sheson Posted September 22, 2021 Author Posted September 22, 2021 6 hours ago, DoubleYou said: I am making custom rules that load with a mod, but the following rules are always overridden as follows: fxwaterfallbody,None,Level1,Level2,None,FarLOD,Unchanged,1,DynDOLOD_SSE_all_dynamic.ini dlc2cliffbasalt,Level0,Level1,Level1,None,FarLOD,Unchanged,0,DynDOLOD_SSE_High.ini dlc2dwecluttercolmlarge01,Full,None,None,None,FarLOD,Unchanged,0,DynDOLOD_SSE_High.ini dlc2dwe,Level0,Level1,Level1,None,FarLOD,Unchanged,0,DynDOLOD_SSE_High.ini redorantemple01,Level0,Level1,Level1,None,FarLOD,Unchanged,1,DynDOLOD_SSE_High.ini windhelmbridge,Level0,Level1,Level2,None,None,Unchanged,5,DynDOLOD_SSE_High.ini All the other rules load fine. I have attached my rules INI file. DynDOLOD_SSE_maptweaksesp_high.ini 14.72 kB · 3 downloads Post the debug log as explained in the first post.
Unilythe Posted September 22, 2021 Posted September 22, 2021 (edited) Heya. I decided to try DynDOLOD 3 for the grass LOD's, but they're not showing up. Or at least, my theory is that only a very tiny amount of it is showing up, but in game, I really can't make any out at all. Even when I set fov to 20 or so, to zoom in on far away LOD terrain. I see some bushes, but no grass. I went through the checklist. Everything was fine (including Gathering grass data for object LOD), until this part: Quote Check the object LOD atlas ..\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_[Worldspace].dds contains some of the grass LOD billboards generated by TexGen. Couldn't find any in Tamriel Worldspace dds... I think? I looked for a while, but I know it's supposed to be tiny compared to the other billboards in there. Check the export file ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[Worldspace].txt contains a line like GrassMap=..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt. Check that GrassDensity is not 0. If it is very low, grass LOD may be very thin to non-existent. This is all exactly as it should be. GrassDensity is 100. Check that ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt contains lines with grass LOD billboard texture names and paths in it. It does, but it's just 2 lines... 2 billboards from Verdant grass. Surely that's not enough? There's a lot more billboards generated by TexGen than just those 2. EGrass10_00003337.dds textures\terrain\lodgen\verdant - a skyrim grass plugin sse version.esp\egrass10_00003337_1.dds EGrass10_00025008.dds textures\terrain\lodgen\verdant - a skyrim grass plugin sse version.esp\egrass10_00025008_1.dds Open ..\DynDOLOD_Output\Meshes\Terrain\[Worldspace]\Objects\[Worldspace].4.x.y.bto and check visually if there is grass LOD in there. The many tiny X planes will be obvious. There are some X's for the grass LOD, but it doesn't seem like it's enough. I made a screenshot below with an LOD with the most grass I could find, but it doesn't seem to be enough there either. MinGrassSize is 60 I think, so it should be pretty dense. The majority of bto files I checked had practically no grass in it at all, even in locations where I would expect there to be. I'm showing the best case here, maybe it's a location in Tamriel that has a lot of the grass of the 2 billboards that seem to be generated properly. Hope someone can help, I'm at a loss. Could this be the object bounds thingy? That it causes a lot of different grass types to not be included in the LOD? Seems to be the case, I see lot of lines end with ";False". If so, this is where my knowledge ends, not sure what I'm supposed to edit in xEdit. I'm fairly confident in using xEdit itself, just don't know what I'm supposed to edit. If you need any other log files, I'm happy to provide them. DynDOLOD_SSE_Debug_log.txt Edited September 22, 2021 by Unilythe
DoubleYou Posted September 22, 2021 Posted September 22, 2021 3 hours ago, sheson said: Post the debug log as explained in the first post. Here you go. https://mega.nz/file/ZY4EVBiK#gdZBEuJ2-gnR6cYyW55Et9NpRSsphJcW9mzzNzDzttU
Unilythe Posted September 22, 2021 Posted September 22, 2021 (edited) 55 minutes ago, Unilythe said: Heya. I decided to try DynDOLOD 3 for the grass LOD's, but they're not showing up. Or at least, my theory is that only a very tiny amount of it is showing up, but in game, I really can't make any out at all. Even when I set fov to 20 or so, to zoom in on far away LOD terrain. I see some bushes, but no grass. I went through the checklist. Everything was fine (including Gathering grass data for object LOD), until this part: Hope someone can help, I'm at a loss. Could this be the object bounds thingy? That it causes a lot of different grass types to not be included in the LOD? Seems to be the case, I see lot of lines end with ";False". If so, this is where my knowledge ends, not sure what I'm supposed to edit in xEdit. I'm fairly confident in using xEdit itself, just don't know what I'm supposed to edit. If you need any other log files, I'm happy to provide them. DynDOLOD_SSE_Debug_log.txt 134.14 kB · 0 downloads Never mind, I got it. Writing this all down was a rubber duck experience for me I suppose. I need to fix the object bounds by recalculating it in the creation kit. Lots of Verdant grasses have 0's on all the object bound values, so I guess that causes these issues. First I'm going to test setting MinGrassModelVolume=0 and MinGrassModelHeight=0 to see if that indeed fixes the problem. Edited September 22, 2021 by Unilythe
sheson Posted September 22, 2021 Author Posted September 22, 2021 1 hour ago, DoubleYou said: Here you go. https://mega.nz/file/ZY4EVBiK#gdZBEuJ2-gnR6cYyW55Et9NpRSsphJcW9mzzNzDzttU The debug log shows that these rules are being used for the ones you listed: [00:11] <Debug: 299 fxwaterfallbody None Level1 Level2 Level2 FarLOD Unchanged> [00:11] <Debug: 300 dlc2cliffbasalt Level0 Level1 Level1 Full FarLOD Unchanged> [00:11] <Debug: 295 dlc2dwecluttercolmlarge01 Full None None Full FarLOD Unchanged> [00:11] <Debug: 296 dlc2dwe Level0 Level1 Level1 Full FarLOD Unchanged> [00:11] <Debug: 301 redorantemple01 Level0 Level1 Level1 Level0 FarLOD Unchanged> [00:11] <Debug: 302 windhelmbridge Level0 Level1 Level2 Level0 None Unchanged> This seems to match the rules loaded for the maps tweaks plugin. Does that not match what is automatically saved to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini? If a rule gets replaced by a rule file that is loaded afterwards, consider using a slightly different mesh mask. For example, instead of fxwaterfallbody use \fxwaterfallbody or fxwaterfallbodyslope and fxwaterfallbodytall or just waterfallbody etc., instead of dlc2cliffbasalt use \dlc2cliffbasalt. If those rules are loaded before the other ones they will match first and be used.
AiElias Posted September 22, 2021 Posted September 22, 2021 I'm still having some issues with LOD Mipmap alphas and Skyrim 3D trees. In the vanilla mod, there are a total of 16 trees I'm aware of which have crown transparency issues with DynDOLOD 3.00 Alpha 44 generation. These are as follows: S3DTrees_DLC1TreeWinterAspenSnow01.nif S3DTrees_TreePineForestAsh01 - 05.nifs S3DTrees_TreePineForestAshL01 - 05.nifs S3DTrees_TreePineForestDeadAshL01 - 05.nifs Here's an example of what that looks like. I have omitted the trunks for the purposes of testing in this instance. These tree's and their respective LODs point to the same texture, the original one from the mod. So unlike before there's no texture replacement done on my end. The NiAlphaProperty value for all the crowns of these trees is '16'. Since I've noticed the issues, I've also tested resaving the textures and regenerating mipmaps with the Nvidia Texture Tools Exporter PS plugins with various kaiser and box mipmap generation techniques and cutout alphas then regenerating DynDOLOD from those. I do recall however that you said that DynDOLOD generates it's mipmapped textures. Is there something I'm missing here or is this infact a bug? Debug Log Link: https://cdn.discordapp.com/attachments/610980524818694191/890219634308022272/DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt
sheson Posted September 22, 2021 Author Posted September 22, 2021 1 hour ago, AiElias said: I'm still having some issues with LOD Mipmap alphas and Skyrim 3D trees. In the vanilla mod, there are a total of 16 trees I'm aware of which have crown transparency issues with DynDOLOD 3.00 Alpha 44 generation. These are as follows: S3DTrees_DLC1TreeWinterAspenSnow01.nif S3DTrees_TreePineForestAsh01 - 05.nifs S3DTrees_TreePineForestAshL01 - 05.nifs S3DTrees_TreePineForestDeadAshL01 - 05.nifs Here's an example of what that looks like. I have omitted the trunks for the purposes of testing in this instance. These tree's and their respective LODs point to the same texture, the original one from the mod. So unlike before there's no texture replacement done on my end. The NiAlphaProperty value for all the crowns of these trees is '16'. Since I've noticed the issues, I've also tested resaving the textures and regenerating mipmaps with the Nvidia Texture Tools Exporter PS plugins with various kaiser and box mipmap generation techniques and cutout alphas then regenerating DynDOLOD from those. I do recall however that you said that DynDOLOD generates it's mipmapped textures. Is there something I'm missing here or is this infact a bug? Debug Log Link: https://cdn.discordapp.com/attachments/610980524818694191/890219634308022272/DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt 38.84 kB · 0 downloads DynDOLOD adjusts the alpha threshold and mipmaps when adding textures to the tree or object LOD atlas. LOD has a fixed alpha threshold of 128. If a LOD model is added to an object LOD mesh and it uses a source texture directly instead of the texture atlas for whatever reason, then in fact it uses that unmodified source texture in all its glory with the fixed alpha threshold of 128.
Jayombi Posted September 22, 2021 Posted September 22, 2021 (edited) Dear sheson, Don't shoot me but, I was wondering as a simple citizen of mod use, could we the user have the option to proceed through errors picked up by this incredible DynDOLOD program ? Its complex and looks for precise requirements by which its become incredibly picky in its procedure and seems some mods will not work though it's tough generation of LOD. If we could be notified of the issue(s) but given the choice to accept abnormalities and proceed this would help immensely to the average user. Edited September 22, 2021 by Jayombi
sheson Posted September 22, 2021 Author Posted September 22, 2021 26 minutes ago, Jayombi said: Dear sheson, Don't shoot me but, I was wondering as a simple citizen of mod use, could we the user have the option to proceed through errors picked up by this incredible DynDOLOD program ? Its complex and looks for precise requirements by which its become incredibly picky in its procedure and seems some mods will not work though it's tough generation of LOD. If we could be notified of the issue(s) but given the choice to accept abnormalities and proceed this would help immensely to the average user. Stop errors stop the process because LOD generation can not be successfully completed. Errors are problems that need to be fixed. Warnings are problems that should be fixed. No information was provided. So it is unclear what error message or problem is talked about. Read the first post.
DoubleYou Posted September 22, 2021 Posted September 22, 2021 5 hours ago, sheson said: The debug log shows that these rules are being used for the ones you listed: [00:11] <Debug: 299 fxwaterfallbody None Level1 Level2 Level2 FarLOD Unchanged> [00:11] <Debug: 300 dlc2cliffbasalt Level0 Level1 Level1 Full FarLOD Unchanged> [00:11] <Debug: 295 dlc2dwecluttercolmlarge01 Full None None Full FarLOD Unchanged> [00:11] <Debug: 296 dlc2dwe Level0 Level1 Level1 Full FarLOD Unchanged> [00:11] <Debug: 301 redorantemple01 Level0 Level1 Level1 Level0 FarLOD Unchanged> [00:11] <Debug: 302 windhelmbridge Level0 Level1 Level2 Level0 None Unchanged> This seems to match the rules loaded for the maps tweaks plugin. Does that not match what is automatically saved to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini? If a rule gets replaced by a rule file that is loaded afterwards, consider using a slightly different mesh mask. For example, instead of fxwaterfallbody use \fxwaterfallbody or fxwaterfallbodyslope and fxwaterfallbodytall or just waterfallbody etc., instead of dlc2cliffbasalt use \dlc2cliffbasalt. If those rules are loaded before the other ones they will match first and be used. I manually changed them before I hit start. I can alter the mesh mask slightly.
Unilythe Posted September 22, 2021 Posted September 22, 2021 (edited) 6 hours ago, Unilythe said: Never mind, I got it. Writing this all down was a rubber duck experience for me I suppose. I need to fix the object bounds by recalculating it in the creation kit. Lots of Verdant grasses have 0's on all the object bound values, so I guess that causes these issues. First I'm going to test setting MinGrassModelVolume=0 and MinGrassModelHeight=0 to see if that indeed fixes the problem. Alright, I suppose this is a known thing already, but indeed Verdant doesn't play nice with DynDOLOD 3's grass LOD's because of the missing object bounds, as was implied about many grass mods in the first post. Now that I have working grass LOD the result is amazing. It's a shame that both my weather mods and ENB cause my grass to change color quite significantly compared to the LOD, but I read this is a known thing as well. It is what it is. I suppose it's a choice between grass LOD and weather mods/ENB for now. Edited September 22, 2021 by Unilythe
z929669 Posted September 22, 2021 Posted September 22, 2021 2 hours ago, Unilythe said: Alright, I suppose this is a known thing already, but indeed Verdant doesn't play nice with DynDOLOD 3's grass LOD's because of the missing object bounds, as was implied about many grass mods in the first post. Now that I have working grass LOD the result is amazing. It's a shame that both my weather mods and ENB cause my grass to change color quite significantly compared to the LOD, but I read this is a known thing as well. It is what it is. I suppose it's a choice between grass LOD and weather mods/ENB for now. You can adjust the grass lighting in TexGen for overall brightness of grass billboards specifically. I have found that setting ambient from default 160 to 145 works well with ENB (depends on ENB settings). Even better is to ALSO adjust the grass lighting by channel for upper/lower in DynDOLOD_SSE.ini. Increase red and decrease blue for upper, and subtract at least 0.010 from all of them. For lower, decrease red a bit and also subtract about 0.010 from all three. Then regen. You will find that this looks much better. Weather can still potentially cause minor issues with matching, but playing with these settings resolves it almost completely.
AiElias Posted September 22, 2021 Posted September 22, 2021 4 hours ago, sheson said: DynDOLOD adjusts the alpha threshold and mipmaps when adding textures to the tree or object LOD atlas. LOD has a fixed alpha threshold of 128. If a LOD model is added to an object LOD mesh and it uses a source texture directly instead of the texture atlas for whatever reason, then in fact it uses that unmodified source texture in all its glory with the fixed alpha threshold of 128. Ok so because these are Hybrid LODs am I correct in my understanding that they use the full texture for their crowns rather than an Atlas? If so, how do I go about resolving this in the textures so that the Hybrids lods blend into the Billboard lods?
Tung Posted September 22, 2021 Posted September 22, 2021 (edited) On 9/15/2021 at 11:02 PM, Arrocito said: Hey, I keep getting this error while trying to run texgen and the only time I can fully run it is will a vanilla setup otherwise I keep getting this error. Hopeing it s a simple fix but Ive never had this issue in the past. I get a "Can not copy resource from textures\ect. to the output folder, the system cannot find the path specified" Any help would be appreciated. TexGen_SSE_log.rar 26.73 kB · 4 downloads TexGen_SSE_Debug_log.rar 59.28 kB · 2 downloads I'm sure you have the same problem as mine, which I've asked in the few pages before. You probably missing the required necessary plugins. Could be nice to know what is the "etc" in your error. Here is the answer from @sheson On 9/13/2021 at 4:27 AM, sheson said: If you want to continue an existing save game, make sure the update is possible. In any case, if the texture exists at the path it will be found. So i an update is not possible, you can copy any other texture to that path/filename. It won't be really used for LOD since the older version do have the new farmhouses that require that texture. Also, in my case, it was due to Beyond Reach is outdated, so I updated it and the mesh has been updated, so the issue went away. P/s: Today due to some mods, I had to re-run DynDOLOD again, and I STRONGLY recommended to completely disable OpenCities and ALL the related patches, as well as clean all the plugins with SSEdit. Otherwise, I got many different errors which I honestly have no idea how to resolve. Edited September 22, 2021 by Tung update answer
sheson Posted September 22, 2021 Author Posted September 22, 2021 4 hours ago, Unilythe said: Alright, I suppose this is a known thing already, but indeed Verdant doesn't play nice with DynDOLOD 3's grass LOD's because of the missing object bounds, as was implied about many grass mods in the first post. Now that I have working grass LOD the result is amazing. It's a shame that both my weather mods and ENB cause my grass to change color quite significantly compared to the LOD, but I read this is a known thing as well. It is what it is. I suppose it's a choice between grass LOD and weather mods/ENB for now. Try disabling or tuning down image based lighting settings in ENB. 2 hours ago, AiElias said: Ok so because these are Hybrid LODs am I correct in my understanding that they use the full texture for their crowns rather than an Atlas? If so, how do I go about resolving this in the textures so that the Hybrids lods blend into the Billboard lods? Typically the reason why a shape does not use the texture atlas is because its UV is outside of 0.0 and 1.0. There is no blending between LOD models, LOD Levels or LOD assets types. 42 minutes ago, Tung said: P/s: Today due to some mods, I had to re-run DynDOLOD again, and I STRONGLY recommended to completely disable OpenCities and ALL the related patches, as well as clean all the plugins with SSEdit. Otherwise, I got many different errors which I honestly have no idea how to resolve. Read the DynDOLOD manual how to generate LOD for Open Cities in two passes. First pass without it for object and tree LOD. Second part with it for dynamic LOD. If help is required to solve the cause of errors, provide necessary information and ask for help how to solve them.
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