KunigundeH Posted February 26, 2021 Posted February 26, 2021 (edited) Started doing that in the meantime. Thx for the reply. Edited February 26, 2021 by KunigundeH
KunigundeH Posted February 26, 2021 Posted February 26, 2021 (edited) Fixed. Mistake was completely on my end. (As might've been expected.^^) Wrong references due to a newly and wrongly sorted loadorder after generating LOD. (By accident) The steps for troubleshooting and the logs helped put me on the right track, even though they aim to tackle other problems in the first place. Thx to the both of you for the quick reply and for offering further assistance. I'll make sure to check better before posting the next time. 😉 Edited February 26, 2021 by KunigundeH
ikonomov Posted February 26, 2021 Posted February 26, 2021 9 hours ago, sheson said: If there is hardly any difference what is t h point of a smaller texture. In any case, if you want a model to use a specific texture be it smaller resolution or show what you like, update the texture path in the model. You can also make the texture darker for example. Ah, so with the mip maps the texture size must not matter. I thought it could lessen video memory load and while downsizing use the opportunity to edit the brightness in those textures before re-compressing them again. I did try darkening the texture, reported in the next post. 9 hours ago, sheson said: It will have some kind of brightness settings for the crown and trunk in the near future. It easy enough to update the 3D hybrid tree LOD models included in DynDOLOD Resources since they are created programmatically. This would be greatly appreciated.
jakinx Posted February 26, 2021 Posted February 26, 2021 Is there any benefit in building the underside if you are not using the Dynamic volumetric lighting mod?
eeekie Posted February 27, 2021 Posted February 27, 2021 Hi Sheson, I've done all the troubleshooting I can and I'm stuck. I am trying to create billboards for a few custom models for vanilla trees (like treeaspen05) and TexGen gen keeps erroring and skipping the generation. I have created static tree models using this: /DynDOLOD/docs/trees.ultra/tools/DynDOLOD_CreateStaticTree.html , however between those instructions and the instructions for hybrid trees, I am confused about where to actually put them and the naming convention. I have them in the main mod folder with the full normal mesh, and have two separate files called XXXX_LOD.nif and XXXX_passthru_lod.nif because I wasn't sure which one was needed/correct. Yes, the textures are in the correct folder structure as stated in the errors, and the nifs are pointing to the correct directory. [14:49] <Error: Can not find file Textures\aspens ablaze\textures\mx\smalltreeleaves.dds used by Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> [14:49] <Error: Can not find file Textures\aspens ablaze\textures\mx\smalltreeleaves_n.dds used by Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> [14:49] <Error: Can not find file Textures\aspens ablaze\textures\mx\scotspine_tileable4kdarker.dds used by Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> [14:49] <Error: Can not find file Textures\aspens ablaze\textures\mx\scotspine_tileable4kdarker_n.dds used by Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> [14:49] <Error: Error processing Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> Here is the log and the debug log: https://drive.google.com/file/d/1gXPEMagxVgrBCg5L7p00pHwwMfPdKIJ_/view?usp=sharing https://drive.google.com/file/d/1UDvANtJrFw10f0k2pR5xQbPxisSP_HVy/view?usp=sharing I also tried creating billboards using GamerPoets video, but got stuck on generating the "split atlas" because it seems like the video is outdated and sseedit doesn't operate that way anymore? Any help would be appreciated, thank you for all your hard work!
sheson Posted February 27, 2021 Author Posted February 27, 2021 10 hours ago, jakinx said: Is there any benefit in building the underside if you are not using the Dynamic volumetric lighting mod? If the sun appears to shine through the ground maybe, otherwise no.
sheson Posted February 27, 2021 Author Posted February 27, 2021 3 hours ago, eeekie said: Hi Sheson, I've done all the troubleshooting I can and I'm stuck. I am trying to create billboards for a few custom models for vanilla trees (like treeaspen05) and TexGen gen keeps erroring and skipping the generation. I have created static tree models using this: /DynDOLOD/docs/trees.ultra/tools/DynDOLOD_CreateStaticTree.html , however between those instructions and the instructions for hybrid trees, I am confused about where to actually put them and the naming convention. I have them in the main mod folder with the full normal mesh, and have two separate files called XXXX_LOD.nif and XXXX_passthru_lod.nif because I wasn't sure which one was needed/correct. Yes, the textures are in the correct folder structure as stated in the errors, and the nifs are pointing to the correct directory. [14:49] <Error: Can not find file Textures\aspens ablaze\textures\mx\smalltreeleaves.dds used by Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> [14:49] <Error: Can not find file Textures\aspens ablaze\textures\mx\smalltreeleaves_n.dds used by Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> [14:49] <Error: Can not find file Textures\aspens ablaze\textures\mx\scotspine_tileable4kdarker.dds used by Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> [14:49] <Error: Can not find file Textures\aspens ablaze\textures\mx\scotspine_tileable4kdarker_n.dds used by Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> [14:49] <Error: Error processing Meshes\landscape\trees\creepytree.nif Skyrim.esm TreeAspen05 [TREE:0007614B]> Here is the log and the debug log: https://drive.google.com/file/d/1gXPEMagxVgrBCg5L7p00pHwwMfPdKIJ_/view?usp=sharing https://drive.google.com/file/d/1UDvANtJrFw10f0k2pR5xQbPxisSP_HVy/view?usp=sharing I also tried creating billboards using GamerPoets video, but got stuck on generating the "split atlas" because it seems like the video is outdated and sseedit doesn't operate that way anymore? Any help would be appreciated, thank you for all your hard work! If TexGen/DynDOLOD report that it can not find a file in the load order e.g. the games data folder, it means the file does not exist in the loader or maybe access has been denied by OS, antivir or other 3rd party program. Make sure to start the tools from the mod manager and any virtual system is active. Splitting existing tree LOD atlas only works if tree LOD already exists. It is for really old tree mods that were made before xLODGen and billboards were a thing. You need to hold the shift button all the way through any message in order for the option to become available.
IchWarte Posted March 1, 2021 Posted March 1, 2021 Hi sheson, i just switched to dyndolod 3.0 and i keep getting this error which was never happended in 2.xx version, dyndolod output is still useable btw, error is LODGenx64.exe failed to generate object LOD for Tamriel Here is the log and bug report https://drive.google.com/drive/folders/1LV1g9CdjcktHwoNF-u1APkrWCUhxLcTp?usp=sharing
sheson Posted March 1, 2021 Author Posted March 1, 2021 3 hours ago, IchWarte said: Hi sheson, i just switched to dyndolod 3.0 and i keep getting this error which was never happended in 2.xx version, dyndolod output is still useable btw, error is LODGenx64.exe failed to generate object LOD for Tamriel Here is the log and bug report https://drive.google.com/drive/folders/1LV1g9CdjcktHwoNF-u1APkrWCUhxLcTp?usp=sharing "LODGenx64.exe failed to generate object LOD for Tamriel" means that the output is incomplete, obviously. Use the legal Steam version of the game. Make sure there is enough space on the drive where DynDOLOD is installed and where the output folder is. Make sure the standalone archive is installed completely into an empty new folder. Make sure the tools can write and read files.
RockGodOne Posted March 2, 2021 Posted March 2, 2021 I'm still trying to get grass LODs to show up and I noticed that in the TexGen_SSE_Grass_Billboards.txt file, every line ends with "false". Should these be "true"? Why did it set them all to false?
Wolfpack49 Posted March 3, 2021 Posted March 3, 2021 (edited) So encountered an odd (probably self-inflicted) glitch in Whiterun after generating underside using Open Cities: It appears a chunk of Dragonreach is missing and the reference is to Tamriel_Underside.nif. I used the standard process of running DynDOLOD twice, first without OCS enabled for trees, and then with OCS enabled to generate the esm/esp. Is there a new twist to the process for OCS when setting underside on? Edited March 3, 2021 by Wolfpack49
sheson Posted March 3, 2021 Author Posted March 3, 2021 7 hours ago, RockGodOne said: I'm still trying to get grass LODs to show up and I noticed that in the TexGen_SSE_Grass_Billboards.txt file, every line ends with "false". Should these be "true"? Why did it set them all to false? As I already suggested, read the second post "Troubleshooting" and then also ..\DynDOLOD\docs\help\TexGenConfiguration.html for more details.
sheson Posted March 3, 2021 Author Posted March 3, 2021 58 minutes ago, Wolfpack49 said: So encountered an odd (probably self-inflicted) glitch in Whiterun after generating underside using Open Cities: It appears a chunk of Dragonreach is missing and the reference is to Tamriel_Underside.nif. I used the standard process of running DynDOLOD twice, first without OCS enabled for trees, and then with OCS enabled to generate the esm/esp. Is there a new twist to the process for OCS when setting underside on? Obviously the underside NIF just gets in the way of the view angle. If DynDOLOD is doing something with 0005D2BE, make sure to click low, medium, high in the second pass, so that the 2 rules for Open Cities are loaded. Check the debug log if there is a line <Notice: Loading G:\Skyrim\DynDOLOD3\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_opencitiesskyrimesp.ini with 2 rules> or set Notice=1 in the DynDOLOD_SSE.ini to have notices in the normal message log.
Wolfpack49 Posted March 3, 2021 Posted March 3, 2021 8 hours ago, sheson said: Obviously the underside NIF just gets in the way of the view angle. If DynDOLOD is doing something with 0005D2BE, make sure to click low, medium, high in the second pass, so that the 2 rules for Open Cities are loaded. Check the debug log if there is a line <Notice: Loading G:\Skyrim\DynDOLOD3\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_opencitiesskyrimesp.ini with 2 rules> or set Notice=1 in the DynDOLOD_SSE.ini to have notices in the normal message log. Yep, that was exactly it. The preset I had saved overwrote the high rules on pass 2. Loading the High rules first, then applying my rules and re-generating esm/esp fixed everything. Going to now save presets for both pass 1 and pass 2 so it doesn't happen again. Thanks Sheson!
kojak747 Posted March 5, 2021 Posted March 5, 2021 FYI This is a vanilla mesh error and I've reported it to Arthmoor for inclusion in an update to USSEP. There is a space after the *_n. [02:02] <Warning: Can not find file textures\dlc02\architecture\thirsk\meadhall\dlc2thirskbeam01_n .dds used by Meshes\dlc02\architecture\thirsk\meadhall\dlc2thirskmeadhallexterior01.nif Better Dynamic Snow.esp DLC2ThirskMeadHallExterior010000 [STAT:04026AC5]>
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