sheson Posted February 2 Author Posted February 2 11 minutes ago, Chance_ said: Adjusted, no change. https://ufile.io/ppww9h8t Get new test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/#findComment-282545dd Add OldBuildAtlas=1 to TexGen_SSE.INI
Chance_ Posted February 2 Posted February 2 13 minutes ago, sheson said: Get new test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/#findComment-282545dd Add OldBuildAtlas=1 to TexGen_SSE.INI Okay great we're getting somewhere now. It still crashed but it got a little further. Here's the updated log https://ufile.io/izz2b9k9
sheson Posted February 2 Author Posted February 2 4 minutes ago, Chance_ said: Okay great we're getting somewhere now. It still crashed but it got a little further. Here's the updated log https://ufile.io/izz2b9k9 What do you mean it crashed? If it crashed there should be a bugreport.txt or at least an entry in the Windows Event viewer. Before it always just stopped working right, with no CPU anymore? Make sure UAV, anti vir etc. are not interfering. Set an exception for all *.exe and/or folders.
Chance_ Posted February 2 Posted February 2 (edited) 4 minutes ago, sheson said: What do you mean it crashed? If it crashed there should be a bugreport.txt or at least an entry in the Windows Event viewer. Before it always just stopped working right, with no CPU anymore? That's what I meant yeah. Sorry 4 minutes ago, sheson said: Make sure UAV, anti vir etc. are not interfering. Set an exception for all *.exe and/or folders. Antivirus is off. Edited February 2 by Chance_
sheson Posted February 2 Author Posted February 2 7 minutes ago, Chance_ said: That's what I meant yeah. Sorry Antivirus is off. If it stops check Windows Task Manager if there is still any CPU. If it is zero check if there are Texconvx64.exe processes, might need to unfold TexGen. If there is one kill and see if there is a reaction. In that case, change compressions to BC3/DXT5 for Diffuse alpha and Normal specular and BC1/DXT1 for Diffuse and Normal. If there still is an issue, try TexconvAdapterIndex=-1. Upload new log. The thing is, if just stalls you should be able to close it via clicking X once top right and it should write the normal logs and then close.
Chance_ Posted February 2 Posted February 2 31 minutes ago, sheson said: If it stops check Windows Task Manager if there is still any CPU. If it is zero check if there are Texconvx64.exe processes, might need to unfold TexGen. If there is one kill and see if there is a reaction. In that case, change compressions to BC3/DXT5 for Diffuse alpha and Normal specular and BC1/DXT1 for Diffuse and Normal. If there still is an issue, try TexconvAdapterIndex=-1. Upload new log. The thing is, if just stalls you should be able to close it via clicking X once top right and it should write the normal logs and then close. Updated log: https://ufile.io/039b64f1
sheson Posted February 2 Author Posted February 2 6 minutes ago, Chance_ said: Updated log: https://ufile.io/039b64f1 Add CPUMipMaps=1 to the TexGen_SSE.INI Upload new logs. You can uncheck Rendered Object LOD textures and Tree/Grass Billboard since they never have an issue and generated fine to save some time.
Chance_ Posted February 2 Posted February 2 20 minutes ago, sheson said: Add CPUMipMaps=1 to the TexGen_SSE.INI Upload new logs. You can uncheck Rendered Object LOD textures and Tree/Grass Billboard since they never have an issue and generated fine to save some time. That did it. Uploading SSE log just for reference: https://paste.ee/p/psGlFruz Thanks so much. I'm gonna run Dyndolod now, I'll message how it goes.
Chance_ Posted February 3 Posted February 3 5 hours ago, Chance_ said: That did it. Uploading SSE log just for reference: https://paste.ee/p/psGlFruz Thanks so much. I'm gonna run Dyndolod now, I'll message how it goes. 5 hours ago, sheson said: Add CPUMipMaps=1 to the TexGen_SSE.INI Upload new logs. You can uncheck Rendered Object LOD textures and Tree/Grass Billboard since they never have an issue and generated fine to save some time. Got busy but it ran fine, just noticed a few warnings and errors. Don't know if they're benign or not. Log available here: https://paste.ee/p/UiVLNoQQ
sheson Posted February 3 Author Posted February 3 6 hours ago, Chance_ said: Got busy but it ran fine, just noticed a few warnings and errors. Don't know if they're benign or not. Log available here: https://paste.ee/p/UiVLNoQQ See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. See https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages See https://dyndolod.info/Messages/Invalid-Script See https://dyndolod.info/Messages/File-Not-Found-Meshes See https://dyndolod.info/Messages/LOD-Model-Not-In-LOD-Folder See https://dyndolod.info/Messages/Root-Block See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts See https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block See https://dyndolod.info/Messages/Duplicate-Reference See https://dyndolod.info/Messages/File-Not-Found-Scripts Ask a specific question if further help with a particular message is required. 1
Phlunder Posted February 4 Posted February 4 Hey sheson! Currently working on some additions for Enderal's LOD, and ran into 2 issues I wasn't able to figure out. First thing is a 3D tree LOD mesh for a particular crooked dead tree, that doesn't work well with billboards. Even if the model is solid, and its UVs are within the 0.0-1.0 range, it has a tears in it. Screenshot attached. The other is a variant of the Sovngarde statue (01) that is used in the Powder Desert. I made a unique LOD mesh for it, unique textures, UVs again within correct range, but DynDOLOD seems to create some other texture for it, that is not the one I assigned in the mesh. Screenshots of that also attached. Also the logs and the work in progress mod. The meshes in question are deadtree01_lod.nif as well as sovngardestatue01desert_lod.nif. Logs Enderal LOD Meshes
sheson Posted February 4 Author Posted February 4 54 minutes ago, Phlunder said: Hey sheson! Currently working on some additions for Enderal's LOD, and ran into 2 issues I wasn't able to figure out. First thing is a 3D tree LOD mesh for a particular crooked dead tree, that doesn't work well with billboards. Even if the model is solid, and its UVs are within the 0.0-1.0 range, it has a tears in it. Screenshot attached. The other is a variant of the Sovngarde statue (01) that is used in the Powder Desert. I made a unique LOD mesh for it, unique textures, UVs again within correct range, but DynDOLOD seems to create some other texture for it, that is not the one I assigned in the mesh. Screenshots of that also attached. Also the logs and the work in progress mod. The meshes in question are deadtree01_lod.nif as well as sovngardestatue01desert_lod.nif. Logs Enderal LOD Meshes This is odd, probably a bug. Does it stop if you add NoReUV to the shapename? Just for testing.
Phlunder Posted February 4 Posted February 4 15 minutes ago, sheson said: This is odd, probably a bug. Does it stop if you add NoReUV to the shapename? Just for testing. Like this?
Phlunder Posted February 4 Posted February 4 First problem, yes it fixed the seams, but the UV is very messed up otherwise. Can't see it in Blender or NifSkope: Second problem is exactly the same:
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