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Posted
14 minutes ago, SkyKatarsis said:

How do I generate LODs using DynDOLOD 3 for mods with trees in a inner city space like in mods Perfecter Whiterun and A Few Trees in Windhelm?

https://dyndolod.info/Help/Advanced-Mode#Child-gt-Parent
The Child > parent option copies references that could have LOD from the child worldspaces to the parent worldspace. The presets can be used to control what types of objects are copied. Low does not make copies for trees for example, while the medium and high presets do. See Child/Parent Worldspace Copies for more.

ChildParentHint.png

Posted
3 минуты назад, Шесон сказал:

https:// dyndolod .info/Help/Advanced-Mode#Child-gt-Parent
Опция Child > Parent копирует ссылки, которые могут иметь LOD, из дочерних мировых пространств в родительское мировое пространство. Предустановки можно использовать для управления типами обрабатываемых объектов. Например, режим «Низкий» не создает копии деревьев, в то время как настройки «Средний» и «Высокий» делают копии. Дополнительную информацию см. в разделе Копии дочернего/родительского мирового пространства.

Чайлдпарентхинт.png

Thank you so much.

Posted

Hello,  I'm not really happy with how my map, (A Quality World Map), looks. I removed trees in rules but still like to take it back to its vanilla state. Should I just not include it in generation or should I change some  rules?

 

 

Posted
34 minutes ago, mitzie92 said:

Hello,  I'm not really happy with how my map, (A Quality World Map), looks. I removed trees in rules but still like to take it back to its vanilla state. Should I just not include it in generation or should I change some  rules?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

It is unclear what "Im not really happy with how my map, (A Quality World Map), looks" is supposed to mean. Provide https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots and explain what the actual problem is.

The mod A Quality World Map contains terrain LOD meshes and textures which are not affected by DynDOLOD.

Read https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/How-LOD-Works

Posted
1 hour ago, mitzie92 said:

Hello,  I'm not really happy with how my map, (A Quality World Map), looks. I removed trees in rules but still like to take it back to its vanilla state. Should I just not include it in generation or should I change some  rules?

For a terrain LOD and DynDOLOD-capable map, you can use ACMoS.

Posted
6 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

It is unclear what "Im not really happy with how my map, (A Quality World Map), looks" is supposed to mean. Provide https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots and explain what the actual problem is.

The mod A Quality World Map contains terrain LOD meshes and textures which are not affected by DynDOLOD.

Read https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/How-LOD-Works

 

Here a  a  shot

enb2023_9_30_14_00_59.jpg

Posted (edited)

Sheson, I've been struggling with large reference bug issue around markarth outskirts. The weird thing is it only happen to certain cliffs and buildings, some of the cliffs further back is not even affected, only this particular area. First I thought it was because of parent>child copy, so I generate new file without activating it, but the problem is still there. Then I thought it was because I set markarth to scan parents in DynDOLOD_SSE_childworld_MarkarthWorld, so I deactivated it too, but still the problem persist.

I don't think this is dyndolod fault or bug, but more of my settings or load order issue, so maybe you can give me some insight of what settings that I did wrong?

Here's my logs : https://ufile.io/qq5yvt8q

Here's my mod list : https://modwat.ch/u/leostevano/plugins

 

ScreenShot3.thumb.jpg.4baf3b7761fa55fe6c391ea28d276d2c.jpgScreenShot2.thumb.jpg.3f12fd20d4cbcd0fdc1a379118f403b5.jpgScreenShot1.thumb.jpg.08c13913b899e8e318cee021d10b1894.jpg

 

Edited by leostevano
Uploaded better screen shots
Posted
55 minutes ago, leostevano said:

Sheson, I've been struggling with large reference bug issue around markarth outskirts. The weird thing is it only happen to certain cliffs and buildings, some of the cliffs further back is not even affected, only this particular area. First I thought it was because of parent>child copy, so I generate new file without activating it, but the problem is still there. Then I thought it was because I set markarth to scan parents in DynDOLOD_SSE_childworld_MarkarthWorld, so I deactivated it too, but still the problem persist.

I don't think this is dyndolod fault or bug, but more of my settings or load order issue, so maybe you can give me some insight of what settings that I did wrong?

Here's my logs : https://ufile.io/qq5yvt8q

Here's my mod list : https://modwat.ch/u/leostevano/plugins

 

ScreenShot3.thumb.jpg.4baf3b7761fa55fe6c391ea28d276d2c.jpgScreenShot2.thumb.jpg.3f12fd20d4cbcd0fdc1a379118f403b5.jpgScreenShot1.thumb.jpg.08c13913b899e8e318cee021d10b1894.jpg

The cells -41.1 and -42,0 are not listed in the log.

Can you check if the problem goes away when you remove Occ_Skyrim_Tamriel.esp for a test?
Test just removing it, only if there is no change generate a new LOD patch for Tamriel.

Posted
2 hours ago, sheson said:

The cells -41.1 and -42,0 are not listed in the log.

Can you check if the problem goes away when you remove Occ_Skyrim_Tamriel.esp for a test?
Test just removing it, only if there is no change generate a new LOD patch for Tamriel.

After deactivating efps and regenerate the lod the issue gone, thank you Sheson!

Posted
15 minutes ago, leostevano said:

After deactivating efps and regenerate the lod the issue gone, thank you Sheson!

Thanks for letting me know. That will help to fix it or add the cells to the large reference bugs workaround in the next alpha version.

Posted

DynDOLOD 3a150 + xLODGen b101 Combined Worldspaces

Using a <worldspace>_Combine.ini containing multiple instances of the same source worldspace in order to map different rectangles to the destination worldspace, results in DynDOLOD failure during object LOD generation for the destination worldspace.

Relevant DynDOLOD error message:

[26:34] <Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned 427. Check G:\( Platform )\Tool\DynDOLOD 3a150\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt>

Relevant LODGen error messages:

Using UV Atlas: G:\( Platform )\Tool\DynDOLOD 3a150\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_DLC2SolstheimWorld_Combined.txt
Texture name already defined in atlas file textures\architecture\highhrothgar\hhcol01.dds,textures\architecture\highhrothgar\hhcol01_n.dds
Log ended at 22:06:26 (00:00:03)
Code: 1063

Full logs and other relevant files: https://drive.google.com/file/d/1k6jnPCs8QSUmgPea7xGQMPsypSi7wrDN/view

Thanks.

Posted

If I want to generate HD grass billboards:

[01:43] Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5
[01:43] TexGen completed successfully
[01:43] Created a summary of log messages I:\misc\DynDOLOD3\Summary\TexGen_Index.html.
Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5
Error: Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5.

 

Posted
14 hours ago, Mousetick said:

DynDOLOD 3a150 + xLODGen b101 Combined Worldspaces

Using a <worldspace>_Combine.ini containing multiple instances of the same source worldspace in order to map different rectangles to the destination worldspace, results in DynDOLOD failure during object LOD generation for the destination worldspace.

Relevant DynDOLOD error message:

[26:34] <Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned 427. Check G:\( Platform )\Tool\DynDOLOD 3a150\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt>

Relevant LODGen error messages:

Using UV Atlas: G:\( Platform )\Tool\DynDOLOD 3a150\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_DLC2SolstheimWorld_Combined.txt
Texture name already defined in atlas file textures\architecture\highhrothgar\hhcol01.dds,textures\architecture\highhrothgar\hhcol01_n.dds
Log ended at 22:06:26 (00:00:03)
Code: 1063

Full logs and other relevant files: https://drive.google.com/file/d/1k6jnPCs8QSUmgPea7xGQMPsypSi7wrDN/view

Thanks.

Let me know if this test version fixes this https://mega.nz/file/wAwHnbiQ#845ObhNZ48pmbFK-Qv6aG0hheuQaMj-hZM6At1lQzRE

Posted
4 hours ago, Morti said:

If I want to generate HD grass billboards:

[01:43] Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5
[01:43] TexGen completed successfully
[01:43] Created a summary of log messages I:\misc\DynDOLOD3\Summary\TexGen_Index.html.
Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5
Error: Range check error while processing I:\misc\DynDOLOD3\TexGen_Output\textures\terrain\lodgen\veydosebrom regions.esp\highlandgrass0702_001571f5.

See the first post/and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log, debug log and bugreport.txt - if it exists - to upload when making posts.

https://dyndolod.info/Messages/Exceptions#Range-check-error
Always use the latest version of DynDOLOD/TexGen as explained above.
This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

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