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Posted
16 hours ago, sheson said:

It is so the beams (of the two level highways)  show from both side.

If there is a normal game situation where the z-fighting on top can be seen, then let me know the coordinates, form ids, LOD model involved etc.

Okay, so I tested this some more. I tested with a vanilla game, and they also flickered. Opening some of the affected lods in Blender, it seems that some of the road pieces are what I'd describe as manually double sided, so that the faces are almost right on top of each other in the mesh. But I can't easily remove those faces without more manual rework of the mesh, as seams develop.

I verified the following two are affected:

  • HWSingleChunkLarge01_LOD_0.nif
  • HWSingleStr01_LOD_0.nif

Seeing these and observing what was causing the issue, and the fact that the issue didn't affect any of the two level highways with beams, I simply applied a separate material without the two-sided flag to the following LODs which were visually similar. I don't believe that there will be any visual degradation for these without the two-sided flag.

  • HWDoubleChunkLargeTop01_LOD_0.nif
  • HWDoubleChunkLargeTop02_LOD_0.nif
  • HWDoubleChunkLargeTop03_LOD_0.nif
  • HWSingleChunkLarge01_LOD_0.nif
  • HWSingleChunkLarge02_LOD_0.nif
  • HWSingleCurveL01_LOD_0.nif
  • HWSingleCurveR01_LOD_0.nif
  • HWSingleEndCap01_LOD_0.nif
  • HWSingleEndCap02_LOD_0.nif
  • HWSingleEndCap03_LOD_0.nif
  • HWSingleRampDown01_LOD_0.nif
  • HWSingleRampUp01_LOD_0.nif
  • HWSingleShiftL_LOD_0.nif
  • HWSingleShiftR_LOD_0.nif
  • HWSingleStr01Free_LOD_0.nif
  • HWSingleStr01_LOD_0.nif
  • HWSingleStr02Damaged_LOD_0.nif
  • HWSingleStr02Free_LOD_0.nif
  • HWSingleStr02_LOD_0.nif
  • HWSingleStrExit01_LOD_0.nif
  • HWSingleTranMidRampShiftR01_LOD_0.nif
  • HWSingleTranOutRampShiftR01_LOD_0.nif
  • HWSingleTransInRampShiftR01_LOD_0.nif

Afterward, I quickly tested the entirety of the highways to see if there were any issues, and all the z-fighting was gone.

Here is my proposed fix: https://mega.nz/file/wYgiFbQY#ysGAkjuRGy6DExRhhpat2RQvuyR_yV7Ek51mlDcUCT0

Posted
8 hours ago, had said:

Just checked, new game doesnt help too.

You did not mention if deactivating/activating from the DynDOLOD SkyUI MCM main page as suggsetd by the FAQ answer did anything.

What are the steps to reproduce this problem?

Posted

Could someone fill me in on what this DynDOLOD Worshipper Activator is and why it is overwriting dragonsreach? I am using Open Cities and followed the instructions for setting it up. I can and have manually resolved this, just unsure why it is happening in the first place.

Screenshot 2022-07-20 121222.png

Posted
3 hours ago, Pikachu_King said:

Could someone fill me in on what this DynDOLOD Worshipper Activator is and why it is overwriting dragonsreach? I am using Open Cities and followed the instructions for setting it up. I can and have manually resolved this, just unsure why it is happening in the first place.

Screenshot 2022-07-20 121222.png

Read the first post which log and debug log to upload when making posts.

You most likely have not followed the instructions for generating LOD for Open Cities correctly. 

This overwrite is typically only done for the vanilla record only when Open Cities rules are not loaded. This either means the plugin was generated without Open Cities in the load order, or the rules where not updated when doing the second pass with Open Cities loaded.

https://dyndolod.info/Mods/Open-Cities-Skyrim
... Click one of the presets buttons Low, Medium or High to update the rules. ...

Posted
18 hours ago, sheson said:

You did not mention if deactivating/activating from the DynDOLOD SkyUI MCM main page as suggsetd by the FAQ answer did anything.

Yes, doesnt help too.

18 hours ago, sheson said:

What are the steps to reproduce this problem?

I had checkbox on glow windows and high, then fast travel winterhold, go bit out of city to trigger lods and look at it.

Might be because my cell/mesh/textures/whatever mods.

Posted
6 hours ago, had said:

Yes, doesnt help too.

I had checkbox on glow windows and high, then fast travel winterhold, go bit out of city to trigger lods and look at it.

Might be because my cell/mesh/textures/whatever mods.

How do you load into the new game and how long do you wait before fast traveling?

Are there any plugins overwriting the reference form ID 000CA6EA for the Winterhold Tower?

Check for DynDOLOD related error messages in the papyrus log.

Open ..skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json from the DynDOLOD output in a text editor and search for a line containing winterholdexttower01.
Paste that line.

Posted
18 hours ago, MisterMorden said:

Sorry to put my 2 cents in, but don't the glow windows usually hover a little in front of the windows on the lod model to avoid z fighting, or something to that effect?

They should only do that in in the LOD area, not in the active cell area when getting close, which is what the screenshot seems to be from.

  • Thanks 1
Posted
39 minutes ago, PublicGoat said:

Im trying to use the xlodgen but it doesnt make an endless ocean like I want it to.

Terrain LOD is generated for areas for which at least one CELL record exists. LAND record is not required, it will use the default terrain/water height from the worldspace record.

Posted (edited)

https://stepmodifications.org/forum/search/?&q=Source framebuffer objects unsupported. &search_and_or=and

i searched for the error im receiving, with no results ^

first attempt i got Out of memory, though i am using the x64 build, then from there out, opengl: framebuffer objects unsupported

https://pastebin.com/D99PFGM4 out of memory log

https://pastebin.com/nUU2JVh9 framebuffer not supported log

steps i've taken -

delete the dyndolod 3 folder and reinstall

run mo2 and texgenx64 as administrator

configure texgen64 to use 3090 ti as opengl gpu in nvidia control panel ( it says directcompute not available in logs?)

reinstall dyndolod resources se

installed .net 6.07 runtime x86 and x64- turns out i had installed .net desktop runtime instead last time

deleted dyndolod dll vr/SKSE plugin (i have papyrus util installed too)

uninstalled papyrus util and reinstalled dyndolod vr dll, followed dyndolod vr dll skse plugin

tried the oposite order

tried just dyndolod vr dll and dyndolod resources se

tried just dyndolod vr skse plugin and dyyndolod resources

moved all dyndolod related stuff to the very bottom of the install order

https://pastebin.com/6gWAtKKZ this is the log of all these different configurations

please. help. me.

my memory is not full at all. i have 32gb of ddr4 ram, 24gb of ddr6x vram. 

HELP PLEASE

Edited by tooandrew
Posted

so i forgot to reboot after installing the correct .net runtime. of course i fixed it 10 minutes after i beg for help. word to the wise .net 6.0.7 desktop runtime is not what you want

Posted
3 hours ago, tooandrew said:

so i forgot to reboot after installing the correct .net runtime. of course i fixed it 10 minutes after i beg for help. word to the wise .net 6.0.7 desktop runtime is not what you want

I moved your posts to the DynDOLOD 3 Alpha thread. For future reference, read the first post where to post, which entire log and debug log to upload when making posts and to search this thread for similar problems. https://stepmodifications.org/forum/search/?q=texgen opengl memory&quick=1&type=forums_topic&item=16796

TexGen does not really use .Net, so it seems likely that the reboot cleared up the resources being used by several processes. Resources like video memory are controlled by the OS/drivers - which is what is telling TexGen it can not have any more memory.

Posted (edited)

I'm trying Happy Little Trees 1.04 and I used Happy Little Trees 3D LOD - (Quality)

Just outside the gate at Whiterun, the lookout on the left, I took a screen shot of the trees next to the mountain base. 

I posted a question about this at Nexusmods - Happy Little Trees, z929669 replied saying these are Vanilla LOD, that I am seeing in the distance.

On the Steps Guide for SSE, I am using default settings for xLODGen, TexGen, and DynDOLOD-HD-QHD.

In DynDOLOD, besides 'LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1' I also tried, 'LOD4/Level0, LOD8/Level1, LOD16/Level2'.

Here's a screen shot of how the trees look in the distance next to Whiterun, just outside the gate. They don't look too good, so I'm not sure why they aren't showing the 3D LODs with nicer detail.

This is also a problem with every tree mod I run into, the trees looking this bad in the distance. But EVT doesn't look quite as bad, so far, they're the only tree mod that looks fairly decent in the distance. SFO, Happy Little Trees, Myrkvior, Treerific, and a few others I can't think of right now, all look bad at around this distance, which, I didn't think would be considered far in the game, to have such poor looking models...

THANKS

Trees-At-Whiterun.thumb.jpg.9b168e0f5e6b6a425213746da9f934b2.jpg

 

DynDOLOD_SSE.ini

DynDOLOD_SSE_log.txt

Edited by mooit
Posted
4 hours ago, mooit said:

I'm trying Happy Little Trees 1.04 and I used Happy Little Trees 3D LOD - (Quality)

Just outside the gate at Whiterun, the lookout on the left, I took a screen shot of the trees next to the mountain base. 

I posted a question about this at Nexusmods - Happy Little Trees, z929669 replied saying these are Vanilla LOD, that I am seeing in the distance.

On the Steps Guide for SSE, I am using default settings for xLODGen, TexGen, and DynDOLOD-HD-QHD.

In DynDOLOD, besides 'LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1' I also tried, 'LOD4/Level0, LOD8/Level1, LOD16/Level2'.

Here's a screen shot of how the trees look in the distance next to Whiterun, just outside the gate. They don't look too good, so I'm not sure why they aren't showing the 3D LODs with nicer detail.

This is also a problem with every tree mod I run into, the trees looking this bad in the distance. But EVT doesn't look quite as bad, so far, they're the only tree mod that looks fairly decent in the distance. SFO, Happy Little Trees, Myrkvior, Treerific, and a few others I can't think of right now, all look bad at around this distance, which, I didn't think would be considered far in the game, to have such poor looking models...

THANKS

Trees-At-Whiterun.thumb.jpg.9b168e0f5e6b6a425213746da9f934b2.jpg

 

DynDOLOD_SSE.ini 18.99 kB · 0 downloads

DynDOLOD_SSE_log.txt 3.81 MB · 0 downloads

You need to look at your ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt to see what LOD models are or are not found according to your plugins. My guess is that these are vanilla billboards and that you are trying to run multiple tree mods that affect the same vanilla trees, and the winning plugin doesn't find the LOD models you need.

Only install ONE tree mod.

Remove all LOD models for trees from other mods.

Re-run TexGen and DynDOLOD.

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