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Posted
1 hour ago, Coffee2a said:

Hi Sheson, here is the tree model and id. I also use Ulvenwald 3D LOD but it is currently not supported for season, I just change the swap ini to use treepineforestsnow instead of treepineforest_winter and rerun Dyndolod and it is working now.

But as my understanding, if a tree hybrid model is not available then Dyndolod would fallback to using billboard lod, and I checked my texgen folder and that tree texture is in there, I also tried to open Dyndolod_tamriel_Win and also found that tree texture in there as well, so I don't know why it's not showing 

DynDOLOD_SSE_Object_Report.txt

TreePineForest02_winter [TREE:3200FD86] Meshes\landscape\trees\treepineforest02_winter.nif [CRC32:FFC3DD92] using textures\welshspruce\welshbark.dds, textures\welshspruce\welshbark_n.dds, textures\welshspruce\snow_c.dds, textures\welshspruce\spruce_n.dds, textures\welshspruce\fir\firbark3_c.dds, textures\welshspruce\fir\firbark3_n.dds
    New tree, Billboard DDS/TXT not found textures\terrain\lodgen\ulvenwald.esp\treepineforest02_winter_0000fd86.dds, 3D LOD model not found treepineforest02_winter_FFC3DD92

The TexGen_SSE_Debug_log.txt shows that the tree is being ignored for billboard generation because it is deemed too small.

[GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\trees\treepineforest02_winter.nif bounds volume 335.630737304687, height 117 Ulvenwald.esp TreePineForest02_winter [TREE:3200FD86]>

See explanations about the objects bounds in  https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards, especially:
In case the object bounds are not set properly in a plugin for the currently installed models (for example a mod replaced the vanilla models with smaller or larger versions), the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

 I suggest to recalc the object bounds for the tree(s) in Ulvenwald.esp with CK. Then run TexGen and either use Preview to see if the tree is now listed or just generate billboards and check the log for treepineforest02_winter_0000fd86 being creating. Once you ran DynDOLOD, you can double check in DynDOLOD_SSE_Object_Report.txt if it now found a billboard for the base record.

Posted
1 hour ago, sheson said:

DynDOLOD_SSE_Object_Report.txt

TreePineForest02_winter [TREE:3200FD86] Meshes\landscape\trees\treepineforest02_winter.nif [CRC32:FFC3DD92] using textures\welshspruce\welshbark.dds, textures\welshspruce\welshbark_n.dds, textures\welshspruce\snow_c.dds, textures\welshspruce\spruce_n.dds, textures\welshspruce\fir\firbark3_c.dds, textures\welshspruce\fir\firbark3_n.dds
    New tree, Billboard DDS/TXT not found textures\terrain\lodgen\ulvenwald.esp\treepineforest02_winter_0000fd86.dds, 3D LOD model not found treepineforest02_winter_FFC3DD92

The TexGen_SSE_Debug_log.txt shows that the tree is being ignored for billboard generation because it is deemed too small.

[GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\trees\treepineforest02_winter.nif bounds volume 335.630737304687, height 117 Ulvenwald.esp TreePineForest02_winter [TREE:3200FD86]>

See explanations about the objects bounds in  https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards, especially:
In case the object bounds are not set properly in a plugin for the currently installed models (for example a mod replaced the vanilla models with smaller or larger versions), the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them.

 I suggest to recalc the object bounds for the tree(s) in Ulvenwald.esp with CK. Then run TexGen and either use Preview to see if the tree is now listed or just generate billboards and check the log for treepineforest02_winter_0000fd86 being creating. Once you ran DynDOLOD, you can double check in DynDOLOD_SSE_Object_Report.txt if it now found a billboard for the base record.

thank you for the help. I'll have a look, for now I think I will use treepineforestsnow instead of treepineforest_winter cause it has hybrid lod

Posted (edited)

I'm  having a bit of a problem with alpha 180 that I can't figure out. I (re)generated my grass cache but I'm not able to enable the option to generate grass lods and I'm not seeing what I'm missing. I verified the settings in grasscontrol, but can't locate the settings on the dyndolod side from DynDOLOD-Grass-Mode, I suppose since I'm not able to enable the setting for grass lods. The only thing odd I've noticed, and it's probably just the print, is that the error is "..cgid not found" and "[00:12] [ResourcesChecks] <Debug: Found 0 ..cgid grass cache files>" from the debug log seem to indicate dyndolod is looking for something like *..cgid" and not "*.cgid". There's ~21k .cgid files in \data\grass, so the files are definitely there. Any pointers towards what I'm missing will be appreciated. Debug log is here: https://drive.google.com/file/d/1PwnTGDSRu2FuZsx0XKBFO9GbWNg2V62u/view?usp=drive_link

Edited by narphous
Posted
1 hour ago, narphous said:

I'm  having a bit of a problem with alpha 180 that I can't figure out. I (re)generated my grass cache but I'm not able to enable the option to generate grass lods and I'm not seeing what I'm missing. I verified the settings in grasscontrol, but can't locate the settings on the dyndolod side from DynDOLOD-Grass-Mode, I suppose since I'm not able to enable the setting for grass lods. The only thing odd I've noticed, and it's probably just the print, is that the error is "..cgid not found" and "[00:12] [ResourcesChecks] <Debug: Found 0 ..cgid grass cache files>" from the debug log seem to indicate dyndolod is looking for something like *..cgid" and not "*.cgid". There's ~21k .cgid files in \data\grass, so the files are definitely there. Any pointers towards what I'm missing will be appreciated. Debug log is here: https://drive.google.com/file/d/1PwnTGDSRu2FuZsx0XKBFO9GbWNg2V62u/view?usp=drive_link

You changed the GrassGID=cgid setting in the C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to GrassGID=.cgid
Restore the default INI setting so it looks for *.cgid files instead of *..cgid.

https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts.
Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

Posted (edited)
3 hours ago, sheson said:

You changed the GrassGID=cgid setting in the C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to GrassGID=.cgid
Restore the default INI setting so it looks for *.cgid files instead of *..cgid.

https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts.
Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

This is the entry from C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini:

; set to gid in case cgid grass cache files have been renamed or copied
; instead of renaming consider using https://www.nexusmods.com/skyrimspecialedition/mods/101095
; vanilla gid files will not work
GrassGID=cgid

So it doesn't seem to be that. And I don't have any recollection of ever changing that setting. Really, I stick to the GUI because I've learned that messing about in ini files I don't understand is the path to madness. But just in case, here's my ini..

DynDOLOD_SSE.ini

Edited by narphous
Posted
1 hour ago, narphous said:

This is the entry from C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini:

; set to gid in case cgid grass cache files have been renamed or copied
; instead of renaming consider using https://www.nexusmods.com/skyrimspecialedition/mods/101095
; vanilla gid files will not work
GrassGID=cgid

So it doesn't seem to be that. And I don't have any recollection of ever changing that setting. Really, I stick to the GUI because I've learned that messing about in ini files I don't understand is the path to madness. But just in case, here's my ini..

DynDOLOD_SSE.ini 22.49 kB · 0 downloads

Uh...actually the log says Warning: File not found C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini was not found, so it uses a wrong default (that will be fixed in the next version). Sorry, I missed that earlier.

The OS is reporting to the tool that the file does not exist. Could be UAC or Antivirus related. A reboot might clear file access issues.
Consider adding and starting DynDOLOD from the mod manager.

Posted (edited)
57 minutes ago, sheson said:

Uh...actually the log says Warning: File not found C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini was not found, so it uses a wrong default (that will be fixed in the next version). Sorry, I missed that earlier.

The OS is reporting to the tool that the file does not exist. Could be UAC or Antivirus related. A reboot might clear file access issues.
Consider adding and starting DynDOLOD from the mod manager.

OK, I did load profile > DynDOLOD_SSE.ini and now I get a message that dyndoload found  20720  grass .cgid files and 0 grass billboards. Let me try rebuilding from texgen as well and see what results I get.

Update: I knew I'd did a stupid... I forgot to check the HD grass and HD trees in texgen. All working now.

Edited by narphous
Posted
2 hours ago, leostevano said:

Sheson, i have an issue with texgen output causing buggy glow.

image.thumb.png.d81047336f998d4badca45ddfef5891b.png 

full logs : https://ufile.io/uthes8n3 

the texture : wrwindows01_g.rar

Provide a useful screenshots of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information.

How else do you expect the glow to look? Post a screenshot without TexGen output to show the difference.

Posted
6 hours ago, sheson said:

Provide a useful screenshots of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information.

How else do you expect the glow to look? Post a screenshot without TexGen output to show the difference.

Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this.

With texgen output :

https://postimg.cc/xq7wb3XR

Without texgen output

https://postimg.cc/qz39c6nd

Posted
2 hours ago, leostevano said:

Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this.

With texgen output :

https://postimg.cc/xq7wb3XR

Without texgen output

https://postimg.cc/qz39c6nd

There is no need or reason to use a tool to take screenshots.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
How to take a screenshot in Skyrim.

What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures?
Is this the only building that is affected?

Posted
2 minutes ago, sheson said:

There is no need or reason to use a tool to take screenshots.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
How to take a screenshot in Skyrim.

What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures?
Is this the only building that is affected?

So far I've only noticed it on this glow map. Also when previewed on MO2, strangely the texgen output is brighter on the dark part compared to the original (Rustic Windows).

image.thumb.png.e6c0dcacc06f5a7100de21024155d98c.png

Posted
3 hours ago, sheson said:

Report if a mod that replaces textures\architecture\whiterun\wrwindows01_g.dds
Make sure MO2 archiving parsing is enabled.

Confirm, the issue does not happen when just hiding that texture from the TexGen output while leaving the rest active.

The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.

Posted
1 hour ago, leostevano said:

The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.

Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt
Just running TexGen should be enough.
If satisfied, for completeness also rebuild the atlas in the DynDOLOD expert mode. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas

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