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Posted
1 hour ago, sheson said:

Before closing TexGen, check/report if there are any txt or dds file in the temp folder C:\Users\Abby\AppData\Local\Temp\TexGen_SSE\ for Texconv.
Doublecheck there are really no Texconv processes TexGen might be waiting on.

I checked that file location and the Texgen_SSE folder is not in there. 

At the time the process got stuck, the Texconv process as well as the Taking Your First Born process would both disappear from the Task Manager and CPU usage + GPU usage would drop to zero as well. I left it running overnight to see if those processes would recover and they did not. 

Posted
18 minutes ago, RinAvenir said:

I checked that file location and the Texgen_SSE folder is not in there. 

At the time the process got stuck, the Texconv process as well as the Taking Your First Born process would both disappear from the Task Manager and CPU usage + GPU usage would drop to zero as well. I left it running overnight to see if those processes would recover and they did not. 

TexGen can not be running/be stuck and not be listed in task manager at the same time. Sort by Process name (right click the header row to enable/disable columns)  in task manager and scroll down to where TexGenx64.exe is listed. Unfold it, too. Check the Process name column for TexConvx64.exe as well.

Check that the folder C:\Users\Abby\AppData\Local\Temp\TexGen_SSE\ is created shortly after TexGen is started, that txt and dds files are appearing/disappearing while it is generating textures.

Check/report the output folder for the textures (and their *_n.dds) from the last couple lines have all been saved/exist.
Check/report if they are still uncompressed (888 or 8888 format) or if they have been successfully converted by Texconv

Posted (edited)

Edit: I checked the folder while Texgen was running and the folder is there. There's a txt file + a number of dds files in there. 

I also checked for the TexGen.exe process and it's not in the list right now. 

The textures in the last couple lines are in the output folders are saved in the Texgen_output location

Edited by RinAvenir
Posted
4 minutes ago, RinAvenir said:

Edit: I checked the folder while Texgen was running and the folder is there. There's a txt file + a number of dds files in there. 

Do not cheery pick a random thing to answer only. Read my entire posts. I am not going to repeat all the other things to check and report.

When TexGen is stuck, is the folder empty or not?

Posted
2 minutes ago, RinAvenir said:

The folder is not empty when it gets stuck. 

I am not going to repeat all the other things to check and report.

Posted

Okay. Here's the list of four things asked about: 

- Texgen Output Folder: The textures listed in the last couple lines are all saved in the location specified.
- 888 format?: There are no textures in the output that are still in this format from what i can see in the folders. 
- Temp Folder: There are still a couple hundred texture files that have file names that consist of a long string of letters and numbers + a txt file for Texconv in the Texgen_SSE temp folder location. Refreshed the folder a few times and the file count did not change indicating that files are not appearing and disappearing if it was running.  
- Task Manager: Texconv is not running in there it disappeared from the list alongside Texgen.exe when the texture creation got stuck. 

Posted
1 hour ago, RinAvenir said:

Okay. Here's the list of four things asked about: 

- Texgen Output Folder: The textures listed in the last couple lines are all saved in the location specified.
- 888 format?: There are no textures in the output that are still in this format from what i can see in the folders. 
- Temp Folder: There are still a couple hundred texture files that have file names that consist of a long string of letters and numbers + a txt file for Texconv in the Texgen_SSE temp folder location. Refreshed the folder a few times and the file count did not change indicating that files are not appearing and disappearing if it was running.  
- Task Manager: Texconv is not running in there it disappeared from the list alongside Texgen.exe when the texture creation got stuck. 

What is the filename of the text file?

How can TexGen still show its Window and not be listed in task manager?
Is there anything in the Windows Event log about Texconv or TexGen?

Add LockTexconv=1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.
If not, add TexconvAdapterIndex=-1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.

Posted
27 minutes ago, sheson said:

What is the filename of the text file?

How can TexGen still show its Window and not be listed in task manager?
Is there anything in the Windows Event log about Texconv or TexGen?

Add LockTexconv=1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.
If not, add TexconvAdapterIndex=-1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.

The LockTexconv=1 setting worked. 

With regards to the Windows Event log: I looked up the last log mentioning Texgen and this is what it said: 

 Windows Event Log: 
The program TexGenx64.exe version 3.0.0.127 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
 Process ID: 11918
 Start Time: 01d98b28cd40f01b
 Termination Time: 4294967295
 Application Path: D:\SVBackups\Skyrim Files\DynDOLOD\TexGenx64.exe
 Report Id: 24e449fc-6dda-4941-9b54-f8077ecef89e
 Faulting package full name: 
 Faulting package-relative application ID: 
 Hang type: Top level window is idle

Posted
36 minutes ago, RinAvenir said:

The LockTexconv=1 setting worked. 

With regards to the Windows Event log: I looked up the last log mentioning Texgen and this is what it said: 

 Windows Event Log: 
The program TexGenx64.exe version 3.0.0.127 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
 Process ID: 11918
 Start Time: 01d98b28cd40f01b
 Termination Time: 4294967295
 Application Path: D:\SVBackups\Skyrim Files\DynDOLOD\TexGenx64.exe
 Report Id: 24e449fc-6dda-4941-9b54-f8077ecef89e
 Faulting package full name: 
 Faulting package-relative application ID: 
 Hang type: Top level window is idle

Good. You might need to add the same setting under [DynDOLOD] to D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI

So TexGen got terminated because it was perpetually waiting for Texconv processes to finish.

Posted
11 minutes ago, sheson said:

Good. You might need to add the same setting under [DynDOLOD] to D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI

So TexGen got terminated because it was perpetually waiting for Texconv processes to finish.

Did the same thing with Dyndolod just to be sure and everything is working well now. 

Thank you for your time, sheson. 

Posted

Hello friends,

I hope you're all doing well. I am not. Well, actually that's a lie but my day is not as good as it could be because I'm struggling to create grass LODs. No amount of fiddling with the settings seemed to result in me not running out of memory (I have 16gb of ram) when doing grass LOD generation so I just gave up and decided to generate everything else all together without grass LOD and it went off without a hitch... And that's basically where I'm at now. Object LOD, dynamic LOD, occlusion, etc. but no grass LOD.

Since I've done this, is it possible to just run grass LOD separately after the fact and update the DynDOLOD output afterwords? I did read the "Updating" section on the grass LOD page of the DynDOLOD website but I am not sure if any of the implications there reflect my situation. I am very slow, please bear with me. Would I be following the "rebuild atlas" portion of the instructions or the "execute LODGen" instructions? Both (probably not)? Neither?

Thanks.

Posted
8 minutes ago, VeilOfDreams said:

Hello friends,

I hope you're all doing well. I am not. Well, actually that's a lie but my day is not as good as it could be because I'm struggling to create grass LODs. No amount of fiddling with the settings seemed to result in me not running out of memory (I have 16gb of ram) when doing grass LOD generation so I just gave up and decided to generate everything else all together without grass LOD and it went off without a hitch... And that's basically where I'm at now. Object LOD, dynamic LOD, occlusion, etc. but no grass LOD.

Since I've done this, is it possible to just run grass LOD separately after the fact and update the DynDOLOD output afterwords? I did read the "Updating" section on the grass LOD page of the DynDOLOD website but I am not sure if any of the implications there reflect my situation. I am very slow, please bear with me. Would I be following the "rebuild atlas" portion of the instructions or the "execute LODGen" instructions? Both (probably not)? Neither?

Thanks.

Read the first post which log,  debug log and bugreport.txt if it exists to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum

See https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data
See https://dyndolod.info/FAQ "High memory usage / Out of memory"

It is unclear what process / action is actually running out of memory and what settings where changed.

Grass LOD is part of object LOD. LODGen can be restarted in expert mode, see https://dyndolod.info/Help/Expert-Mode

Posted

I am doing this via speech to text due to sever nerve damage so I apologize if there are typos. I am unsure if this is the right place to make my comment. Basically I just want to figure out two things. The first is what Dindolod ini file do I have to alter so that dyndolod generates lods correctly for trees in a inner city space like whiterun. I think I need to add the town of whiterun to a exclusion list or something? I really could use help understanding how to do this.

The second question I have is how do I generate complex grass with dyndolod. STEP details altering a ini and setting enable complex grass to true but doesn't say what ini to alter. I think its a dyndolod ini. I think the STEP documentation is old however and maybe the ini has changed. I reviewed this comment and tried to clean up all typos I think I got everything and made it clear.

Posted
2 hours ago, edmond said:

I am doing this via speech to text due to sever nerve damage so I apologize if there are typos. I am unsure if this is the right place to make my comment. Basically I just want to figure out two things. The first is what Dindolod ini file do I have to alter so that dyndolod generates lods correctly for trees in a inner city space like whiterun. I think I need to add the town of whiterun to a exclusion list or something? I really could use help understanding how to do this.

The second question I have is how do I generate complex grass with dyndolod. STEP details altering a ini and setting enable complex grass to true but doesn't say what ini to alter. I think its a dyndolod ini. I think the STEP documentation is old however and maybe the ini has changed. I reviewed this comment and tried to clean up all typos I think I got everything and made it clear.

No links to support claims, no logs.

I think you maybe just aren't reading carefully.

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