apoapse Posted February 15, 2021 Posted February 15, 2021 I think you fixed my earlier issue with Erikur's House -- thanks! Now, I'm having trouble getting TexGen to run; shortly after I click through the menu, it gives me one of these messages (printed the whole thing for more info): Quote [Window Title] TexGen [Main Instruction] Error processing textures\cubemaps\ShinyBright_e.dds Access violation at address 00007FFCD93CC765 in module 'ig9icd64.dll'. [Content] Read of address 000000009FEE0000. [Exit TexGen] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard Am I doing something incorrectly? For reference, I'm running it through MO2.
SteveTownsend Posted February 15, 2021 Posted February 15, 2021 5 minutes ago, SteveTownsend said: 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. Reordering this made no diff. The textures I get out are below. The messages list does show the first seruin one and then the program exits. I do have alpha-8 resources.
SteveTownsend Posted February 15, 2021 Posted February 15, 2021 8 minutes ago, SteveTownsend said: Reordering this made no diff. The textures I get out are below. The messages list does show the first seruin one and then the program exits. I do have alpha-8 resources. By the way, all four dawnguardcastle textures look OK to me in Paint.Net, though I'm no expert. FYI when I try to use Preview Object Texture on either of these or the seruin one, TexGen64 exits.
Wolfpack49 Posted February 15, 2021 Posted February 15, 2021 (edited) 56 minutes ago, sheson said: 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. Yeah, typo now fixed - LOD4: Here's the entire post, and it pretty much contradicts what's it's saying in the ini about TreeFullFallBack. I think HIS goal might have been to get the best possible display. MIne is to get reasonably close to that and not kill my PC. 😉 Quote Testing out Sheson's Dyndolod 3.0 Alpha 17+4... a) Use BethINI's Ultra preset + the Step guide for LOD/Detailed Trees (Tree [skinned] + Terrain Management) - this is super-important b) TexGen should be set for Ultra Trees 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). Set the following to 0 (Zero). TreeFullFallBack=0 (DynDOLOD Script > DynDOLOD_SSE.INI). Edited February 15, 2021 by Wolfpack49
sheson Posted February 15, 2021 Author Posted February 15, 2021 30 minutes ago, SteveTownsend said: Reordering this made no diff. The textures I get out are below. The messages list does show the first seruin one and then the program exits. I do have alpha-8 resources. DynDOLOD Resources SE does not really contain full textures. Neither does HD LODs I believe. The most likely texture in question is textures\cubemaps\ShinyBright_e.dds Check which mod is changing it. 19 minutes ago, Wolfpack49 said: Yeah, typo now fixed - LOD4: Here's the entire post, and it pretty much contradicts what's it's saying in the ini about TreeFullBack. I think HIS goal might have been to get the best possible display. MIne is to get reasonably close to that and not kill my PC. 😉 Just go with the standard ultra tree LOD setup of with LOD4 set to Level0 and LOD8/16 to Billboard 1. It will automatically use the HD billboards for higher LOD levels. If you are feeling experimental set only LOD4 to Full, but if the 3D tree LOD models were done well you will not notice much difference. Can always fine tune to only have select trees use full models.
PRieST Posted February 15, 2021 Posted February 15, 2021 (edited) I think something went wrong during creating tree billboards: Tamriel Texture Atlas: Generated Tree via TexGen: This is the tree 'treepineforestsnowl04' (hybrid has this name in my loadorder: 'treepineforestsnowl04_aa8435fcpassthru_lod') Textures are ok when on full/hybrid model (I am aware, that these are not the 'lod textures', just wanted to show, that the base textures look good): This didn't happen with Alpha 27. Nothing changed on textures, the same tree generated with TexGen on Alpha 27: TexGen_Debug_Log A few more trees are affected, but not as severely. Other than the trees, i haven't noticed any other texture errors. Edited February 15, 2021 by PRieST
SteveTownsend Posted February 16, 2021 Posted February 16, 2021 (edited) 2 hours ago, sheson said: The most likely texture in question is textures\cubemaps\ShinyBright_e.dds Check which mod is changing it. I disabled that mod https://www.nexusmods.com/skyrimspecialedition/mods/38760 (SC - Cubemaps) and now I get the below error further along. This cubemap is from https://www.nexusmods.com/skyrim/mods/75610 (Ancient Dwemer Metal - LE mod in use in SE). The same texture causes a crash out of https://www.nexusmods.com/skyrimspecialedition/mods/14365. (Underground- A Dungeon Texture Overhaul). When I revert to the cubemap from https://www.nexusmods.com/skyrimspecialedition/mods/38775 (Cleaned Skyrim SE Textures) it works OK. Quote [Main Instruction] Error processing textures\cubemaps\Bronze_e.dds Access violation at address 00007FFBC74A85FE in module 'nvoglv64.dll'. [Content] Read of address FFFFFFFFFFFFFFFF. Edited February 16, 2021 by SteveTownsend
sheson Posted February 16, 2021 Author Posted February 16, 2021 7 hours ago, PRieST said: I think something went wrong during creating tree billboards: Tamriel Texture Atlas: Generated Tree via TexGen: This is the tree 'treepineforestsnowl04' (hybrid has this name in my loadorder: 'treepineforestsnowl04_aa8435fcpassthru_lod') Textures are ok when on full/hybrid model (I am aware, that these are not the 'lod textures', just wanted to show, that the base textures look good): This didn't happen with Alpha 27. Nothing changed on textures, the same tree generated with TexGen on Alpha 27: TexGen_Debug_Log A few more trees are affected, but not as severely. Other than the trees, i haven't noticed any other texture errors. What tree mod are you using? Include the non debug log as well when posting.
sheson Posted February 16, 2021 Author Posted February 16, 2021 7 hours ago, SteveTownsend said: I disabled that mod https://www.nexusmods.com/skyrimspecialedition/mods/38760 (SC - Cubemaps) and now I get the below error further along. This cubemap is from https://www.nexusmods.com/skyrim/mods/75610 (Ancient Dwemer Metal - LE mod in use in SE). The same texture causes a crash out of https://www.nexusmods.com/skyrimspecialedition/mods/14365. (Underground- A Dungeon Texture Overhaul). When I revert to the cubemap from https://www.nexusmods.com/skyrimspecialedition/mods/38775 (Cleaned Skyrim SE Textures) it works OK. This happens with the latest Alpha-29 version? Are you sure you updated it? I tried with the first three mods and it all worked. Do not post screenshots of text. Post the logs as explained on the first post.
PRieST Posted February 16, 2021 Posted February 16, 2021 (edited) 3 hours ago, sheson said: What tree mod are you using? Include the non debug log as well when posting. I am using Skyrim Flora Overhaul 2.72D Together with the Pine01 Fix for ENB and the 3D LOD Trees for 2.72D TexGen_Log (I don't know why the timestamp is wrong in the first line, but this is the log which was created together with the debug log) Edited February 16, 2021 by PRieST
sheson Posted February 16, 2021 Author Posted February 16, 2021 2 hours ago, PRieST said: I am using Skyrim Flora Overhaul 2.72D Together with the Pine01 Fix for ENB and the 3D LOD Trees for 2.72D TexGen_Log (I don't know why the timestamp is wrong in the first line, but this is the log which was created together with the debug log) Check if this version of TexGenx64.exe doesn't have the issue.
SteveTownsend Posted February 16, 2021 Posted February 16, 2021 (edited) 5 hours ago, sheson said: Are you sure you updated it? On review, I am not sure. Sorry for wasting time, I'll install properly and try this again. [EDIT] you are quite right - alpha-29 works fine for TexGen64 on my full LO. So sorry for the false bug report. Edited February 16, 2021 by SteveTownsend
PRieST Posted February 16, 2021 Posted February 16, 2021 1 hour ago, sheson said: Check if this version of TexGenx64.exe doesn't have the issue. Textures are looking goog with this version. No more purple. Can I keep these textures now or do you have to stich more together for the 'real' .exe?
sheson Posted February 16, 2021 Author Posted February 16, 2021 10 minutes ago, PRieST said: Textures are looking goog with this version. No more purple. Can I keep these textures now or do you have to stich more together for the 'real' .exe? I will release this as Alpha-30 shortly
PRieST Posted February 16, 2021 Posted February 16, 2021 (edited) 2 hours ago, sheson said: I will release this as Alpha-30 shortly Great, thank you. Looks good so far. Only haven't seen it ingame, yet. Edited February 16, 2021 by PRieST
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