sheson Posted February 13, 2021 Author Posted February 13, 2021 This doesn't happen with version 2.72D of Skyrim Flora OVerhaul.This must be related to the 'SFO No grass FOMOD (older version - fan favorite) v2.5b' version, which was uploaded in january. Yeah it is. That plugin should be cleaned, but otherwise it seems valid to delete a base record... for whatever reason. Next alpha version deals with that accordingly. 1
sheson Posted February 15, 2021 Author Posted February 15, 2021 Previews of some pre-rendered Whiterun object LOD textures that TexGen can now update automatically. They are set to scale 2x, so if the texture size drop down is 256, they are already 512x512 1
PRieST Posted February 15, 2021 Posted February 15, 2021 2 hours ago, sheson said: Previews of some pre-rendered Whiterun object LOD textures that TexGen can now update automatically. They are set to scale 2x, so if the texture size drop down is 256, they are already 512x512 I have to post this agian: Wait wait wait, do I understand this correct, that these textures are would also be generated with TexGen/DynDOLOD now?! I tried so often to stich these textures together with Photoshop so they'll fit to all my used textures... But I failed so often. This is absolutely great to read! Thanks for this
PRieST Posted February 15, 2021 Posted February 15, 2021 (edited) If I use the preview with TexGen Alpha 28, it crashes because it couldn't load a specific cubemap.dds. I think it's related to Quality Cubemaps, because the resolution is much higher? In this case it was caused by the cubemap from Skyrim HD. This one has also a higher resolution than vanilla. Quote [Window Title] TexGen [Main Instruction] Error processing textures\cubemaps\Bronze_e.dds Access violation at address 00007FFE8F7985FE in module 'nvoglv64.dll'. [Content] Read of address 000000006F740000. [Exit TexGen] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard TexGen_Debug_Log I don't know if this happens also while generating textures. Edited February 15, 2021 by PRieST
SteveTownsend Posted February 15, 2021 Posted February 15, 2021 [Posted this last night but got lost in the migration I think?] TexGen64 in alpha-28 exits silently very early, without any logging info. Let me know if there's a way to get more info. Sticking with alpha 27 for now.
sheson Posted February 15, 2021 Author Posted February 15, 2021 1 hour ago, PRieST said: If I use the preview with TexGen Alpha 28, it crashes because it couldn't load a specific cubemap.dds. I think it's related to Quality Cubemaps, because the resolution is much higher? In this case it was caused by the cubemap from Skyrim HD. This one has also a higher resolution than vanilla. Thanks for logfiles. Alpha-29 fixes that. 1
big_----_kick Posted February 15, 2021 Posted February 15, 2021 Dyndolod is taking a very long time to generate lod. When I'm not using grass lod it usually takes less then 20 min to generate lod on high and now its taking hours to generate lod. I lowerd the games settings and it still takes forever. I really don't know what to do. My PC specs are Ryzen 7 3700x, 2080 super, 16 gb ram and 1 tb ssd. modlist.txt
sheson Posted February 15, 2021 Author Posted February 15, 2021 33 minutes ago, big_dick_kick said: Dyndolod is taking a very long time to generate lod. When I'm not using grass lod it usually takes less then 20 min to generate lod on high and now its taking hours to generate lod. I lowerd the games settings and it still takes forever. I really don't know what to do. My PC specs are Ryzen 7 3700x, 2080 super, 16 gb ram and 1 tb ssd. modlist.txt 7.08 kB · 0 downloads Check the FAQ. Use search. See the first post what logfile to provide. Use modwatch if you want to provide a modlist.
Wolfpack49 Posted February 15, 2021 Posted February 15, 2021 (edited) Hello there, Saw some updated possible settings for the alpha for Enhanced Vanilla Trees on the Nexus, and tried them with fairly stunning results. Texgen HD trees, on High rules Ultra, then setting tree rules to Full for LOD 4, 8 and 16, and FarFull. It looked amazing but took a really long time to generate and performance is hit pretty hard. On an RTX 2070s 8g. I'm trying now without Full/FarFull but wondering if there is some interim setting that would get things looking as good with a bit less of a performance hit. I saw the performance read on the grass lods, but thinking the trees were the really big hit. Edited February 15, 2021 by Wolfpack49
SteveTownsend Posted February 15, 2021 Posted February 15, 2021 In alpha-29 texgen64 still exists without warning for me, apparently on the third texture. Log is empty and screen hard to capture. If I can get more info for you let me know.
sheson Posted February 15, 2021 Author Posted February 15, 2021 40 minutes ago, Wolfpack49 said: Hello there, Saw some updated possible settings for the alpha for Enhanced Vanilla Trees on the Nexus, and tried them with fairly stunning results. Texgen HD trees, on High rules Ultra, then setting tree rules to Full for LOD 4, 8 and 16, and FarFull. It looked amazing but took a really long time to generate and performance is hit pretty hard. On an RTX 2070s 8g. I'm trying now without Full/FarFull but wondering if there is some interim setting that would get things looking as good with a bit less of a performance hit. I saw the performance read on the grass lods, but thinking the trees were the really big hit. If you do the rather insane setup of setting full models for LOD level 4,8, and 16 there is obviously no point in generating or having any billboards. Obviously that silly setup was already possible since ever ultra tree LOD was added years ago.
sheson Posted February 15, 2021 Author Posted February 15, 2021 29 minutes ago, SteveTownsend said: In alpha-29 texgen64 still exists without warning for me, apparently on the third texture. Log is empty and screen hard to capture. If I can get more info for you let me know. If you know the LOD texture it is trying to render we can manually determine the used textures, then you could check the mods changing them and I could try to replicate. It renders textures in the order below. Check which textures were generated in the TexGen output folder. Then let me know which is the last in the list that was generated and and its *_n.dds it look OK when loaded in an appropriate viewer. I can the let you know the list of full textures that are required to render the next in the list. TexGen_Output\Textures\dlc01\lod\dlc01dawnguardcastle01lod.dds TexGen_Output\Textures\dlc01\lod\dlc01dawnguardcastle02lod.dds TexGen_Output\Textures\dlc01\lod\dlc01seruinslod01.dds TexGen_Output\Textures\dlc01\lod\dlc01seruinslod02.dds TexGen_Output\Textures\dlc01\lod\dlc01seruinslod03.dds TexGen_Output\Textures\dlc01\lod\dlc01_castleextlod01.dds TexGen_Output\Textures\dlc01\lod\seruinswindowslod.dds TexGen_Output\Textures\dlc02\lod\dlc2dweruins01_lod.dds TexGen_Output\Textures\dlc02\lod\dlc2dweruins02_lod.dds TexGen_Output\Textures\dlc02\lod\dlc2dwewall01lod.dds TexGen_Output\Textures\lod\bridge01lod.dds TexGen_Output\Textures\lod\dweobservatoryexteriordomelod.dds TexGen_Output\Textures\lod\dweruins01_lod.dds TexGen_Output\Textures\lod\dweruins02_lod.dds TexGen_Output\Textures\lod\dwewall01lod.dds TexGen_Output\Textures\lod\sbardscollegetowerlod.dds TexGen_Output\Textures\lod\sbridgelod.dds TexGen_Output\Textures\lod\stonewall01mixlod.dds TexGen_Output\Textures\lod\whfrontgatelod.dds TexGen_Output\Textures\lod\whmaingatelod.dds TexGen_Output\Textures\lod\whwallwulfharthlod.dds TexGen_Output\Textures\lod\wrbuildingslod01.dds TexGen_Output\Textures\lod\wrbuildingslod02.dds TexGen_Output\Textures\lod\wrcastlelod01.dds TexGen_Output\Textures\lod\wrterrainlod.dds TexGen_Output\Textures\lod\wrwallslod01.dds
Wolfpack49 Posted February 15, 2021 Posted February 15, 2021 (edited) 19 minutes ago, sheson said: If you do the rather insane setup of setting full models for LOD level 4,8, and 16 there is obviously no point in generating or having any billboards. Obviously that silly setup was already possible since ever ultra tree LOD was added years ago. Right, so this was the piece that was confusing me a bit over on the EVT forum -- it wasn't clear to me whether he was saying change LOD 4/8/16 to Full AND FarFull, or just generically set trees to FarFull without any changes to 4/8/16 (I did set the chunk to LOD4 in DynDOLOD_SSE.ini): Quote c) In Dyndolod 3.0 Alpha 18+4 - change ALL references to existing Levelx (not entries without them; ignore those) to FarFull and set the Specific Chunk to LOD4. Set Trees to Full + FarFull (anything else with LOD8/16 can be ignored; we won't be using it). Edited February 15, 2021 by Wolfpack49
sheson Posted February 15, 2021 Author Posted February 15, 2021 3 minutes ago, Wolfpack49 said: Right, so this was the piece that was confusing me a bit over there -- it wasn't clear to me whether he was saying change LOD 4/8/16 to Full AND FarFull, or just generically set trees to FarFull without any changes to 4/8/16 (I did set the chunk to LOD3 ini Dyndolod_SSE.ini): The questions is what it is that you/poster are trying to achieve. If you set Specific chunk to 4 (3 must be a typo), then it won't generate object LOD for Level 8 and 16.
SteveTownsend Posted February 15, 2021 Posted February 15, 2021 (edited) 48 minutes ago, sheson said: If you know the LOD texture it is trying to render we can manually determine the used textures, then you could check the mods changing them and I could try to replicate. It renders textures in the order below. Check which textures were generated in the TexGen output folder. Then let me know which is the last in the list that was generated and and its *_n.dds it look OK when loaded in an appropriate viewer. I can the let you know the list of full textures that are required to render the next in the list. Pretty sure it got past the two dawnguardcastle ones. The seruin ones are being picked up from HD LOD Textures SE. I'll have DynDOLOD Resources SE overwrite and see if that works. This all worked OK in the same LO for alpha 27. Edited February 15, 2021 by SteveTownsend
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