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Posted (edited)

I have extremely long Dyndolod generations that takes half a day and all I did was following your manuals settings in texgen lodgen dyndolod and press ultra trees. Before ultra trees I had no issue.

CPU and RAM usage is normal

 

Trees EVT Custom large

Treesfallback is to 0

I used to generate 3d trees on previous dyndolod version in 1 hour

Dyndolod output size is 14gb at the moment after like 8 hours

Dyndolod generating object LODS for worldspaces takes most of the time.

 

https://easyupload.io/m/uiibye

Edited by Yugen
Posted (edited)

I have extremely long Dyndolod generations that takes half a day and all I did was following your manuals settings in texgen lodgen dyndolod and press ultra trees. Before ultra trees I had no issue.

CPU and RAM usage is normal

 

Trees EVT Custom large

Treesfallback is to 0

I used to generate 3d trees on previous dyndolod version in 1 hour

Dyndolod output size is 14gb at the moment after like 8 hours

Dyndolod generating object LODS for worldspaces takes most of the time.

 

https://easyupload.io/m/uiibye

FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size

 
A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD.
 
A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. 
 
A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. 
 
What is the point of setting full models fallback with a tree mod that 3D tree LOD models?
Check ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt that the specific 3D tree LOD models are found.

What am I supposed to look for in the TexGen logs? You probably want to upload the DynDOLOD and LODGen logs.

Is it any different compared to DynDOLDO 2.87?

Edited by sheson
Posted (edited)

Don't know used to work before.

 

<What am I supposed to look for in the TexGen logs? You probably want to upload the DynDOLOD and LODGen logs.

 

Uploaded files which were written in page one.

 

Only difference in 2.87 was that I used to change script in 2.87 about trees from 1 to 0 and I have never seen warnings before

Lodgen files doesn't really say much.

 

https://easyupload.io/m/b0xdu8 Lodgen files

https://imgur.com/ca26Co5 Current state of dyndolod just in case

Edited by Yugen
Posted

The problem is that the grass uses its very own limited shader (similar to tree LOD) that is not available otherwise.

 

The default settings work for for vanilla grass, vanilla weathers and no ENB. It seems ENB or weather mods account most for the discrepancies. It might be possible for Boris do something with ENB (and me using a specific setting for it in the BTO) so grass LOD is affected similar to the real grass.

 

Changing the brightness RGB settings can be used to adjust the color tone. If the grass LOD is always a bit too green, lower the green, raise the red values a bit. 

 

The full texture and the color values of pixels with alpha can also have an effect on the overall color tone of the billboards. You might want to test with different GrassMSAlphaThreshold=112 settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI. Higher values make grass LOD billboards thinner, e.g. use a bit less of their more transparent pixels of the full texture.

Thanks for your answer, maybe I'll play around with it, but I don't think it's worth the try, because it's very dependent on weather/lightning.

 

Anyway, if I reran LODgen again, as mentioned in your second post, I'll only have to generate the grass LODs for testing different settings?

 

To test different GrassBrightnessTop or GrassBrightnessBottom settings, change GrassLargeReference in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldpace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files.
May be plain obvious, but I wanted to be sure about this.
Posted

Don't know used to work before.

 

DynDOLOD and LODGen logs.

 

Uploaded files which were written in page one.

 

Only difference in 2.87 was that I used to change script in 2.87 about trees from 1 to 0 and I have never seen warnings before

Lodgen files doesn't really say much.

 

https://easyupload.io/m/b0xdu8 Lodgen files

https://imgur.com/ca26Co5 Current state of dyndolod just in case

Carefully read first post again. It says [DynDOLOD|TexGen]

 

What warnings did not you see before?

 

Why do set full models as fall back instead of billboards with a tree mod that has 3D tree LOD models?

 

Generating BTO with full model trees can take a long time.

Check ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt that the specific 3D tree LOD models are found.

 

Thanks for your answer, maybe I'll play around with it, but I don't think it's worth the try, because it's very dependent on weather/lightning.

 

Anyway, if I reran LODgen again, as mentioned in your second post, I'll only have to generate the grass LODs for testing different settings?

 

May be plain obvious, but I wanted to be sure about this.

 

Executing LODGen generates the *.BTO object LOD meshes for the selected worldspace with the existing export file. Also use the Specific chunk option to only generate a single specific BTO for quick testing.

Posted

It might be the case, but I am too deep in generation that I am afraid to close it now.

I will try without fulllodback once again to see if this is the case.

 

Carefully read first post again. It says [DynDOLOD|TexGen]

 

What warnings did not you see before?

 

Why do set full models as fall back instead of billboards with a tree mod that has 3D tree LOD models?

 

Generating BTO with full model trees can take a long time.

Check ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt that the specific 3D tree LOD models are found.


Executing LODGen generates the *.BTO object LOD meshes for the selected worldspace with the existing export file. Also use the Specific chunk option to only generate a single specific BTO for quick testing.

Thanks for the quick replies

Posted (edited)

 

Also use the Specific chunk option to only generate a single specific BTO for quick testing.

Forgot about that option, will test around a bit, thanks again for your help.

Edited by PRieST
Posted

Hello, I'm excited to try this new version of DynDOLOD, the grass lod seems amazing.

 

Running Texgen (3.00 alpha-21) I've encountered an error message with the mod Finding Derkeethus (https://www.nexusmods.com/skyrimspecialedition/mods/19550): "Skipped Load: Duplicate FormID [00012FB4] in file [FE 024] Finding_Derkeethus.esp".

 

I'm unfamiliar with this type of error, but checked in xEdit just in case, and came out empty. The same mod didn't return such an error with the current stable version of TexGen (2.87).

 

I'll try disabling this mod and running texgen for now.

Posted (edited)

Just load it into ck and save it, this should solve it. Had to do the same.

The record which is causing this error has to do with the navmesh.

This error has to be fixed by the author.

Edited by PRieST
Posted

Thanks again, and sorry, I indeed haven't read the second post good enough.

So I'll recalculate the grass object bounds, that seems to be the thing.

 

Could you explain how to recalculate object bounds?  Or point to where it is explained?

Posted (edited)

Could you explain how to recalculate object bounds?  Or point to where it is explained?

From ..\DynDOLOD\docs\help\TexGenConfiguration.html

 

In case the object bounds are not set properly in a plugin, the CreationKit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

Hello, I'm excited to try this new version of DynDOLOD, the grass lod seems amazing.

 

Running Texgen (3.00 alpha-21) I've encountered an error message with the mod Finding Derkeethus (https://www.nexusmods.com/skyrimspecialedition/mods/19550): "Skipped Load: Duplicate FormID [00012FB4] in file [FE 024] Finding_Derkeethus.esp".

 

I'm unfamiliar with this type of error, but checked in xEdit just in case, and came out empty. The same mod didn't return such an error with the current stable version of TexGen (2.87).

 

I'll try disabling this mod and running texgen for now.

Was there no "Help with message" link in the error message that loads ..\DynDOLOD\docs\help\DuplicateFormID.html?

 

A duplicate FormID in a plugin can be removed by loading and saving the plugin in CreationKit.

 

Temporarily disabling plugins is a troubleshooting step and not a fix.

Edited by sheson
Posted

From ..\DynDOLOD\docs\help\TexGenConfiguration.html

 

In case the object bounds are not set properly in a plugin, the CreationKit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

Thanks, that did the trick.  I can now successfully generate grass LOD.  Now to work out the balance between looks and performance.

Posted (edited)

Hi Sheson,

I wanted to ask which guide should I follow of yours? Manual inside folders or S.T.E.P 0.3

Thing is both of them are different let's say xlodgen Bake normal maps in one guide is on and another is off, quality numbers are different and some other options presented in xlodgen.

In step guide you presented vram above +4 and below options and manual guide has only one option which you are unsure is it for quality or performance.

Edited by Yugen
Posted

Hi Sheson,

I wanted to ask which guide should I follow of yours? Manual inside folders or S.T.E.P 0.3

Thing is both of them are different let's say xlodgen Bake normal maps in one guide is on and another is off, quality numbers are different and some other options presented in xlodgen.

In step guide you presented vram above +4 and below options and manual guide has only one option which you are unsure is it for quality or performance.

This DynDOLOD support forum is not part of the S.T.E.P guide.

 

This thread is for discussing questions and reporting problems about the DynDOLOD 3.0 Alpha. Use its first posts and included manual for information about how TexGen/DynDOLOD 3.0 Alpha work.

 

xLODGen terrain LOD beta has its own thread here https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-68-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/

 

These posts, readmes and manuals are the documentations that explain how the tools work and what the features do. The tools have sane presets. However, these documentations are not modding guides. If you read them you will find they are as generic as possible, regardless of mod manager, mods and plugins.

 

As I keep answering to these types of questions since years, if you want to know which features, options or settings to use, compare before/after settings and screenshots yourself. The best or desired settings depend on the load order, used mods, game settings, hardware and user preference.

 

I would assume modding guide takes these things into account and have tested the offered settings for their particular guide and selection of mods. I do not really check or support any guides. In fact guides often have outdated/wrong usage instructions while at the same time have good settings for their particular selection of mods.

  • +1 1
Posted (edited)

Hey Sheson it's me again you good friend that annoys this forum thread

How do I confirm that grass has files for the LOD?
Currently trying Veydosebrom regions and either I can't figure out how or it doesn't have any lods at all.

 

Not all grass types have LOD / grass LOD billboards

Check TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic grass/tree LOD billboard generation. See ..\DynDOLOD\docs\help\TexGenConfiguration.html for more details.

 

 

 

 

 

Is there a way without texgen? 

Edited by Yugen

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