PolarBair Posted April 23, 2022 Posted April 23, 2022 When I run Dyndolod it generally takes so long that I usually leave the computer and go do something else and my last two attempts I've come back to my computer to find that my computer restarted while I was gone and I find an empty "Dyndolod_Output" folder with nothing but the folder structure inside (no files) and no clue what went wrong. The last entry in the \DynDOLOD\Logs is DynDOLOD_SSE_ChildworldCopies_Tamriel.txt which I'm assuming was the last thing it did before the whole computer restarted. My computer does not perform any scheduled restarts and doesn't ever restart until I tell it to and I've never even heard of any program crashing so heard it triggers the whole computer to restart so what the hell is going on? Can someone please help me solve this mystery? DynDOLOD_SSE_ChildworldCopies_Tamriel.txt
Ashok0 Posted April 24, 2022 Posted April 24, 2022 21 hours ago, sheson said: Pay attention to error and warning message and read their explanations in the summary. Address the serious errors instead of ignoring them. You need to make sure that plugins/mods which are made for Skyrim are made compatible with Enderal. Clean plugins that delete references. Do not install the game into special Windows folders like Programs Files x86 to avoid permission issues because of UAC, antivir etc. The screenshots do not show any form ids / more informative console information. Embers XD.esp is not part of the load order while the LOD mod is being generated. Do not temporarily disable plugins to ignore error messages. Leave such plugins disabled permanently or fix the errors. Why do you believe that it is DynDOLOD that changes the full models of fires in the active cells? Hi, Thanks for the quick reply! I fixed the most serious errors in xEdit and tried re-running TexGen and DynDOLOD 3.0 Alpha-88. Because I'm modding Skyrim VR for Enderal, I also removed all Worldspace and Cell data from my plugins to avoid getting Tamriel worldspace inside of Enderal. I permanently deleted Embers XD.esp as I wish to just use the mod's textures and meshes without the plugin. When I initially load up a campsite in Enderal VR with the Embers XD textures and meshes installed (no plugin used), Embers XD appears to be working just fine and More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: Skyrim.esm". https://ibb.co/cCBXGZH But after running DynDOLOD, the fires change and Embers XD no longer works. More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: DynDOLOD.esm". https://ibb.co/BTsqNmW From what I can tell, my problem seems to be that after running DynDOLOD, the campfires are using meshes from: \DynDOLOD Resources SE\Meshes\DynDOLOD\lod\clutter\campfire01burning_dyndolod_lod.nif instead of the desired... \Embers XD\meshes\clutter\woodfires\campfire01burning.nif In my MO2 load order, Embers XD has a higher priority than DynDOLOD Resources so I'm a bit confused why the Embers XD textures and meshes don't appear in game after running DynDOLOD? See logs here: https://ufile.io/f/8tk4b Kind regards, Ashok
sheson Posted April 24, 2022 Author Posted April 24, 2022 On 4/23/2022 at 10:22 PM, PolarBair said: When I run Dyndolod it generally takes so long that I usually leave the computer and go do something else and my last two attempts I've come back to my computer to find that my computer restarted while I was gone and I find an empty "Dyndolod_Output" folder with nothing but the folder structure inside (no files) and no clue what went wrong. The last entry in the \DynDOLOD\Logs is DynDOLOD_SSE_ChildworldCopies_Tamriel.txt which I'm assuming was the last thing it did before the whole computer restarted. My computer does not perform any scheduled restarts and doesn't ever restart until I tell it to and I've never even heard of any program crashing so heard it triggers the whole computer to restart so what the hell is going on? Can someone please help me solve this mystery? DynDOLOD_SSE_ChildworldCopies_Tamriel.txt 41.17 kB · 1 download The file you uploaded can not be the only files in the log folder. The OS freezing, restarting, BSOD is a hardware, BIOS, OS, driver problem. Check the Windows event log. If there are no files in the out folder, then it must happen pretty early in the process, right before any LOD or textures are being generated for the first worldspace. You can add realtimelog=1 under [DynDOLOD] to the DynDOLOD_SSE.ini to have a debug log to see how far it gets next time. On 4/24/2022 at 7:10 AM, Ashok0 said: Hi, Thanks for the quick reply! I fixed the most serious errors in xEdit and tried re-running TexGen and DynDOLOD 3.0 Alpha-88. Because I'm modding Skyrim VR for Enderal, I also removed all Worldspace and Cell data from my plugins to avoid getting Tamriel worldspace inside of Enderal. I permanently deleted Embers XD.esp as I wish to just use the mod's textures and meshes without the plugin. When I initially load up a campsite in Enderal VR with the Embers XD textures and meshes installed (no plugin used), Embers XD appears to be working just fine and More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: Skyrim.esm". https://ibb.co/cCBXGZH But after running DynDOLOD, the fires change and Embers XD no longer works. More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: DynDOLOD.esm". https://ibb.co/BTsqNmW From what I can tell, my problem seems to be that after running DynDOLOD, the campfires are using meshes from: \DynDOLOD Resources SE\Meshes\DynDOLOD\lod\clutter\campfire01burning_dyndolod_lod.nif instead of the desired... \Embers XD\meshes\clutter\woodfires\campfire01burning.nif In my MO2 load order, Embers XD has a higher priority than DynDOLOD Resources so I'm a bit confused why the Embers XD textures and meshes don't appear in game after running DynDOLOD? See logs here: https://ufile.io/f/8tk4b Kind regards, Ashok When I initially load up ... More Informative Console shows "Model: Campfire01Burning.nif" after running DynDOLOD ... More Informative Console shows "Model: Campfire01Burning.nif" Both screenshots show that the used full model is campfire01burning.nif. So the game shows campfire01burning.nif that is currently the last overwrite in the load order. DynDOLOD Resource does not contain this model and DynDOLOD does not change it. If you use xEdit to compare the original base record 13722C in Skyrim.esm and the new base record one DynDOLOD.esp (EditorID *_DynDOLOD_NOFLAG) you will notice they are exactly the same. campfire01burning_dyndolod_lod.nif is used for the LOD representation outside the active cells. Why do you say it being the problem when your statements and screenshots do not show it being used in the active cells? This dynamic LOD model is supposed to only show outside the active cells but will not be perfectly matching the full model from Embers XD. However that does not change anything about what full model is being shown in the active cells. This is how it always worked regardless of the DynDOLOD version. If you see the dynamic LOD model being loaded in the active cells, then read the answers for "Out of place or floating objects" at https://dyndolod.info/FAQ. In particular: "Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the instructions how to update DynDOLOD." See https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save
DankTemplar Posted April 24, 2022 Posted April 24, 2022 On 4/1/2022 at 2:02 AM, sheson said: If the computer freezes or has BSOD it is caused by hardware, OS, drivers or the settings of each. Programs do not care about system configurations since they are compiled to use OS functions. For example OS functions to read, write files, or request memory from the OS. Assumptions what the problem could be, how programs or OS work and not posting any logs did not provide information to act upon. You copy pasted an error message and pieces of log message yet did not provide the accompanying log and debug log despite requests. I can not accept thanks for something I didn't do. I am just being honest. If a computer soft locks because it has no memory left and only one program causes it...then it's much more likely that the program's causing the issue. Especially if nothing else but that program replicates the issue. Think of it this way, remember when Google Chrome used to eat up an unhealthy amount of ram? Was everyone's computer at fault? The 1st few troubleshooting steps should never, ever, ever be to blame a computer. Logs don't exist when the computer soft locks due to having no more memory and must be manually restarted. What I provided is what I had, I could pastebin the entire texgen logs, ezpz but those aren't the logs you need (texgen finishes without any problem). You need the dyndolod logs which don't save because the computer runs out of ram and has to be manually restarted. Can I suggest something? Test this yourself. Go on a 16gb DDR3 system with a fairly small SSD (mine is an NVME 250gb and I always have between 50-100gb free when generating grass lods - that detail matters due to virtual memory), install these mods: Folkvangr Origins of Forest (and Folk + Origins grass patch by Modpocalypse) NGiO The Great Forest of Whiterun Hold Dark Forests of Skyrim Dense Nordic Forests Veydogolt Trees + it's extra tree/whiterun add-on Skyrim 3D Landscapes All of them are on Nexus, generate your grass cache. Then run Dyndolod 3.0 with grass after Texgen with grass enabled on a Windows 10 system, up to date on the updates. Let me ask you this as well: does Dyndolod 3.0 use up all that ram because it wants to store the information for faster recall? If that's true then maybe the problem here is that with larger files, like certain grass lods, Dyndolod is holding onto too much information for too long - and on systems with limited ram (16gb) this will inevitably create the problem I have. Quicken can create the same issue with a large enough work load on a 'weak' enough computer, within context of that work load. If that's the case then the fix would be to Separate grass LOD generation into it's own executable Add a UX option to allow reading files from the storage device instead of caching everything for reading on the ram (I know this is not normally how things should be done but if Dyndolod 3.0 has a large enough work load to handle, this is the solution that doesn't involve people buying more ram) Hook the grass LOD generation files into Dyndolod's Object LOD generation. Chances are you'll have to do this when Seasons + NGiO become compatible anyhow.
arealnordlolol Posted April 25, 2022 Posted April 25, 2022 I am using Dyndolod 3.0... But there are no trees in the Lod whatsoever.. I'm pretty sure I'm not using any billboards, from what Ive seen apparently you should not have any billboards so that they can be generated by Texgen. Below is my mod list. Any help is greatly appreciated!!! Spoiler Skyrim.esm Load Order: 00 Indices: 00 Installer: - Modified: 1/21/2022 1:30:16 PM Size: 238.2 MB Author: mcarofano CRC: FA343672 Update.esm Load Order: 01 Indices: 01 Installer: - Modified: 1/21/2022 1:30:16 PM Size: 18 MB Author: bnesmith CRC: ABC253C5 Dawnguard.esm Load Order: 02 Indices: 02 Installer: - Modified: 1/21/2022 1:30:16 PM Size: 24.7 MB Author: bnesmith CRC: 91A9FA28 HearthFires.esm Load Order: 03 Indices: 03 Installer: - Modified: 1/21/2022 1:30:16 PM Size: 3.8 MB Author: bnesmith CRC: 2D820611 Dragonborn.esm Load Order: 04 Indices: 04 Installer: - Modified: 1/21/2022 1:30:16 PM Size: 61.7 MB Author: rsalvatore CRC: 947D94AE ccBGSSSE001-Fish.esm Load Order: 05 Indices: 05 Installer: - Modified: 12/26/2021 2:31:19 AM Size: 1.4 MB Author: Bethesda Game Studios CRC: 451DBFA3 ccQDRSSE001-SurvivalMode.esl Load Order: 06 Indices: FE 000 Installer: - Modified: 12/26/2021 2:31:35 AM Size: 235.1 KB Author: QDR CRC: 30AA2B28 ccBGSSSE037-Curios.esl Load Order: 07 Indices: FE 001 Installer: - Modified: 12/26/2021 2:31:34 AM Size: 36.6 KB Author: Bethesda Game Studios CRC: 871608AC ccBGSSSE025-AdvDSGS.esm Load Order: 08 Indices: 06 Installer: - Modified: 12/26/2021 2:31:19 AM Size: 793.7 KB Author: creationclub CRC: A016C1D6 Unofficial Skyrim Special Edition Patch.esp Load Order: 09 Indices: 07 Installer: - Modified: 6/14/2021 7:26:34 PM Size: 16.7 MB Author: Unofficial Patch Project Team CRC: 0CD1CA0B Version: 4.2.5b ClimatesOfTamriel.esm Load Order: 0A Indices: 08 Installer: - Modified: 3/16/2017 8:57:08 PM Size: 320.9 KB Author: JJC71 P2 CRC: EFDC2E2F BSAssets.esm Load Order: 0B Indices: 09 Installer: - Modified: 8/29/2017 6:37:13 PM Size: 2.6 MB Author: Rich CRC: 1D0648B6 Enhanced Landscapes.esp Load Order: - Indices: - Installer: - Modified: 8/28/2021 4:11:15 AM Size: 12.5 MB Author: aceeq CRC: 6A1CBA7A Treescale.esm Load Order: - Indices: - Installer: - Modified: 11/13/2021 7:01:46 AM Size: 1.8 MB Author: DEFAULT CRC: 62CB8190 Occ_Skyrim_Tamriel.esp Load Order: 0C Indices: 0A Installer: - 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Modified: 3/1/2019 1:47:31 AM Size: 3.2 KB Author: tarlazo CRC: 7DCCD930 Alternate Start - Live Another Life.esp Load Order: - Indices: - Installer: - Modified: 12/17/2020 6:35:36 PM Size: 639.9 KB Author: Arthmoor CRC: 60043CCE Version: 4.1.4 ELE_SSE.esp Load Order: 86 Indices: 67 Installer: - Modified: 4/17/2018 1:02:34 AM Size: 346.9 KB Author: --JawZ-- CRC: 92A4011D ELE_SSE_CRF.esp Load Order: 87 Indices: FE 01F Installer: - Modified: 10/29/2019 4:43:28 PM Size: 3.3 KB Author: - CRC: 0A3333E3 ELE_SSE_BSBr.esp Load Order: 88 Indices: 68 Installer: - Modified: 11/2/2019 7:37:55 AM Size: 42.6 KB Author: --JawZ-- CRC: 0458BF57 SoS_ELE_Patch.esp Load Order: 89 Indices: FE 020 Installer: - Modified: 4/22/2019 2:00:13 PM Size: 66 KB Author: SirJesto CRC: 4D0CD510 Immersive Citizens - ELE patch.esp Load Order: - Indices: - Installer: - Modified: 12/18/2016 4:44:52 PM Size: 4.4 KB Author: - CRC: 9F0CBF8B ELFXEnhancer.esp Load Order: 8A Indices: 69 Installer: - Modified: 8/10/2017 4:49:36 PM Size: 191.9 KB Author: anamorfus CRC: 06339952 SoS_ELFX+Enhancer_Patch.esp Load Order: 8B Indices: FE 021 Installer: - 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Modified: 4/24/2022 7:30:53 PM Size: 3.5 MB Author: Sheson CRC: 155D0EBF Version: 2.45
sheson Posted April 25, 2022 Author Posted April 25, 2022 14 hours ago, DankTemplar said: If a computer soft locks because it has no memory left and only one program causes it...then it's much more likely that the program's causing the issue. Especially if nothing else but that program replicates the issue. Think of it this way, remember when Google Chrome used to eat up an unhealthy amount of ram? Was everyone's computer at fault? The 1st few troubleshooting steps should never, ever, ever be to blame a computer. Logs don't exist when the computer soft locks due to having no more memory and must be manually restarted. What I provided is what I had, I could pastebin the entire texgen logs, ezpz but those aren't the logs you need (texgen finishes without any problem). You need the dyndolod logs which don't save because the computer runs out of ram and has to be manually restarted. Can I suggest something? Test this yourself. Go on a 16gb DDR3 system with a fairly small SSD (mine is an NVME 250gb and I always have between 50-100gb free when generating grass lods - that detail matters due to virtual memory), install these mods: Folkvangr Origins of Forest (and Folk + Origins grass patch by Modpocalypse) NGiO The Great Forest of Whiterun Hold Dark Forests of Skyrim Dense Nordic Forests Veydogolt Trees + it's extra tree/whiterun add-on Skyrim 3D Landscapes All of them are on Nexus, generate your grass cache. Then run Dyndolod 3.0 with grass after Texgen with grass enabled on a Windows 10 system, up to date on the updates. Let me ask you this as well: does Dyndolod 3.0 use up all that ram because it wants to store the information for faster recall? If that's true then maybe the problem here is that with larger files, like certain grass lods, Dyndolod is holding onto too much information for too long - and on systems with limited ram (16gb) this will inevitably create the problem I have. Quicken can create the same issue with a large enough work load on a 'weak' enough computer, within context of that work load. If that's the case then the fix would be to Separate grass LOD generation into it's own executable Add a UX option to allow reading files from the storage device instead of caching everything for reading on the ram (I know this is not normally how things should be done but if Dyndolod 3.0 has a large enough work load to handle, this is the solution that doesn't involve people buying more ram) Hook the grass LOD generation files into Dyndolod's Object LOD generation. Chances are you'll have to do this when Seasons + NGiO become compatible anyhow. The OS/drivers control resources. If the OS freezes because it exhausted the resources it controls, then there is something wrong with it or its configuration. A properly working OS denies a program access so it can act accordingly. It dos not matter why or how much memory a program requests from the OS. If the OS grants it or not is up to the OS. DynDOLOD does not keep any grass cache files in memory once it got the used model filenames from them in order to determine which grass LOD billboards need to be added to the object LOD texture atlas. That is all that DynDOLOD needs them for. I generated object, grass 100%/1 (not specified), ultra tree (not specified) and dynamic LOD for the list of mods provided. The peak working set of DynDOLOD was about 7GB when it was generating object LOD atlas textures for Tamriel. Lines from logs where copied and pasted but the entire logs were never uploaded. On 3/11/2022 at 10:32 PM, DankTemplar said: Good news is the log file is working now and the final lines say this The issue was solved already: On 3/23/2022 at 1:10 AM, DankTemplar said: Newest version of Dyndolod 3 alpha has solved my "out of memory issues" so far. "High memory usage" in https://dyndolod.info/FAQ
sheson Posted April 25, 2022 Author Posted April 25, 2022 9 hours ago, arealnordlolol said: I am using Dyndolod 3.0... But there are no trees in the Lod whatsoever.. I'm pretty sure I'm not using any billboards, from what Ive seen apparently you should not have any billboards so that they can be generated by Texgen. Below is my mod list. Any help is greatly appreciated!!! Read the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. Upload the log and debug log as explained in first the post when making posts. Assuming TexGen/DynDOLOD generation went well, check/increase tree LOD distance. https://dyndolod.info/Help/Tree-LOD#Settings
Ralu Posted April 26, 2022 Posted April 26, 2022 Hi sheson, I have a bit of an odd one - [Window Title] DynDOLOD [Main Instruction] Access violation at address 000000000041A26F in module 'DynDOLOD x64.exe'. [Content] Read of address 0000000000000000 while processing Skyrim.esm DA07 Display Tapestries "Mythic Dawn Tapestries" [ACTI:00096FEE] Sorry if I'm being thick, but any ideas?
sheson Posted April 26, 2022 Author Posted April 26, 2022 23 minutes ago, Ralu said: Hi sheson, I have a bit of an odd one - [Window Title] DynDOLOD [Main Instruction] Access violation at address 000000000041A26F in module 'DynDOLOD x64.exe'. [Content] Read of address 0000000000000000 while processing Skyrim.esm DA07 Display Tapestries "Mythic Dawn Tapestries" [ACTI:00096FEE] Sorry if I'm being thick, but any ideas? Read the first post which log, debug log and bugreport.txt if it exists to upload when making posts.
captaingabi Posted April 26, 2022 Posted April 26, 2022 (edited) Hi, First, thank you doe this great lod generator. I was able to set up everything nicely, went through all the info on https://dyndolod.info/. My tree and grass lod are awesome. Now I am trying to make the mountin cliffs/peak good to. Unfortunately, they are popin-popout as I go closer to a mountain on lod transitions. And every transition, not just between fullmodeI-LOD4 but between all LOD transitions too. Is like they use different textures, or same but differnet/wrong uw maps. "Object LOD uses the single texture in case the UV coordinates of a 3D shape do not allow the use of the object LOD texture atlas. Sometimes this is done on purpose, like for the mountainslab rock textures, so LOD for mountains in the nearest LOD level uses the full textures." I aslo saw that there aer lods created for Majesit mountains. "Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures." Then I checked the differnet lod level nif files added by the DynDoLod: Resources SE 3.00 alpha 24: https://ibb.co/LvGmZ3r https://ibb.co/jbYhDG7 https://ibb.co/wR2ZhQK https://ibb.co/p3BMK9k So the lod files are a little bit different from each other, and I guess that explains the pop effect. And lod0 have different textures than lod1 and lod2. Is this how they supposed to look like? Or am I missing something? About mitigating the problem: - AFAIK there is no fade in fade out possiblity for LOD transition, so if they not seem identical, they will pop right? - Can I add somehow a mesh mask/reference rule for mountains and use lod_0h for LOD4 and lod_0l for LOD8 and LOD16? (and see if my rig can handle it...) - I guess I also can use fSplitDistanceMult, but I still will see the pop effect, just further... [TerrainManager] fTreeLoadDistance=327680.0000 fBlockMaximumDistance=327680.0000 fBlockLevel1Distance=32768.0000 fBlockLevel0Distance=16384.0000 fSplitDistanceMult=1.0000 (low values as the LODs are pretty good, and gets me high fps) Visual Mods: Realistic Water Two SMIM Regards, CaptainGabi Edited April 26, 2022 by captaingabi
sheson Posted April 26, 2022 Author Posted April 26, 2022 1 hour ago, captaingabi said: So the lod files are a little bit different from each other, and I guess that explains the pop effect. And lod0 have different textures than lod1 and lod2. Those LOD models are the vanilla LOD models with updated textures. Most mountains directly use the vanilla LOD models as they are. 1 hour ago, captaingabi said: - AFAIK there is no fade in fade out possiblity for LOD transition, so if they not seem identical, they will pop right? https://dyndolod.info/How-LOD-Works If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells. Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker). Object LOD models have less triangles. E.g. their shape does not exactly match the full model - which is what you want to have less flicker. LOD does not cast or receive shadows and also has different snow shader. DynDOLOD does not change how the game works. LOD Levels also simply switch between the different BTR/BTO files. 1 hour ago, captaingabi said: - Can I add somehow a mesh mask/reference rule for mountains and use lod_0h for LOD4 and lod_0l for LOD8 and LOD16? https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Set Level0 for the desired LOD Level for ""mountains" for example. Check VWD 1 hour ago, captaingabi said: - I guess I also can use fSplitDistanceMult, but I still will see the pop effect, just further... That particular setting is for terrain LOD. https://dyndolod.info/Help/Terrain-LOD#Settings fBlock* are for object LOD. https://dyndolod.info/Help/Terrain-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
captaingabi Posted April 26, 2022 Posted April 26, 2022 4 hours ago, sheson said: Those LOD models are the vanilla LOD models with updated textures. Most mountains directly use the vanilla LOD models as they are. So I now set up my own rule for vanilla LODs for mountains, and of course, having all level1 or level0 makes the pops disappear. Furthermore, the level0 seems to be good quality lod, as the transition between that and the full model is also very good. The textures these nif files are using: elfxmountaincliff02*: lod0 textures\landscape\mountains\MountainSlab02.dds lod1 textures\lod\MtnCliff02LOD.dds lod2 textures\lod\MtnCliff02LOD.dds (even its the same as lod1, it still looks different) So this is how bad vanilla lod nifs are? I also went ahead and checked majestic mountains, and the lod created for that by you. Thx for that BTW. Here, lod1 and lod2 actually are very nicely similar to each other, but lod0 is differnet. https://ibb.co/PFB0Lvh lod0h textures\landscape\mountains\MountainSlab02.dds (textgen does not touch this one BTW) https://ibb.co/1bV8sWy lod1 textures\lod\MtnCliff02LOD.dds https://ibb.co/6t8gqM3 lod2 textures\lod\MtnCliff02LOD.dds And of course there is the pop between level0 level1 transition because of that. So why lod0 is different here? Shouldn't that look similar to lod1 and lod2? Or this is expected? And that is because lod0 uses the full model textures while lod1 and lod2 uses the textures/lod ones? I also noticed that vertex color is on for lod0 in both vanilla and majestic mountains, but off for lod1 and lod2.
sheson Posted April 27, 2022 Author Posted April 27, 2022 7 hours ago, captaingabi said: So I now set up my own rule for vanilla LODs for mountains, and of course, having all level1 or level0 makes the pops disappear. Furthermore, the level0 seems to be good quality lod, as the transition between that and the full model is also very good. The textures these nif files are using: elfxmountaincliff02*: lod0 textures\landscape\mountains\MountainSlab02.dds lod1 textures\lod\MtnCliff02LOD.dds lod2 textures\lod\MtnCliff02LOD.dds (even its the same as lod1, it still looks different) So this is how bad vanilla lod nifs are? I also went ahead and checked majestic mountains, and the lod created for that by you. Thx for that BTW. Here, lod1 and lod2 actually are very nicely similar to each other, but lod0 is differnet. https://ibb.co/PFB0Lvh lod0h textures\landscape\mountains\MountainSlab02.dds (textgen does not touch this one BTW) https://ibb.co/1bV8sWy lod1 textures\lod\MtnCliff02LOD.dds https://ibb.co/6t8gqM3 lod2 textures\lod\MtnCliff02LOD.dds And of course there is the pop between level0 level1 transition because of that. So why lod0 is different here? Shouldn't that look similar to lod1 and lod2? Or this is expected? And that is because lod0 uses the full model textures while lod1 and lod2 uses the textures/lod ones? I also noticed that vertex color is on for lod0 in both vanilla and majestic mountains, but off for lod1 and lod2. LOD models and textures are different to greatly reduce triangle count and resource usage. The Level0 mountain LOD are unique in that they use the full texture and UV outside 0.0 and 1.0. It is needed for the HD snow shader. I only updated the shader/textures definitions of the Majestic Mountain LOD models from their DynDOLOD 2.x version for the improved texture replacement methods of DynDOLOD 3. Removing vertex color from higher LOD levels is another optimization step. These LOD techniques are decades old to make things work with 256MB RAM and 256MB VRAM of PS3.
Mirari Posted April 28, 2022 Posted April 28, 2022 Running DynDOLOD with the Happy Little Trees Addon, Performance Edition. The included 3D Hybrid Tree Lods use an array of prebaked branch textures included in the addon download. DynDOLOD copies these textures into its DynDOLOD_Tamriel.dds texture atlas. Most of the branch textures are copied over just fine with transparent backgrounds. But as can be seen in this picture, the LOD branch textures for TreePineForestSnow04 are copied over with very strange artifacts and a colored background, resulting in some crazy looking TreePineForestSnow04's Lods in the game. I cannot for the life of me figure out why DynDOLOD is messing up this texture specifically. Additionally, a few of the other LOD trees appear to have invisible branches in game, which reappear when zooming in, indicating the mipmaps are not displaying properly from a distance. But the other trees are fine, and all the branch textures come from this same atlas, which should have one collective set of mipmaps being applied to every LOD object referencing this atlas. So again, cannot figure out why only a few trees would have this issue. Is this an issue with how the original LOD branch textures are saved? I tried resaving them using BC7 Compression (Linear, DX 11+), with a Uniform Error Metric and Super Sampled Mipmaps, but to no avail. Any help appreciated. Currently using the latest DynDOLOD 3 from Nexus.
sheson Posted April 29, 2022 Author Posted April 29, 2022 10 hours ago, Mirari said: Running DynDOLOD with the Happy Little Trees Addon, Performance Edition. The included 3D Hybrid Tree Lods use an array of prebaked branch textures included in the addon download. DynDOLOD copies these textures into its DynDOLOD_Tamriel.dds texture atlas. Most of the branch textures are copied over just fine with transparent backgrounds. But as can be seen in this picture, the LOD branch textures for TreePineForestSnow04 are copied over with very strange artifacts and a colored background, resulting in some crazy looking TreePineForestSnow04's Lods in the game. I cannot for the life of me figure out why DynDOLOD is messing up this texture specifically. Additionally, a few of the other LOD trees appear to have invisible branches in game, which reappear when zooming in, indicating the mipmaps are not displaying properly from a distance. But the other trees are fine, and all the branch textures come from this same atlas, which should have one collective set of mipmaps being applied to every LOD object referencing this atlas. So again, cannot figure out why only a few trees would have this issue. Is this an issue with how the original LOD branch textures are saved? I tried resaving them using BC7 Compression (Linear, DX 11+), with a Uniform Error Metric and Super Sampled Mipmaps, but to no avail. Any help appreciated. Currently using the latest DynDOLOD 3 from Nexus. Read the first post which log and debug log to upload when making posts. "But as can be seen in this picture", "why DynDOLOD is messing up this texture" It can not be seem, because you have not shown the source texture to compare it to. You did not mention the filename of the texture or which exact LOD mesh filename might be using it. "mipmaps are not displaying properly" What you probably mean is, that those models use textures with badly made mipmaps, created without sufficient alpha coverage. Typically those textures are being used directly and not from the object LOD atlas. Usually because the UV is not between 0.0 and 1.0. No texture filenames or which exact LOD meshes using them were mentioned.
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