Jump to content

Recommended Posts

Posted
10 hours ago, tk421storm said:

thanks for your quick reply! I have the directories excluded from windows defender. I ran as administrator and ran into the same issue. I have verified that the folders (there is another error pointing to dungeons/dwemerruins) exist and are writable by me. Manually creating the folders and running the tool lead to the same basic result:

https://drive.google.com/file/d/1J_T5GDpxyMTxVzwL9wiNcl4bEvrgsvps/view?usp=sharing

I have my temp folder mapped to a separate drive in order to prevent C: from getting filled up; I wonder if it has something to do with that.

It should only have to do with the path and file reported in the error message.

Check if anything is different with this test version https://mega.nz/file/cNYgzDrb#ZRoLddzO7hzhGV9QqZAjH5NOFAzN-Csevqj9pWfLqs8
Delete old logs and upload new ones.

If the issue persists, check if disabling real time protection entirely makes a difference. Try adding exceptions for all executables Texgen, DynDOLOD, Texconv, xLODGen.

Posted
10 hours ago, MrPrideHyde said:

Hey, I'm back, DynDOLOD this time. Bugreport says Integer overflow, yet I also got an Access Violation popup window. First time in "Grass Bounds.esp", then I disabled it, ran again, similar situation. With RealTimeLog=1 it takes half an hour merely to get to the error message and generates nothing inside DynDOLOD_Output folder. Here's everything: https://disk.yandex.com/d/bb1qu-z3E3esxw

Upload Grass Bounds.esp
Check if any mods overwrite meshes\landscape\grass\FallForestGrassObj01.nif, textures\landscape\grass\FallForestGrassObj01.dds and textures\effects\HighFrequencyNormals.dds

If all of these files are from vanilla BSAs, make sure the files are from the current Skyrim Steam version and report the CRC32 of Skyrim - Textures5.bsa. You can find that out with 7zip right click context menu for example.
Otherwise report the mod(s) or upload those files.

No need to enable the realtime log if it saves the log and debug log.

Posted
4 hours ago, sheson said:

Upload Grass Bounds.esp
Check if any mods overwrite meshes\landscape\grass\FallForestGrassObj01.nif, textures\landscape\grass\FallForestGrassObj01.dds and textures\effects\HighFrequencyNormals.dds

If all of these files are from vanilla BSAs, make sure the files are from the current Skyrim Steam version and report the CRC32 of Skyrim - Textures5.bsa. You can find that out with 7zip right click context menu for example.
Otherwise report the mod(s) or upload those files.

No need to enable the realtime log if it saves the log and debug log.

There's FallForestGrass01 when Grass Bounds.esp is viewed in Creation Kit, and it's "related to/pointing to/is itself" (my knowledge of Creation Kit is very limited) FallForestGrassObj01.nif

Similarly, FallForestGrassObj01.nif mentioned in Groundcover.esp. It's just about the only grass mod I currently have (not counting Nature of the Wildlands), so gonna include its ESP

There's one fallforestgrassobj01.dds and one highfrequencynormals.dds inside Skyrim - Textures5.bsa

There's one fallforestgrassobj01.nif inside Skyrim - Meshes1.bsa

I have unpacked all BSAs except the Creation Club and Official stuff (meaning everything installed through MO2), haven't found any copies of the above 3 files

Everything: https://disk.yandex.com/d/nmhOy5H_5oo7QQ

Posted
6 hours ago, MrPrideHyde said:

There's FallForestGrass01 when Grass Bounds.esp is viewed in Creation Kit, and it's "related to/pointing to/is itself" (my knowledge of Creation Kit is very limited) FallForestGrassObj01.nif

Similarly, FallForestGrassObj01.nif mentioned in Groundcover.esp. It's just about the only grass mod I currently have (not counting Nature of the Wildlands), so gonna include its ESP

There's one fallforestgrassobj01.dds and one highfrequencynormals.dds inside Skyrim - Textures5.bsa

There's one fallforestgrassobj01.nif inside Skyrim - Meshes1.bsa

I have unpacked all BSAs except the Creation Club and Official stuff (meaning everything installed through MO2), haven't found any copies of the above 3 files

Everything: https://disk.yandex.com/d/nmhOy5H_5oo7QQ

All of that seems fine,

Delete all old logs. Run this test version https://mega.nz/file/MJ5jXYiS#wQ7mCOfzzYN-7BxyeoLNQo9OB2d6Hbxul4BBLuDuOAU
Report result and upload new logs.

Posted (edited)
15 hours ago, sheson said:

It should only have to do with the path and file reported in the error message.

Check if anything is different with this test version https://mega.nz/file/cNYgzDrb#ZRoLddzO7hzhGV9QqZAjH5NOFAzN-Csevqj9pWfLqs8
Delete old logs and upload new ones.

If the issue persists, check if disabling real time protection entirely makes a difference. Try adding exceptions for all executables Texgen, DynDOLOD, Texconv, xLODGen.

Success! That new build seemed to get past the previous issue fine, no errors reported.

Logs in case it's useful: https://drive.google.com/file/d/1cl4C4WtXZRL0g9WEiaYZzAZwLx4mlsKo/view?usp=sharing

Thanks for all your hard work. Please let me know if there's anything else I can do to help.

Edited by tk421storm
add logs
Posted
9 hours ago, MrPrideHyde said:

It worked, your magic EXE file worked, thank you so much!

If you still want the logs and/or in-game experience, you'll have to wait till tomorrow though. Good luck in developing this VERY complex software!)

Greats. Please upload log and debug log the successful generation.

Posted

Hey sheson,
I have been wondering whether it'd be possible for the Preview feature in TexGen to make use of certain configurations set in DynDOLOD_SSE.ini (BacklightMask, GrassBrightness*, etc). I get they're two different tools but figured it'd be of great assistance if Direct/Ambient Light changes would already resemble what would be shown in the game. Am I mistaken?

Also I checked the Updating Grass LOD section on dyndolod.info and couldn't find a word on how to update the BacklightMask, is it simply part of the Atlas texture?

Thank you for your response!

Posted (edited)
On 3/3/2025 at 12:50 AM, sheson said:

Thanks for those logs.

Delete old logs. Restore default INI or change to ExportLANDBinary=1
Run this test version https://mega.nz/file/MMwCTTwA#7KeWZNiBGTMXlu24VP6yg91JAcFc-ItDQRx6K0psgmk
Upload new logs.

Log: https://ufile.io/n0niy2g6

1. I replaced the .exe, cleared logs folder;

2. I changed the ExportLANDBinary to 1. Run finished successfully, results are in DynDOLOD_SSE_log.zip.

I did original run on 3rd of March and it did not generate 'debug' log, so I thought something is wrong.
Just in case I tried to regenerate LOD again today, but the result is the same, there was no 'debug' log file.

Edited by DDCrusader
Posted
9 hours ago, KRZ said:

Hey sheson,
I have been wondering whether it'd be possible for the Preview feature in TexGen to make use of certain configurations set in DynDOLOD_SSE.ini (BacklightMask, GrassBrightness*, etc). I get they're two different tools but figured it'd be of great assistance if Direct/Ambient Light changes would already resemble what would be shown in the game. Am I mistaken?

Also I checked the Updating Grass LOD section on dyndolod.info and couldn't find a word on how to update the BacklightMask, is it simply part of the Atlas texture?

Thank you for your response!

TexGen generates LOD billboard textures from full models. The preview shows full models. The preview is simple lighting as you see in NifSkope. One direct light and one ambient light, both are white. That is not related to the how lighting works in the game.

The GrassBrightness* settings are multipliers that are applied to the vertex colors of the billboard NIF that is used when generating LOD for grass into the object LOD meshes with LODGen together with the brightness of the current grass placement from the grass cache file. The billboard textures generated by TexGen is used as is without any brightness changes.

https://dyndolod.info/Help/Grass-LOD#Settings
When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value.

Also see the text above the setting in the DynDOLOD_SSE.ini

The texture is used directly.

Posted (edited)
Quote

 

TexGen generates LOD billboard textures from full models. The preview shows full models. The preview is simple lighting as you see in NifSkope. One direct light and one ambient light, both are white. That is not related to the how lighting works in the game.

The GrassBrightness* settings are multipliers that are applied to the vertex colors of the billboard NIF that is used when generating LOD for grass into the object LOD meshes with LODGen together with the brightness of the current grass placement from the grass cache file. The billboard textures generated by TexGen is used as is without any brightness changes.

 


Guess I got it backwards somehow, thank you for clarifying!
 

52 minutes ago, sheson said:

Also see the text above the setting in the DynDOLOD_SSE.ini

The texture is used directly.

That makes it slightly more confusing. If I got that right, it's supposed to be a regular texture that does or doesn't come with grass mods? I've just checked some of the meshes used in the grass mod and it doesn't seem to have a backlight/glowmap texture nor flag set. Yet I'm still seeing an effect applied when changing backlightmask values, did I misunderstand something? It's gotta be scaling something, when the grass seems to changing when using backlightmask (even though no texture seems to be set).
 

Edited by KRZ
Posted (edited)

Hi!

I'm trying to get my grass LOD to match the complex grass but after days of experimenting with different values I wonder if it is even possible?

The main problem is, that I can't get the distant lod grass color match at 12 noon.

I provide example images ...

12 o'clock noon8 o'clock in the morning16 o'clock afternoon

As you can see, in the morning and afternoon the grass lod matches quite well. But regardless of the settings I try at 12 o'clock noon (sure before and after 12 o'clock, too) the grass gets dark. It seems to me that the lod meshes do not get light if the sun is straight above?

You can see some different TexGen outputs I already did while searching for the correct settings ...

 texgen_output.thumb.jpg.593db6715653737f2aa66799a925ccd5.jpg

I read all the documentation regarding Complex grass lod, set ComplexGrassBillboard=5 and tried different ComplexGrassBrightness*** 

Before I put any more time into it, I thought I'd ask for some advice here. I've already done a lot of research and suspect it's due to the ENB preset I'm using (Silent Horizon 2 Universal Core) which uses high values for direct lighting at day. Lowering the DirectLightingIntensity in ENB seem to reduce the color mismatch. But then the whole ENB Preset does not look any good which is obvious i guess. I already had to reduce the FakeLight*** values under COMPLEXGRASS in the ENB Preset to 0.00 (0.01) because the grass was way too bright compared to the lod grass otherwise.

My question now is whether it should actually work, or whether there is already someone who has had a similar problem.

Edited by SiSaSyco

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.