sheson Posted November 14, 2023 Author Posted November 14, 2023 On 11/13/2023 at 12:07 PM, User77111 said: Also getting this issue with skyrim 3d trees as well when using DynDOLOD, and not when using 3d tree LOD generation on xLODGen: https://imgur.com/a/cTsPoSH This happens for only one tree snow model. s3dtrees_treepineforestsnow04.nif This happens because of the s3dtrees_treepineforestsnow03_lod_[0|1|2].nif 3D tree LOD models setting a wrong normal map texture. That adversely affects pre-processing of the diffuse texture that is used by the other LOD model. From your log: [00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_0.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]> [00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_1.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]> [00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_2.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]> If you fix the paths to treepineforestsnow03_LOD_0_n.dds as intended the LOD for the other trees won't fade to black.
User77111 Posted November 14, 2023 Posted November 14, 2023 1 hour ago, sheson said: This happens because of the s3dtrees_treepineforestsnow03_lod_[0|1|2].nif 3D tree LOD models setting a wrong normal map texture. That adversely affects pre-processing of the diffuse texture that is used by the other LOD model. From your log: [00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_0.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]> [00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_1.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]> [00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_2.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]> If you fix the paths to treepineforestsnow03_LOD_0_n.dds as intended the LOD for the other trees won't fade to black. This fixed the issue! Now I can fix it myself but I do not have permissions to create a patch for others that use the automated modding guide. I cannot get into contact with mathy I have tried for the last 5 months as I needed permissions from him for other reasons. Hopefully a patch can be made by someone with granted permissions.
sheson Posted November 15, 2023 Author Posted November 15, 2023 On 11/13/2023 at 12:07 PM, User77111 said: When generating 3d tree LOD with the latest version of DynDOLOD 3.0 the LOD tree branches look like this: It adds an outline to the leaf textures when using DynDOLOD. The black outline exists in the diffuse LOD textures shipping with the mod. The reason this is so obvious is because some LOD models set an alpha threshold of 0 instead of the default 128 and so the diffuse textures are adjusted when they are added to the texture atlas to reflect that setting. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. Previewing the LOD models in NifSkope shows the black outlines as well - it should look very similar to what you see in game. Changing the threshold from 0 to 128 of the affected LOD models should mitigate that.
User77111 Posted November 15, 2023 Posted November 15, 2023 3 minutes ago, sheson said: The black outline exists in the diffuse LOD textures shipping with the mod. The reason this is so obvious is because some LOD models set an alpha threshold of 0 instead of the default 128 and so the diffuse textures are adjusted when they are added to the texture atlas to reflect that setting. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. Previewing the LOD models in NifSkope shows the black outlines as well - it should look very similar to what you see in game. Changing the threshold from 0 to 128 of the affected LOD models should mitigate that. Thanks sheson for your help with all this. I don't think I will be able to fix these issues on the modding guide without permission from mathy but I will definitely try! Most mod authors aren't this thorough so I appreciate it
sheson Posted November 15, 2023 Author Posted November 15, 2023 43 minutes ago, User77111 said: Thanks sheson for your help with all this. I don't think I will be able to fix these issues on the modding guide without permission from mathy but I will definitely try! Most mod authors aren't this thorough so I appreciate it The next alpha version will not have issues a diffuse being used as normal map. Also it will improve the blending a bit when creating the average background color in case the transparent parts of LOD textures are black, so the black outline will be not as strong. However, the 0 alpha threshold will still result in too thick leaves.
Chiberia Posted November 15, 2023 Posted November 15, 2023 Upon updating to the latest version and running dyndolod 3, it crashes my entire computer around an hour in. The windows event viewer is not very informative. Dyndolod 3 previously ran just fine, with a version I believe I downloaded in the early summer. Let me know what information might be useful in determining the cause, if any at all. I know dyndolod has a bunch of logs but I don't know which one would be useful to you. Important System Specs: 2060 Super, up to date drivers Ryzen 5800x Windows 10 up to date 32 GB of ram Just ran it again after freshly restarting my PC to confirm, it crashed my PC about an hour in again. I did not see the footer of your messages until just now, my apologies, here is the debug log: https://ufile.io/rmzs9ae1 and the entire log https://ufile.io/y3mksjp4
sheson Posted November 16, 2023 Author Posted November 16, 2023 9 hours ago, Chiberia said: Upon updating to the latest version and running dyndolod 3, it crashes my entire computer around an hour in. The windows event viewer is not very informative. Dyndolod 3 previously ran just fine, with a version I believe I downloaded in the early summer. Let me know what information might be useful in determining the cause, if any at all. I know dyndolod has a bunch of logs but I don't know which one would be useful to you. Important System Specs: 2060 Super, up to date drivers Ryzen 5800x Windows 10 up to date 32 GB of ram Just ran it again after freshly restarting my PC to confirm, it crashed my PC about an hour in again. I did not see the footer of your messages until just now, my apologies, here is the debug log: https://ufile.io/rmzs9ae1 and the entire log https://ufile.io/y3mksjp4 The logs just seem to show the generation being started and then being forcefully closed right after. https://dyndolod.info/FAQ#BSOD-Blue-Screen-Of-Death BSOD are a hardware, BIOS setting, OS or driver problem. For example, problems with overclocking, memory timings, cooling, unstable power supply etc. Searching the Internet for the BSOD code should help troubleshooting.
Chiberia Posted November 16, 2023 Posted November 16, 2023 Darn, if it had given me a blue screen code I could figure it out easier, would not be the first time I fixed a corrupt driver with the help of a blue screen error code. Well, if I figure out what the problem is Ill post it here in case it happens to anyone else, thanks for taking a look.
Chiberia Posted November 16, 2023 Posted November 16, 2023 Fixed it, not really sure which of these steps did it since testing wouldve taken too long if I tried each individually. I went into my BIOS and changed some amp settings, I installed windows to a thumb drive and reinstalled it on my system, and I reinstalled Dyndolod fresh. Hopefully no one else has the same problem though.
Chromatic Posted November 19, 2023 Posted November 19, 2023 (edited) DynDOLOD keeps hanging after some time, had to enable real time logging too since no logs were being generated otherwise. Logs are provided here: https://ufile.io/artotucx. I am using a Radeon Vega 56 on the latest GPU drivers (Adrenalin 23.11.1 (WHQL Recommended) with a minimal install. Edited November 19, 2023 by Chromatic
sheson Posted November 19, 2023 Author Posted November 19, 2023 4 hours ago, Chromatic said: DynDOLOD keeps hanging after some time, had to enable real time logging too since no logs were being generated otherwise. Logs are provided here: https://ufile.io/artotucx. I am using a Radeon Vega 56 on the latest GPU drivers (Adrenalin 23.11.1 (WHQL Recommended) with a minimal install. The archive you uploaded include the log and debug in addition to the real time log all with the same timestamp. The log and debug log are saved when the tools shut down properly via exit or clicking the X top right once. The debug log and real time log seem to show that the tool was interrupted while Texconv converted textures. See https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures, test the suggested INI settings one by one. Let me know if/which one made a difference.
Chromatic Posted November 20, 2023 Posted November 20, 2023 LockTexconv=1 didn't make a difference, DynDOLOD hanged at the same spot like before (I had to properly close the process from the task manager). RenderSingle=1 did help in my latest run since DynDOLOD didn't get stuck this time but now I got this error message on the same spot: Spoiler [Window Title] DynDOLOD [Main Instruction] New width or height is zero. [Content] (G:\Delphi\Projects\DynDOLOD3\External\ImagingLib\Source\Imaging.pas, line 1483) while processing 7B56D36E (4) while processing textures\landscape\trees\northern hemispheres\deadatlas.dds. Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard New logs: https://ufile.io/ti1yj9xk
sheson Posted November 20, 2023 Author Posted November 20, 2023 32 minutes ago, Chromatic said: LockTexconv=1 didn't make a difference, DynDOLOD hanged at the same spot like before (I had to properly close the process from the task manager). RenderSingle=1 did help in my latest run since DynDOLOD didn't get stuck this time but now I got this error message on the same spot: Hide contents [Window Title] DynDOLOD [Main Instruction] New width or height is zero. [Content] (G:\Delphi\Projects\DynDOLOD3\External\ImagingLib\Source\Imaging.pas, line 1483) while processing 7B56D36E (4) while processing textures\landscape\trees\northern hemispheres\deadatlas.dds. Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard New logs: https://ufile.io/ti1yj9xk In addition add GLDebug=1 under [DynDOLOD] in E:\Mod Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Remove old logs and bugreport.txt, run again, upload new logs and bugreport.txt.
m300 Posted November 21, 2023 Posted November 21, 2023 (edited) Hello, i have an issue with grass lod and i really need help before i came to you i read and followed the checklist of grass lod, i search in google and here for an answer, i also received help from reddit i tried everything they suggested i made sure to do all tests from coming to you for help! i followed the guide i used a grass pre-cache from nexus with Grass Cache Helper NG i checked in texgen and dyndolod for grass textures. my problem is that everything works except the grass lod it is not visible in the further distance, with Grass Cache Helper NG the visible grass distance is better but the far areas has no grass in them. i tried many different ways and grass mods also removed all mods except the essentials, tweaked ini settings too but still nothing works i really need help i want grass lod more than anything since i'm playing vr. CAN YOU PLEASE HELP ME!? (i shared all logs that i found) dyndolod logs.7z here are the correct logs for vr DynDOLOD_TES5VR_Debug_log was too big to upload dundolod vr logs.7z Edited November 21, 2023 by m300
sheson Posted November 21, 2023 Author Posted November 21, 2023 4 hours ago, m300 said: Hello, i have an issue with grass lod and i really need help before i came to you i read and followed the checklist of grass lod, i search in google and here for an answer, i also received help from reddit i tried everything they suggested i made sure to do all tests from coming to you for help! i followed the guide i used a grass pre-cache from nexus with Grass Cache Helper NG i checked in texgen and dyndolod for grass textures. my problem is that everything works except the grass lod it is not visible in the further distance, with Grass Cache Helper NG the visible grass distance is better but the far areas has no grass in them. i tried many different ways and grass mods also removed all mods except the essentials, tweaked ini settings too but still nothing works i really need help i want grass lod more than anything since i'm playing vr. CAN YOU PLEASE HELP ME!? (i shared all logs that i found) dyndolod logs.7z Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service/ https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details. You can see in the log that only handful of grass billboards were generated for verdant. https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt. Pay attention to error messages and fix them. Double-check the object bounds of the GRAS records in the plugins as explained above https://www.nexusmods.com/skyrimspecialedition/mods/2296?tab=posts The bounds need to be recalculated again for this to work with grass LOD generation. I know the sticky says 1.8 was but you will still get false on every billboard generation in the txt file like the other comment sticky in here stated. I recalculated it "again" and it works now. So instead of guessing what shouldn't be false a simple ck recalculate bounds is all that's needed. https://dyndolod.info/Help/Object-Bounds In case the object bounds are not set properly in a plugin, the Creation Kit Object Window has a right click context menu entry 'Recalc Bounds' to update them.
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