sheson Posted November 2 Author Posted November 2 54 minutes ago, Phlunder said: Sorry, already another mesh mask/rule question. I made Level 8 meshes for mountains, that still have the full texture assigned and differentiate between heavy and light snow coverage with the vertex alpha values. How can I make DynDOLOD recognize them with rules? Or is that only possible with a plugin? For example, instead of mountaincliff01_lod_1.nif I now have mountaincliff01_lod_1h.nif and mountaincliff01_lod_1l.nif and so on. That can not be done with rules atm. You can try setting the LOD models on the base record, however without checking Prefer base record LOD assignments over rules (which might have unwanted side effects) it is probably not going to work as desired as long as there are LOD models with the "normal" filenames. The automatic filename matching is currently made to mimic the LOD of the vanilla game with limiting the use of l and h to LOD level 4. I suggest to simply make a mesh mask rule that sets to use the Level0 LOD model for Level 8 instead for the desired mountains or to increase the LOD Level 4 distance. If there are custom Level0 LOD models installed that have such a high triangle count that it is noticeable performance wise with hardware form the past decade when they are also used in LOD Level 8, then I would propose those should be optimized regardless. I might have a look to expand that automatic detection to the higher LOD levels in a future version. 1
Phlunder Posted November 2 Posted November 2 9 minutes ago, sheson said: That can not be done with rules atm. You can try setting the LOD models on the base record, however without checking Prefer base record LOD assignments over rules (which might have unwanted side effects) it is probably not going to work as desired as long as there are LOD models with the "normal" filenames. The automatic filename matching is currently made to mimic the LOD of the vanilla game with limiting the use of l and h to LOD level 4. I suggest to simply make a mesh mask rule that sets to use the Level0 LOD model for Level 8 instead for the desired mountains or to increase the LOD Level 4 distance. If there are custom Level0 LOD models installed that have such a high triangle count that it is noticeable performance wise with hardware form the past decade when they are also used in LOD Level 8, then I would propose those should be optimized regardless. I might have a look to expand that automatic detection to the higher LOD levels in a future version. Thank you for the detailed explanation. I force Level0 mountain meshes in all LOD stages with a custom rule already, because I personally can't stand the vanilla Level1 and Level2 mountain meshes. Its not a performance concern, just wanted to err on the side of caution regarding optimization. Regarding automatic detection of LOD meshes, looking forward to future improvements. Its already impressive how much stuff is simply auto detected.
luoxuangou Posted November 3 Posted November 3 Does the latest version of DynDOLOD still require xLODGen to generate terrain?
sheson Posted November 3 Author Posted November 3 1 hour ago, luoxuangou said: Does the latest version of DynDOLOD still require xLODGen to generate terrain? https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes https://dyndolod.info Dynamic Distant Objects LOD (DynDOLOD) is a set of tools that is the advanced and easier version of xLODGen. The tools generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions for drastically enhanced and better matching tree LOD and object LOD plus optional dynamic LOD (hence the name), glow LOD, grass LOD, occlusion data and terrain underside in a few simple steps. https://dyndolod.info/Help/xLODGen DynDOLOD is the advanced and easier version of xLODGen for drastically improved tree LOD and object LOD generation plus many additional features for the Skyrim and Enderal versions. Generate terrain LOD with xLODGen before using TexGen and DynDOLOD to generate drastically improved tree LOD and object LOD.
AWThorn Posted November 8 Posted November 8 I am trying to use TexGen on a Fallout 4 OG install and I keep getting the following error: [Window Title] TexGen [Main Instruction] Error: Error making current context: The handle is invalid. [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit TexGen] [Footer] Online Help | Support Forum | Copy message to clipboard I ran it three times just to make sure the same error came up and it is the same every time. I followed the link in the pop-up but couldn't find anything on the page that would help me. There was no bugreport.txt generated. Any help would be appreciated.
sheson Posted November 8 Author Posted November 8 2 hours ago, AWThorn said: I am trying to use TexGen on a Fallout 4 OG install and I keep getting the following error: [Window Title] TexGen [Main Instruction] Error: Error making current context: The handle is invalid. [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit TexGen] [Footer] Online Help | Support Forum | Copy message to clipboard I ran it three times just to make sure the same error came up and it is the same every time. I followed the link in the pop-up but couldn't find anything on the page that would help me. There was no bugreport.txt generated. Any help would be appreciated. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. Make sure the dedicated graphics card is the main one and that it supports OpenGL 3.0 or higher.
mostwanted11 Posted November 8 Posted November 8 (edited) the test version seems to have fixed the random grass generation although t_tall_grass02 seems to always be tagged as false as for raising the alpha threshold, it seems that reducing the alpha threshold to 55 instead of 110 completely halts dyndolod's process. https://limewire.com/d/rtB3r#cCEfi6RJoW Logs1 is the logs of the generation before halving the alpha threshold and Logs 2 is after Also just to confirm we're on the same page, this is the value you're asking me to adjust right? Edited November 8 by mostwanted11
sheson Posted November 8 Author Posted November 8 1 hour ago, mostwanted11 said: the test version seems to have fixed the random grass generation although t_tall_grass02 seems to always be tagged as false as for raising the alpha threshold, it seems that reducing the alpha threshold to 55 instead of 110 completely halts dyndolod's process. https://limewire.com/d/rtB3r#cCEfi6RJoW Logs1 is the logs of the generation before halving the alpha threshold and Logs 2 is after Also just to confirm we're on the same page, this is the value you're asking me to adjust right? Set UseMipmapsComplexGrass 1 in E:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if the grass LOD billboard is created then and if that is the case, verify the billboard textures look OK. There is no need to rerun TexGen when changing the alpha threshold in LOD models as only DynDOLOD reads those. The debug log shows file/path not found errors. It looks like LOD meshes filenames might be found initially in the folder scan but then the files "go away" in the meantime when trying to load them, so it might UAV, antivir or MO2 VFS related. Check the MO2 log for hints Reboot/restart to clear temporary file access issues. Yes, the NifSkope screenshot shows the alpha threshold value to change, however the file errors ended the process long before any alpha channel adjustments could be made.
AWThorn Posted November 8 Posted November 8 (edited) 8 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. Make sure the dedicated graphics card is the main one and that it supports OpenGL 3.0 or higher. Log files are here: https://limewire.com/d/Eg7U4#r9v5kNOZvR My graphics card is an AMD Radeon R9 380. It uses OpenGL API Version 4.6. I ran through all the troubleshooting steps I could think of and found some dirty plugins I had missed before but no other issues and I get the same error. Edited November 8 by AWThorn
mostwanted11 Posted November 8 Posted November 8 (edited) 1 hour ago, sheson said: Set UseMipmapsComplexGrass 1 in E:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if the grass LOD billboard is created then and if that is the case, verify the billboard textures look OK. There is no need to rerun TexGen when changing the alpha threshold in LOD models as only DynDOLOD reads those. The debug log shows file/path not found errors. It looks like LOD meshes filenames might be found initially in the folder scan but then the files "go away" in the meantime when trying to load them, so it might UAV, antivir or MO2 VFS related. Check the MO2 log for hints Reboot/restart to clear temporary file access issues. Yes, the NifSkope screenshot shows the alpha threshold value to change, however the file errors ended the process long before any alpha channel adjustments could be made. No visible difference. Trees are: Treepineforest01, Treepineforest02, Treepineforest03, Treepineforest04, Treepineforest05 Maybe this is as good as it gets even if it's unsatisfactory? https://limewire.com/d/BiZvs#ox2IAAcOPN The TexGen tweak worked and the texture is fine, thanks. Edited November 8 by mostwanted11
sheson Posted November 8 Author Posted November 8 2 hours ago, AWThorn said: Log files are here: https://limewire.com/d/Eg7U4#r9v5kNOZvR My graphics card is an AMD Radeon R9 380. It uses OpenGL API Version 4.6. I ran through all the troubleshooting steps I could think of and found some dirty plugins I had missed before but no other issues and I get the same error. Get the test version of TexGen from https://dyndolod.info/Downloads/Test-Versions and try again. If there is still a problem, add GLDebug=1 under [TexGen] in E:\_Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_FO4.ini and run again and upload those logs. 1
AWThorn Posted November 8 Posted November 8 10 hours ago, sheson said: Get the test version of TexGen from https://dyndolod.info/Downloads/Test-Versions and try again. If there is still a problem, add GLDebug=1 under [TexGen] in E:\_Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_FO4.ini and run again and upload those logs. Same Error. Log files are here: https://limewire.com/d/vANY5#OXCGtKhaQ5 Decided to try Alpha 194 and it worked for me. Let me know if you need any more info to help figure out the issue with Alpha 196.
sheson Posted November 9 Author Posted November 9 13 hours ago, AWThorn said: Same Error. Log files are here: https://limewire.com/d/vANY5#OXCGtKhaQ5 Decided to try Alpha 194 and it worked for me. Let me know if you need any more info to help figure out the issue with Alpha 196. I uploaded a new test version. Run it and then upload the new log and debug log. No log or debug log for the successful run were uploaded.
AMK Posted November 10 Posted November 10 (edited) I have a blue roof lod problem for solitude, below I'll send screenshot links : is this because how dyndolod make lod textures out of PBR textures ? what is the best solution for this ? here I send some info from my current load order : ----------------------------- DynDOLOD Resources 3 SE ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On ... Pfuscher textures (normal & parallax) faultier PBR textures ... pgpatcher output (is overriding some files in dyndolod resources) ----------------------------- another thing that worth mentioning is that only textures from pfuscher is overriding `DynDOLOD Resources 3 SE` I did also turned off everything (dyndolod, texgen , ..., pgpatcher, CS) to make sure problem is not from textures, here is the pic: Edited November 10 by AMK added some more info
sheson Posted November 10 Author Posted November 10 1 hour ago, AMK said: I have a blue roof lod problem for solitude, below I'll send screenshot links : is this because how dyndolod make lod textures out of PBR textures ? what is the best solution for this ? here I send some info from my current load order : ----------------------------- DynDOLOD Resources 3 SE ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On ... Pfuscher textures (normal & parallax) faultier PBR textures ... pgpatcher output (is overriding some files in dyndolod resources) ----------------------------- another thing that worth mentioning is that only textures from pfuscher is overriding `DynDOLOD Resources 3 SE` I did also turned off everything (dyndolod, texgen , ..., pgpatcher, CS) to make sure problem is not from textures, here is the pic: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log from TexGen and DynDOLOD to upload when making posts. Make a useful screenshot with more informative console of the close up version of the palace and also a close up of the far away static LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and properly test if the issue is related to DynDOLOD, e.g. test how things look without DynDOLOD output but with CS and PGPatcher output. Report which particular files in DynDOLOD Resources are overwritten. See https://dyndolod.info/Mods/Community-Shaders
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