature of the Wild Lands, and those trees were fine with that don't know why it's doing it now and don't know why it's specifically those two trees, everything else with it is perfect.

 

 

What specifically do you need from me to find out why it's doing that with those two trees?

 

 

4 answers to this question

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Posted
1 hour ago, Jimjohn said:

I have a problem - two trees Reachclifftree01 and the 02 version always have stretched LODs when I generate LOD. I was using Ulvenwald and thought maybe the model had a bug in it or something so I switched the two tree nifs with some other models. I tried this with several different tree models - even ones that DynDOLOD generated LOD for perfectly and when it came to Reachclifftree 01 and 02 they always appeared stretched.

What I mean by stretched, the LOD itself is maybe 5 times too big, and stretched a bit vertically. It's not cycling through LODs as you draw near its just big ugly textures. When I'm generating the LOD for them I also always do the texgen as well. Although looking at the specific tree textures of Reachclifftree 01 and 02 from the texgen - they look fine and they are all there.

I was using an old version of DynDOLOD and did update it to the latest version this week and changed various settings to match the linked guide below (though the guide is an older version than what I have installed now). Didn't matter what version of DynDOLOD I used those two specific trees are still not working.

https://steamcommunity.com/sharedfiles/filedetails/?id=2785222362

Before I had Ulvenwald installed I had been using Nature of the Wild Lands, and those trees were fine with that don't know why it's doing it now and don't know why it's specifically those two trees, everything else with it is perfect.

What specifically do you need from me to find out why it's doing that with those two trees?

If you have issues following third party guides, then you should ask the author of the third party guide.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of LOD and its full model with more informative console.

https://dyndolod.info/Generation-Instructions#Prerequisites
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

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Posted
1 hour ago, Jimjohn said:

https://ufile.io/f/ws43q

Here you go, I think that should be the 4 log files needed, Texgen log, Texgen debug, DynDOLOD log and DynDOLOD debug. There was no error log.

 

Thank you for your quick reply, much appropriated!

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of LOD and its full model with more informative console. Such screenshots would tell use the base record form IDs of the trees with problematic LODs. I would assume they match one of the reported warnings in the DynDOLOD log:

<Warning: Billboard for model Meshes\landscape\trees\reachclifftree02.nif has different CRC32 Skyrim.esm TreeReachCliffTree02 [TREE:000B8A77]>
<Warning: Billboard for model Meshes\landscape\trees\reachclifftree01.nif has different CRC32 Skyrim.esm TreeReachCliffTree01 [TREE:000B8A76]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif has different CRC32 Skyrim.esm TreeReachTree02 [TREE:000B8A74]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif has different CRC32 Skyrim.esm TreeReachTree01 [TREE:000B8A73]>
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32

<Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif does not contain texture textures\oak\quercusbark.dds Skyrim.esm TreeReachTree02 [TREE:000B8A74]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif does not contain texture textures\oak\quercusbark_n.dds Skyrim.esm TreeReachTree02 [TREE:000B8A74]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif does not contain texture textures\oak\quercusatlas.dds Skyrim.esm TreeReachTree02 [TREE:000B8A74]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree02.nif does not contain texture textures\oak\quercusatlas_n.dds Skyrim.esm TreeReachTree02 [TREE:000B8A74]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif has different CRC32 Skyrim.esm TreeReachTree01 [TREE:000B8A73]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif does not contain texture textures\oak\quercusbark02.dds Skyrim.esm TreeReachTree01 [TREE:000B8A73]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif does not contain texture textures\oak\quercusbark02_n.dds Skyrim.esm TreeReachTree01 [TREE:000B8A73]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif does not contain texture textures\oak\quercusatlas.dds Skyrim.esm TreeReachTree01 [TREE:000B8A73]>
<Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif does not contain texture textures\oak\quercusatlas_n.dds Skyrim.esm TreeReachTree01 [TREE:000B8A73]>
https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture

According to the log from the last TexGen session, the billboards for 000B8A73 and 000B8A74 were generated, so this means the TexGen output is probably being overwritten by another mods containing different billboards.
https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen
Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything.

The TexGen log does not mention creating billboards for 000B8A76 and 000B8A77. That is probably because of something with the full models. You could try to check the preview for them. However, since they are mentioned in the DynDOLOD log, there are billboards installed in the load order.
https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards
Do not install 3rd party LOD billboards.
All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*.

If you check for that folder and subfolders in MO2 right window Data tab, you can find out which mods other than the TexGen Output contain billboards and hide/remove them accordingly.

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Posted

Sorry for the late reply, my electricity was shut off today due to road works. Anyway, you did it! You fixed it! In the Markarth Outskirts mod located in the bsa there were lod files for the two Reachclifftrees. His mod was using the BlubboDE tree models which conflicted with mine.

But that's it, everything works perfect. Fantastic program, thank you very much Sheson!

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