Mirari Posted April 29, 2022 Posted April 29, 2022 (edited) Sorry, first time on this forum, getting the hang of what info to include. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requested Logs : DynDOLOD_SSE_Debug_log.txt https://ufile.io/lmx580r2 DynDOLOD_SSE_log https://ufile.io/mr94fb12 LODGen_SSE_Tamriel_log https://ufile.io/ti0l6cvu ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The texture with issues is 'Pineforestsnow04.dds', located in 'textures\lod\HappyLittleTrees\Pineforestsnow04.dds'. It is used as branch textures for the 3D Hybrid tree passthru LOD 'treepineforestsnow04_232C0CDBpassthru_lod.nif', located in 'meshes\DynDOLOD\lod\trees\treepineforestsnow04_232C0CDBpassthru_lod.nif'. The texture displays correctly when viewing the 3D Hybrid Tree LOD model in isolation: When running DynDOLOD with ultra trees enabled, treepineforestsnow04_232C0CDBpassthru_lod.nif is placed in level 4 LOD all over Tamriel, Solstheim, and Forgotten Vale, and these placed trees draw their textures from the respective worldspace DynDOLOD texture atlases. All branch textures from 'textures\lod\HappyLittleTrees' are therefore being imported directly into DynDOLOD_Tamriel.dds, DynDOLOD_DLC2SolstheimWorld.dds, and DynDOLOD_DLC01FalmerValley.dds to be used by the placed 3D hybrid trees. Their trunk textures are generated in TexGen. (See image below of Tamriel object LOD Tamriel.4.0.-12.bto) When Pineforestsnow04.dds is copied to the atlas during DynDOLOD generation, it is heavily distorted, though all other branch textures from 'textures\lod\HappyLittleTrees' are imported normally. Here is Pineforestsnow04.dds on the right, and its representation in DynDOLOD_Tamriel.dds on the left. All the other correctly imported branch textures from 'textures\lod\HappyLittleTrees' can be seen in the picture of DynDOLOD_Tamriel.dds I included in my previous post, next to the distorted representation of Pineforestsnow04.dds. The in game issue can be seen in the image below. Strange looking LOD for TreePineForestSnow04 can be seen on the left, with normal looking LOD for TreePineForestSnow05 on the right. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As for the mipmap issue, 2 hours ago, sheson said: Typically those textures are being used directly and not from the object LOD atlas. All the Happy Little Trees 3D Hybrid Trees are drawing their branch textures from the DynDOLOD Texture Atlases, not the original branch textures from 'textures\lod\HappyLittleTrees'. So the issue of invisible distant tree branches is drawn from DynDOLOD_Tamriel.dds, etc. However, after some testing, this appears to be an emergent issue from my attempt to fix the Pineforestsnow04.dds within DynDOLOD_Tamriel.dds. Using Paint.net, I copied and pasted the original Pineforestsnow04.dds over its representation in DynDOLOD_Tamriel.dds, and resaved the texture with BC7 compression. This fixed 3D Tree LOD for TreePineForestSnow04 in game; however, 3D Tree LOD for dead pine trees started showing invisible branches from a distance. They were visible before resaving DynDOLOD_Tamriel.dds Something detrimental therefore seems to be happening to the mipmaps when resaving, but only for a few select tree branch textures within the atlas. These were my settings for resaving the texture: Perhaps these settings are incorrect, or a program with more specific options/parameters is required. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TLDR, any help figuring out these issues would be greatly appreciated: 1. Why DynDOLOD is distorting Pineforestsnow04.dds on import to the texture atlases 2. Why my edits to the texture atlas to fix this problem cause invisible distant branches Much thanks Edited April 29, 2022 by Mirari
sheson Posted April 29, 2022 Author Posted April 29, 2022 4 hours ago, Mirari said: Sorry, first time on this forum, getting the hang of what info to include. Requested logs attached in following post. (Their file size was too large.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The texture with issues is 'Pineforestsnow04.dds', located in 'textures\lod\HappyLittleTrees\Pineforestsnow04.dds'. It is used as branch textures for the 3D Hybrid tree passthru LOD 'treepineforestsnow04_232C0CDBpassthru_lod.nif', located in 'meshes\DynDOLOD\lod\trees\treepineforestsnow04_232C0CDBpassthru_lod.nif'. The texture displays correctly when viewing the 3D Hybrid Tree LOD model in isolation: When running DynDOLOD with ultra trees enabled, dfg is placed in level 4 LOD all over Tamriel, Solstheim, and Forgotten Vale, and these placed trees draw their textures from the respective worldspace DynDOLOD texture atlases. All branch textures from 'textures\lod\HappyLittleTrees' are therefore being imported directly into DynDOLOD_Tamriel.dds, DynDOLOD_DLC2SolstheimWorld.dds, and DynDOLOD_DLC01FalmerValley.dds to be used by the placed 3D hybrid trees (See image below of Tamriel object LOD Tamriel.4.0.-12.bto). When Pineforestsnow04.dds is copied to the atlas during DynDOLOD generation, it is heavily distorted, though all other branch textures from 'textures\lod\HappyLittleTrees' are imported normally. Here is Pineforestsnow04.dds on the right, and its representation in DynDOLOD_Tamriel.dds on the left. All the other correctly imported branch textures from 'textures\lod\HappyLittleTrees' can be seen in the picture of DynDOLOD_Tamriel.dds I included in my previous post, next to the distorted representation of Pineforestsnow04.dds. The in game issue can be seen in the image below. Strange looking LOD for TreePineForestSnow04 can be seen on the left, with normal looking LOD for TreePineForestSnow05 on the right. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As for the mipmap issue, All the Happy Little Trees 3D Hybrid Trees are drawing their branch textures from the DynDOLOD Texture Atlases, not the original branch textures from 'textures\lod\HappyLittleTrees'. So the issue of invisible distant tree branches is drawn from DynDOLOD_Tamriel.dds, etc. However, after some testing, this appears to be an emergent issue from my attempt to fix the Pineforestsnow04.dds within DynDOLOD_Tamriel.dds. Using Paint.net, I copied and pasted the original Pineforestsnow04.dds over its representation in DynDOLOD_Tamriel.dds, and resaved the texture with BC7 compression. This fixed 3D Tree LOD for TreePineForestSnow04 in game; however, 3D Tree LOD for dead pine trees started showing invisible branches from a distance. They were visible before resaving DynDOLOD_Tamriel.dds Something detrimental therefore seems to be happening to the mipmaps when resaving, but only for a few select tree branch textures within the atlas. These were my settings for resaving the texture: Perhaps these settings are incorrect, or a program with more specific options/parameters is required. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TLDR, any help figuring out these issue would be greatly appreciated: 1. Why DynDOLOD is distorting Pineforestsnow04.dds on import to the texture atlases 2. Why my edits to the texture atlas to fix this problem cause invisible distant branches Much thanks Zip and upload large log to a file service as explained on the first post. This is what the source texture textures\lod\HappyLittleTrees\Pineforestsnow04.dds looks like without alpha channel: This is what the source texture textures\lod\HappyLittleTrees\Pineforestsnow04.dds looks like with alpha channel Seems to me, what is added to the object LOD texture atlas is pretty much what the source texture looks like. Are you saying the alpha channel information is lost when the texture is added to the object LOD atlas? Are you using the latest DynDOLOD 3 Alpha version? https://dyndolod.info/Help/3D-Tree-LOD-Model Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. Check what alpha threshhold the LOD model defines. BTO meshes do not define a NiAlphaProperty, so the transparency is not shown in NifSkope. For viewing only you can add one with a threshold of 128 , do not save. Do not edit generated LOD atlas texture. Change the source texture instead. Make sure to save it with an appropriate alpha channel. When you edited the atlas texture the original mipmap information was replaced. DynDOLOD creates mipmaps per single texture with its own version of alpha coverage. Generating mipmaps for the final object LOD atlas texture will have mipmap artifacts (adjacent textures bleeding into each other) and poor alpha channel information if not done with some kind of alpha coverage algorithm.
z929669 Posted April 29, 2022 Posted April 29, 2022 7 hours ago, Mirari said: Sorry, first time on this forum, getting the hang of what info to include. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requested Logs : DynDOLOD_SSE_Debug_log.txt https://ufile.io/lmx580r2 DynDOLOD_SSE_log https://ufile.io/mr94fb12 LODGen_SSE_Tamriel_log https://ufile.io/ti0l6cvu ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The texture with issues is 'Pineforestsnow04.dds', located in 'textures\lod\HappyLittleTrees\Pineforestsnow04.dds'. It is used as branch textures for the 3D Hybrid tree passthru LOD 'treepineforestsnow04_232C0CDBpassthru_lod.nif', located in 'meshes\DynDOLOD\lod\trees\treepineforestsnow04_232C0CDBpassthru_lod.nif'. The texture displays correctly when viewing the 3D Hybrid Tree LOD model in isolation: When running DynDOLOD with ultra trees enabled, treepineforestsnow04_232C0CDBpassthru_lod.nif is placed in level 4 LOD all over Tamriel, Solstheim, and Forgotten Vale, and these placed trees draw their textures from the respective worldspace DynDOLOD texture atlases. All branch textures from 'textures\lod\HappyLittleTrees' are therefore being imported directly into DynDOLOD_Tamriel.dds, DynDOLOD_DLC2SolstheimWorld.dds, and DynDOLOD_DLC01FalmerValley.dds to be used by the placed 3D hybrid trees. Their trunk textures are generated in TexGen. (See image below of Tamriel object LOD Tamriel.4.0.-12.bto) When Pineforestsnow04.dds is copied to the atlas during DynDOLOD generation, it is heavily distorted, though all other branch textures from 'textures\lod\HappyLittleTrees' are imported normally. Here is Pineforestsnow04.dds on the right, and its representation in DynDOLOD_Tamriel.dds on the left. All the other correctly imported branch textures from 'textures\lod\HappyLittleTrees' can be seen in the picture of DynDOLOD_Tamriel.dds I included in my previous post, next to the distorted representation of Pineforestsnow04.dds. The in game issue can be seen in the image below. Strange looking LOD for TreePineForestSnow04 can be seen on the left, with normal looking LOD for TreePineForestSnow05 on the right. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As for the mipmap issue, All the Happy Little Trees 3D Hybrid Trees are drawing their branch textures from the DynDOLOD Texture Atlases, not the original branch textures from 'textures\lod\HappyLittleTrees'. So the issue of invisible distant tree branches is drawn from DynDOLOD_Tamriel.dds, etc. However, after some testing, this appears to be an emergent issue from my attempt to fix the Pineforestsnow04.dds within DynDOLOD_Tamriel.dds. Using Paint.net, I copied and pasted the original Pineforestsnow04.dds over its representation in DynDOLOD_Tamriel.dds, and resaved the texture with BC7 compression. This fixed 3D Tree LOD for TreePineForestSnow04 in game; however, 3D Tree LOD for dead pine trees started showing invisible branches from a distance. They were visible before resaving DynDOLOD_Tamriel.dds Something detrimental therefore seems to be happening to the mipmaps when resaving, but only for a few select tree branch textures within the atlas. These were my settings for resaving the texture: Perhaps these settings are incorrect, or a program with more specific options/parameters is required. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TLDR, any help figuring out these issues would be greatly appreciated: 1. Why DynDOLOD is distorting Pineforestsnow04.dds on import to the texture atlases 2. Why my edits to the texture atlas to fix this problem cause invisible distant branches Much thanks @sheson If using HLT mod, it's important to distinguish between lod assets I prepared using standard methods and those that T4 created in custom fashion (Blender reduce poly w/custom textures and using same CRC named models). It could be that some of the custom LOD models have issues, IDK and am not set up to confirm right now. See latest posts/files for reference: https://www.nexusmods.com/skyrimspecialedition/mods/56907
sheson Posted April 29, 2022 Author Posted April 29, 2022 19 minutes ago, z929669 said: @sheson If using HLT mod, it's important to distinguish between lod assets I prepared using standard methods and those that T4 created in custom fashion (Blender reduce poly w/custom textures and using same CRC named models). It could be that some of the custom LOD models have issues, IDK and am not set up to confirm right now. See latest posts/files for reference: https://www.nexusmods.com/skyrimspecialedition/mods/56907 Without log, debug log and questions being answered we will not know what's up.
Jax65 Posted April 30, 2022 Posted April 30, 2022 (edited) Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file) Is that possible? I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing? Thanks. Edited April 30, 2022 by Jax65
sheson Posted April 30, 2022 Author Posted April 30, 2022 1 hour ago, Jax65 said: Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file) Is that possible? I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing? Thanks. Read the first post of the DynDOLOD 3 Alpha thread where to make posts, I moved your post. Yes, you can do whatever convoluted stuff you can think off. The way you ask the question is a hint that you should instead ask the actual question / describe the situation that makes you want do this. I suggest to read the DynDOLOD/TexGen documentation in order to understand how things work. Then ask specific questions how to properly use the tools to achieve certain goals or in case of issues, simply report the problem. TexGen generates the LOD texture from the full texture. The TexGen output typically overwritesDynDOLOD Resources SE. wrroofslate01lod is a 4x4 mini atlas textures. If it is replaced with a simple resize of the full texture, then LOD models using that LOD texture will look wierd. The generated texture will have the base size * 1. E.g. 256x256 for 1080p. If you are hurting for VRAM, just set a lower base size to generate smaller LOD textures. The mipmaps of the LOD texture only matters if the LOD texture is being used directly. Though saving a texture with whatever tool, typically updates the mipamps accordingly. Sometimes not for the better. Typically LOD uses the object LOD atlas texture to which this texture has been added. The mipmaps of textures that are being added to the object LOD atlas are ignored and replaced with mipmaps that DynDOLOD creates on the fly. Check these: https://dyndolod.info/Help/Texture-Resolution https://dyndolod.info/Help/TexGen-Configuration https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen
Gamma_Metroid Posted April 30, 2022 Posted April 30, 2022 On 4/9/2022 at 1:37 AM, sheson said: I can download that log but its only the normal log. Can you upload the accompanying debug log as well? If you already know which original TexGen configs are being used for them to create these textures adhoc, let me know. Knowing one of the LOD models would help, too. Basically looking for a line like [AddMiniAtlas] <Debug: Automatically generate new mini atlas textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds based on textures\..\prop2d_com_elorav_woodenpole_wet.dds for textures\..\[some textures].dds plugin.esm editor id [STAT:formid]> That [some textures].dds is the original one to find the TexGen config for. Edit: I was able to reproduce the bug after some trial and error based on the provided files. Will be fixed next alpha version. Hi sheson, I am still having this problem in alpha 88. I believe I have all the correct log files this time: https://ufile.io/f/313sb
sheson Posted April 30, 2022 Author Posted April 30, 2022 56 minutes ago, Gamma_Metroid said: Hi sheson, I am still having this problem in alpha 88. I believe I have all the correct log files this time: https://ufile.io/f/313sb From the first post: Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory ... https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory The output folder still contains old files including that texture made with an older version, so it skips making the correct one because the texture already exists.
Gamma_Metroid Posted April 30, 2022 Posted April 30, 2022 1 hour ago, sheson said: From the first post: Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory ... https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory The output folder still contains old files including that texture made with an older version, so it skips making the correct one because the texture already exists. Ah, reading always helps 😅 The problem turned out to be DynDOLOD was pulling the old textures from my data/textures/lod folder, so I had to clear that out too. Thanks
Jax65 Posted April 30, 2022 Posted April 30, 2022 4 hours ago, sheson said: Read the first post of the DynDOLOD 3 Alpha thread where to make posts, I moved your post. Yes, you can do whatever convoluted stuff you can think off. The way you ask the question is a hint that you should instead ask the actual question / describe the situation that makes you want do this. I suggest to read the DynDOLOD/TexGen documentation in order to understand how things work. Then ask specific questions how to properly use the tools to achieve certain goals or in case of issues, simply report the problem. I have a few City re-textures with different colour roofs and walls which texgen and Dyndolod can't create and match (from what I have read anyway) so I'm trying to edit the textures myself so dyndolod can create matching LODs. I read all of this post https://stepmodifications.org/forum/topic/14565-help-me-to-understand/ And you said: "Use a 3D program like 3DSMax or Blender to render models to texture. Or our poor mans solution like we do create billboard by making screenshots in NifSkope. However, since we do not have the sources for the pre-rendered textures you would first have to create models/views that mimic the side views required. Or you just try to edit the existing textures in PhotoShop/Gimp." So i'm trying the last option and kinda assumed I need to edit the atlas DDS lod files? MY PREVIOUS POST: Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file) Is that possible? I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing? Thanks.
sheson Posted April 30, 2022 Author Posted April 30, 2022 1 hour ago, Jax65 said: I have a few City re-textures with different colour roofs and walls which texgen and Dyndolod can't create and match (from what I have read anyway) so I'm trying to edit the textures myself so dyndolod can create matching LODs. I read all of this post https://stepmodifications.org/forum/topic/14565-help-me-to-understand/ And you said: "Use a 3D program like 3DSMax or Blender to render models to texture. Or our poor mans solution like we do create billboard by making screenshots in NifSkope. However, since we do not have the sources for the pre-rendered textures you would first have to create models/views that mimic the side views required. Or you just try to edit the existing textures in PhotoShop/Gimp." So i'm trying the last option and kinda assumed I need to edit the atlas DDS lod files? MY PREVIOUS POST: Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file) Is that possible? I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing? Thanks. Are the used City re-texture mods a secret? Really read the first post and the documentation as suggested to understand how things work with the new and improved DynDOLOD 3 Alpha: For example from https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/ Major Feature Changes Generate some pre-rendered object LOD textures, including all cities. For example from https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures It can update the rendered object LOD textures for the walled cities and most structures. For example https://dyndolod.info/Help/TexGen-Configuration#Rendered-Object-LOD-Textures Check the image... Really read what I answered: TexGen generates the LOD texture from the full texture. The TexGen output typically overwrites DynDOLOD Resources SE. wrroofslate01lod is a 4x4 mini atlas textures. https://dyndolod.info/Help/TexGen-Configuration#Rendered-Object-LOD-Textures#Stitched-Object-LOD-Textures Such stitched object LOD texture like wrroofslate01.dds were already updated by TexGen 2.x and didn't require any manual editing either. The mipmaps of the LOD texture only matters if the LOD texture is being used directly. Though saving a texture with whatever tool, typically updates the mipamps accordingly. Sometimes not for the better. Typically LOD uses the object LOD atlas texture to which this texture has been added. The mipmaps of textures that are being added to the object LOD atlas are ignored and replaced with mipmaps that DynDOLOD creates on the fly. Let me repeat: Both TexGen 2/3 automatically create wrroofslate01lod and wrslate02lod from the full textures in the load order.The TexGen output will overwrite the textures in DynDOLOD Resources SE. There is no need to manually modify them. Do not edit the generated object LOD atlas if anything, edit the single object LOD textures.
NBBEAST Posted April 30, 2022 Posted April 30, 2022 (edited) I downloaded a retexture mod for moonpath to elsweyr and I'm greeted by this message when trying to run texgen : [Window Title] TexGen [Main Instruction] Error: OpenGL: invalid enumerant. [Exit TexGen] [Footer] Online Manual | Support Forum | Copy message to clipboard. Edited April 30, 2022 by NBBEAST
NBBEAST Posted April 30, 2022 Posted April 30, 2022 Plus if I want ultra trees, I know I need to enable hd trees within texgen, but do I disable regular tree lod as well and thus only have hd trees enabled or should I have both enabled for ultra trees? Thanks.
sheson Posted April 30, 2022 Author Posted April 30, 2022 26 minutes ago, NBBEAST said: I downloaded a retexture mod for moonpath to elsweyr and I'm greeted by this message when trying to run texgen : [Window Title] TexGen [Main Instruction] Error: OpenGL: invalid enumerant. [Exit TexGen] [Footer] Online Manual | Support Forum | Copy message to clipboard. Read the first post which log, debug log and bugreport.txt to upload when making posts. Using search as explained in the first finds this https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=255045
NBBEAST Posted April 30, 2022 Posted April 30, 2022 32 minutes ago, sheson said: Read the first post which log, debug log and bugreport.txt to upload when making posts. Using search as explained in the first finds this Sorry it slipped my mind. Here they are. Its not the same issue as that other person, as my integrated GPU is enabled and updated to latest driver, same with my GPU. Plus if I want ultra trees, I know I need to enable hd trees within texgen, but do I disable regular tree lod as well and thus only have hd trees enabled or should I have both enabled for ultra trees? Thanks. TexGen_SSE_log.txt TexGen_SSE_Debug_log.txt
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now