SkyKatarsis Posted October 4, 2023 Posted October 4, 2023 1 час назад, Шесон сказал: Прочтите первое сообщение и/или https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs регистрируют и . , которые TexGen и DynDOLOD журнал отладки для загрузки при создании сообщений Прочтите https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots, . делать полезные скриншоты, в том консолью как числе полной модели с более информативной Убедитесь, что ни один из выходов не перезаписывается другими модами. I solved the problem with this lod by removing all the buggy lods of this tree from that mod itself, DynDOLOD generated them itself: https://ibb.co/hZsWkXJ Now I have a question about lods from another mod: https://www.nexusmods.com/skyrimspecialedition/mods/99083 https://imgbb.com/LSkC5WM I saw that you wrote there that DynDOLOD 3 support for replaced objects, but for some reason it does not work. I can't figure out what's wrong.There are no LODs in the mod itself, so the trick here won’t work like with that mod. I apologize for tormenting you, but it isn't easy for a non-native speaker and a girl to understand such an array of technical information.
sheson Posted October 4, 2023 Author Posted October 4, 2023 10 minutes ago, SkyKatarsis said: I solved the problem with this lod by removing all the buggy lods of this tree from that mod itself, DynDOLOD generated them itself: https://ibb.co/hZsWkXJ Now I have a question about lods from another mod: https://www.nexusmods.com/skyrimspecialedition/mods/99083 https://imgbb.com/LSkC5WM I saw that you wrote there that DynDOLOD 3 support for replaced objects, but for some reason it does not work. I can't figure out what's wrong.There are no LODs in the mod itself, so the trick here won’t work like with that mod. I apologize for tormenting you, but it isn't easy for a non-native speaker and a girl to understand such an array of technical information. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.
2PHAZT Posted October 4, 2023 Posted October 4, 2023 Is it just me or is the latest xlodgenwin64.exe extraordinary slow? Usually dyndolod takes 25m but I aborted the run with v151 after 6 hours. V152 seems to be the same (running atm).
sheson Posted October 4, 2023 Author Posted October 4, 2023 1 hour ago, 2PHAZT said: Is it just me or is the latest xlodgenwin64.exe extraordinary slow? Usually dyndolod takes 25m but I aborted the run with v151 after 6 hours. V152 seems to be the same (running atm). Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire LODGen log and DynDOLOD log and debug log to upload when making posts. Test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe
2PHAZT Posted October 4, 2023 Posted October 4, 2023 51 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire LODGen log and DynDOLOD log and debug log to upload when making posts. Test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe This is the log where I aborted v152 after waiting 1.5 hours ============================================================ Skyrim/Fallout Object/Terrain LOD Generator 3.0.15.0 Created by Ehamloptiran and Zilav Updated by Sheson Log started at 14:22:53 .NET Version: 6.0.6 Game Mode: SSE Worldspace: Tamriel Fix Tangents: False, False, False, False Generate Tangents: True, True, True, True Generate Vertex Colors: True, True, True, True Merge Vertex Colors: True, True, True, True Merge Meshes: True Grouping: False Remove Faces under Terrain: True Remove Faces under Water: True Remove Faces Z-Shift: 10 Use HD Flag: True Ignore Materials: False Alpha DoubleSided: False Default Alpha Threshold: 128 Use Source Alpha Threshold: False Use Backlight Power: False Use Decal Flag: False Specific level: No Specific quad: No Max Level: 32 Output: C:\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\ Using UV Atlas: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt Using Flat Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_FlatTextures.txt Using Alt Textures: C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_AltTextures_Tamriel.txt Generating object LOD meshes for worldspace Tamriel Reading C:\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Terrain_Tamriel.bin -64,-64 to 64,48 Threads: 16 Concs: 8 Finished LOD level 4 coord [-4, 16] [20676/12456] Finished LOD level 4 coord [28, -28] [45722/29764] Finished LOD level 4 coord [8, -20] [31612/19461] Finished LOD level 4 coord [-20, 16] [26552/16418] Finished LOD level 4 coord [32, -20] [27682/17145] Finished LOD level 4 coord [32, -28] [40323/27694] Finished LOD level 4 coord [36, -20] [22373/15475] Finished LOD level 4 coord [-16, 12] [36742/19502] Finished LOD level 4 coord [36, -24] [38073/25016] Finished LOD level 4 coord [-8, 16] [19802/12013] Finished LOD level 4 coord [-8, -20] [59651/36890] Finished LOD level 4 coord [-20, 20] [50353/32010] Finished LOD level 4 coord [-32, -8] [39053/22266] Finished LOD level 4 coord [32, -24] [35368/23958] Finished LOD level 4 coord [12, -12] [47399/26901] Finished LOD level 4 coord [0, 20] [30649/18884] Finished LOD level 4 coord [0, 16] [44159/25098] Finished LOD level 4 coord [-20, 12] [38551/21258] Finished LOD level 4 coord [-4, 20] [25300/14269] Finished LOD level 4 coord [8, -16] [35476/21218] Finished LOD level 4 coord [16, 12] [48230/30565] Finished LOD level 4 coord [-12, -24] [43322/29696] Finished LOD level 4 coord [-8, 20] [23986/13278] Finished LOD level 4 coord [-32, 0] [39833/24956] Finished LOD level 4 coord [40, -28] [31085/19896] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (4, -12): 0 statics Finished LOD level 4 coord [4, -12] [96305/72356] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-24, 16): 0 statics Finished LOD level 4 coord [-24, 16] [47037/28284] Finished LOD level 4 coord [0, -12] [47010/27176] Finished LOD level 4 coord [-8, -16] [30599/11145] Finished LOD level 4 coord [16, -12] [39213/22843] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (20, -12): 0 statics Finished LOD level 4 coord [20, -12] [63781/40379] Finished LOD level 4 coord [-4, -16] [36271/18451] Finished LOD level 4 coord [-8, 24] [29392/17209] Finished LOD level 4 coord [44, -12] [22568/13540] Finished LOD level 4 coord [40, -20] [26851/20448] Finished LOD level 4 coord [-4, 12] [43665/26541] Finished LOD level 4 coord [-12, 24] [16463/7994] Finished LOD level 4 coord [-8, 12] [28292/18858] Finished LOD level 4 coord [12, 8] [27841/18405] Finished LOD level 4 coord [12, 4] [25124/13200] Finished LOD level 4 coord [8, 24] [38345/21337] Finished LOD level 4 coord [-4, -32] [9969/5911] Finished LOD level 4 coord [-8, 8] [38787/29708] Finished LOD level 4 coord [16, 4] [45009/29886] Finished LOD level 4 coord [4, 24] [28076/17814] Finished LOD level 4 coord [16, 8] [29852/17300] Finished LOD level 4 coord [28, -20] [20536/13887] Finished LOD level 4 coord [-4, -28] [27286/17099] Finished LOD level 4 coord [16, 0] [35951/17677] Finished LOD level 4 coord [-44, 4] [40848/24565] Finished LOD level 4 coord [12, 12] [30976/17590] Finished LOD level 4 coord [8, 8] [19815/11910] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (0, -16): 0 statics Finished LOD level 4 coord [0, -16] [68463/40889] Finished LOD level 4 coord [44, -8] [16986/11641] Finished LOD level 4 coord [40, -12] [36972/24652] Finished LOD level 4 coord [-16, 16] [36183/25851] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (24, -12): 0 statics Finished LOD level 4 coord [24, -12] [66093/40588] Finished LOD level 4 coord [-36, 0] [41617/25627] Finished LOD level 4 coord [24, -24] [50665/32899] Finished LOD level 4 coord [40, -8] [33788/20851] Finished LOD level 4 coord [-32, 4] [59206/36056] Finished LOD level 4 coord [8, 4] [32295/21230] Shader Type 11 = FXWaterfallBodyTallInner01 = FXWaterfallBodyTall_static, Cell (-40, 4): 0 statics Finished LOD level 4 coord [-40, 4] [69779/40347] Finished LOD level 4 coord [-28, 28] [33598/24367] Finished LOD level 4 coord [24, -20] [37901/24077] Shader Type 11 = FXWaterfallBodySlopeMesh01 = FXWaterfallBodySlope_static, Cell (16, -20): 0 statics Finished LOD level 4 coord [16, -20] [27434/16886] Finished LOD level 4 coord [-32, 28] [22517/13791] Finished LOD level 4 coord [-32, 24] [26749/17307]
sheson Posted October 4, 2023 Author Posted October 4, 2023 26 minutes ago, 2PHAZT said: This is the log where I aborted v152 after waiting 1.5 hours Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire (whatever you have) DynDOLOD log and debug log to upload when making posts. Test if installing the latest .NET 7 runtime makes a difference. https://dotnet.microsoft.com/en-us/download/dotnet/7.0 If that makes no difference, test with LODGenx64.exe instead by deleting or moving LODGenx64Win.exe
2PHAZT Posted October 4, 2023 Posted October 4, 2023 16 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire (whatever you have) DynDOLOD log and debug log to upload when making posts. Test if installing the latest .NET 7 runtime makes a difference. https://dotnet.microsoft.com/en-us/download/dotnet/7.0 If that makes no difference, test with LODGenx64.exe instead by renaming or moving LODGenx64Win.exe Finished the build with lodgen64.exe without problems.
SkyKatarsis Posted October 4, 2023 Posted October 4, 2023 Thanks for the view of the Markarth suburbs from the city: https://ibb.co/6N5PLM0
leostevano Posted October 5, 2023 Posted October 5, 2023 Sheson, the new alpha seems to take longer time to generate files. I have followed your suggestion to update .NET 7 runtime to the latest one, but it takes approximately 2 times longer than usual. I haven't tried to use Lodgenx64.exe though. But no issues other than that. Here's my logs : https://ufile.io/uw3fk82o
Mousetick Posted October 5, 2023 Posted October 5, 2023 Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before. Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose? When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work? Thanks.
Morti Posted October 5, 2023 Posted October 5, 2023 Anyone knows where to get this missing file? Error: File not found textures\ash tree\sacredbark01_c.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\{uniquemodoptionid}\sleepingtreecamp_d12286a5_trunk.nif Error: File not found textures\ash tree\sacredbark01_glow.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\{uniquemodoptionid}\sleepingtreecamp_d12286a5_trunk.nif Ulvenwald does not seem to have it.
sheson Posted October 5, 2023 Author Posted October 5, 2023 2 hours ago, leostevano said: Sheson, the new alpha seems to take longer time to generate files. I have followed your suggestion to update .NET 7 runtime to the latest one, but it takes approximately 2 times longer than usual. I haven't tried to use Lodgenx64.exe though. But no issues other than that. Here's my logs : https://ufile.io/uw3fk82o Yes, use the LODGenx64.exe for now by deleting or moving LODGenx64Win.exe.
sheson Posted October 5, 2023 Author Posted October 5, 2023 2 hours ago, Mousetick said: Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before. Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose? When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work? Thanks. Empty BTO happen because triangles are optimized away. Their purpose is to overwrite other (vanilla) files. If a texture is purple, then doublecheck NifSkope can really find the texture.
Mousetick Posted October 5, 2023 Posted October 5, 2023 3 hours ago, sheson said: If a texture is purple, then doublecheck NifSkope can really find the texture. Yes. It works fine. It was an ID10T error. Sorry. I've experienced significantly increased LODGen processing times too with 3a152 compared to 3a150 and earlier. Tamriel took 41 minutes compared to 6.5 minutes (not apples to apples because I'm now combining several worldspaces for LOD). After renaming LODGenx64Win.exe to fall back to LODGenx64.exe, processing time is back to normal (11.5 minutes).
raging987inferno Posted October 6, 2023 Posted October 6, 2023 (edited) even after updating to .net 7 and removing lodgenx64win.exe my lod of literally everything is nonexistent. is there some setting im missing? with version 150 i had no problem with my settings. now with 152 i have all the same stuff but no lod shows up in game. Edited October 6, 2023 by raging987inferno
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