sheson Posted October 31, 2024 Author Posted October 31, 2024 10 hours ago, Relzyrx said: I've followed STEP 2.3 to the letter twice. The first time it worked, but then my nvme died. This time, I have no cities visible in the world map. No Whiterun, no Solitude, not even Riverwood. The only structures on my world map are trees, the manor at Goldenglow Estate, the bridge to Windhelm, and High Hrothgar. Solstheim has a similar issue; I can only see Nchardak on the world map, and Blackreach has nearly nothing as well. I've ensured all the INIs have the required settings, but that's all about I'm knowledgeable in. I've reattempted LOD generation multiple times with the same result. Please help me fix this. I zipped the logs up to my dropbox because I can't acces ufile for some reason. If you have a problem following a third party guide, then you should be ask the author, forum etc. of its author. You set Level32=1 to generate object LOD level 32 files for the map. Some mesh mask rules set Full or a LevelX for Level 32, while the last \ rule still sets None for Level32 Every full model for which a matching LOD model exists that relies on the last \, will not have LOD on the map.
sheson Posted October 31, 2024 Author Posted October 31, 2024 10 hours ago, mostwanted11 said: how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model? my level 8 billboard4 lods are matched though 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 a useful screenshot with more informative console of a full model and its corresponding LOD close up. See https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map See https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees, https://dyndolod.info/Help/Ultra-Tree-LOD#Billboard-Brightness and https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness
mostwanted11 Posted October 31, 2024 Posted October 31, 2024 Sorry i forgot to mention i modified the pineatlas.dds needles to be a bit more "vibrant", any modification to it seems to ruin the 3d lod. So I had to generate dyndolod without the modified dds overnight. Would the logs from that output work or do I need to upload the logs with the modified dds? If that's indeed the case, can I just upload logs from a smaller worldspace with the same problem such as Sovngarde?
Relzyrx Posted October 31, 2024 Posted October 31, 2024 7 hours ago, sheson said: If you have a problem following a third party guide, then you should be ask the author, forum etc. of its author. You set Level32=1 to generate object LOD level 32 files for the map. Some mesh mask rules set Full or a LevelX for Level 32, while the last \ rule still sets None for Level32 Every full model for which a matching LOD model exists that relies on the last \, will not have LOD on the map. That was actually only my most recent attempt. I had set the \ rule to level3 in the past, with the same result.
sheson Posted October 31, 2024 Author Posted October 31, 2024 2 hours ago, mostwanted11 said: Sorry i forgot to mention i modified the pineatlas.dds needles to be a bit more "vibrant", any modification to it seems to ruin the 3d lod. So I had to generate dyndolod without the modified dds overnight. Would the logs from that output work or do I need to upload the logs with the modified dds? If that's indeed the case, can I just upload logs from a smaller worldspace with the same problem such as Sovngarde? If you have an issue with LOD assets generated by TexGen and/or the LOD patch generated by DynDOLOD, upload those logs and debug logs form those generations. A single worldspace should be sufficient to show the problem with a specific tree. Make screenshots of the full model with more informative console and of its corresponding LOD in the game. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum.
sheson Posted October 31, 2024 Author Posted October 31, 2024 45 minutes ago, Relzyrx said: That was actually only my most recent attempt. I had set the \ rule to level3 in the past, with the same result. No logs and no screenshots were provided. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum. Replies are based on the provided information or lack thereof. No object LOD representation for something on the map means, either the reference is dynamic or no LOD assets exist for it or the matching rule defines None for the LOD level used by the map. What asset is defined and used for which LOD Level for base record is reported in C:\Modding\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
mostwanted11 Posted October 31, 2024 Posted October 31, 2024 36 minutes ago, sheson said: If you have an issue with LOD assets generated by TexGen and/or the LOD patch generated by DynDOLOD, upload those logs and debug logs form those generations. A single worldspace should be sufficient to show the problem with a specific tree. Make screenshots of the full model with more informative console and of its corresponding LOD in the game. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum. https://imgur.com/a/bSuO85Q https://ufile.io/jfo47578
sheson Posted October 31, 2024 Author Posted October 31, 2024 17 minutes ago, mostwanted11 said: https://imgur.com/a/bSuO85Q https://ufile.io/jfo47578 You do not seem to use the latest Happy Little Trees 3D LOD - Quality 2.1.0 but an older version. You may want to test with the latest version to check if anything is different before making any further tests or modifications. You modified textures\landscape\trees\northern hemispheres\pineatlas.dds of HLT mod. The 3D tree LOD uses meshes\dyndolod\lod\trees\treepineforest05_187f28fcpassthru_lod.nif, which should be the "quality" version of HLT 3D LOD. Both the full model and the 3D tree LOD model use the same texture. For object LOD the texture is copied onto the object LOD atlas. Any difference between the full model and LOD is probably due to different mipmapping of the textures. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames. You can also try the "noatlas" keyword so the LOD uses the exact same full texture as the full model. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names If it just brightness of a handful of 3D LOD models, you could also darken/brighten their vertex colors a bit so they match for your setup better.
mostwanted11 Posted October 31, 2024 Posted October 31, 2024 (edited) 1 hour ago, sheson said: You do not seem to use the latest Happy Little Trees 3D LOD - Quality 2.1.0 but an older version. You may want to test with the latest version to check if anything is different before making any further tests or modifications. You modified textures\landscape\trees\northern hemispheres\pineatlas.dds of HLT mod. The 3D tree LOD uses meshes\dyndolod\lod\trees\treepineforest05_187f28fcpassthru_lod.nif, which should be the "quality" version of HLT 3D LOD. Both the full model and the 3D tree LOD model use the same texture. For object LOD the texture is copied onto the object LOD atlas. Any difference between the full model and LOD is probably due to different mipmapping of the textures. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames. You can also try the "noatlas" keyword so the LOD uses the exact same full texture as the full model. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names If it just brightness of a handful of 3D LOD models, you could also darken/brighten their vertex colors a bit so they match for your setup better. thanks for the insight, should i add those flags to the crown portion? i actually have no idea how to do any of that EDIT: ok i figured it out and its matched now thanks a bunch, but do you know how to edit textures without compromising mipmaps in the future? when i generated mipmaps it still had the issue :/ Edited October 31, 2024 by mostwanted11
sheson Posted October 31, 2024 Author Posted October 31, 2024 1 hour ago, mostwanted11 said: thanks for the insight, should i add those flags to the crown portion? i actually have no idea how to do any of that EDIT: ok i figured it out and its matched now thanks a bunch, but do you know how to edit textures without compromising mipmaps in the future? when i generated mipmaps it still had the issue :/ What you want to read/look into is "alpha to coverage" and to paint the transparent parts (especially edges to opaque pixels) with the same/matching color.
duy123a Posted November 1, 2024 Posted November 1, 2024 With Dyndolod Alpha 182, I always have C00000005 error when try to create lod for DLC2SolstheimWorld Here is the log zip file I have both updated the .net framework and .net core 6 runtime and tried to hide/unhide LODGenx64Win The window event shows an error like this Faulting application name: LODGenx64.exe, version: 3.0.31.0, time stamp: 0xfe202107 Faulting module name: clr.dll, version: 4.8.9277.0, time stamp: 0x66d138c8 Exception code: 0xc0000005 Fault offset: 0x000000000009d7ff Faulting process id: 0x0xB924 Faulting application start time: 0x0x1DB2C34993DBE94 Faulting application path: D:\Modding\DynDOLOD\Edit Scripts\LODGenx64.exe Faulting module path: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll Report Id: 0f84d5e8-f60b-49ca-bcb2-a7893fa26a90 Faulting package full name: Faulting package-relative application ID: Logs.zip
sheson Posted November 1, 2024 Author Posted November 1, 2024 1 hour ago, duy123a said: With Dyndolod Alpha 182, I always have C00000005 error when try to create lod for DLC2SolstheimWorld Here is the log zip file I have both updated the .net framework and .net core 6 runtime and tried to hide/unhide LODGenx64Win The window event shows an error like this Faulting application name: LODGenx64.exe, version: 3.0.31.0, time stamp: 0xfe202107 Faulting module name: clr.dll, version: 4.8.9277.0, time stamp: 0x66d138c8 Exception code: 0xc0000005 Fault offset: 0x000000000009d7ff Faulting process id: 0x0xB924 Faulting application start time: 0x0x1DB2C34993DBE94 Faulting application path: D:\Modding\DynDOLOD\Edit Scripts\LODGenx64.exe Faulting module path: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll Report Id: 0f84d5e8-f60b-49ca-bcb2-a7893fa26a90 Faulting package full name: Faulting package-relative application ID: Logs.zip 77.85 kB · 1 download https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. Overclocking, memory timings, BIOS settings, Cooling, PSU, OS/drivers etc. Stress test the system with prime95/OCCT.
mostwanted11 Posted November 1, 2024 Posted November 1, 2024 (edited) does texgen/dyndolod generate glacier slab lods based on your load order? because it just seems to ignore my actual glacier texture and uses the one provided in dyndolod resources https://imgur.com/a/MMPRndC (i cant select the object with the console for some reason) https://ufile.io/ygax1ofj Edited November 1, 2024 by mostwanted11
sheson Posted November 1, 2024 Author Posted November 1, 2024 15 minutes ago, mostwanted11 said: does texgen/dyndolod generate glacier slab lods based on your load order? because it just seems to ignore my actual glacier texture and uses the one provided in dyndolod resources Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. It is unclear what filename "glacier slab lods" refers to. The TexGen log reports every path and filename it generates. That typically includes ..\textures\lod\glacierslabreallod.dds Click the "Help" button in TexGen and read the page. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.
duy123a Posted November 1, 2024 Posted November 1, 2024 (edited) 3 hours ago, sheson said: https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. Overclocking, memory timings, BIOS settings, Cooling, PSU, OS/drivers etc. Stress test the system with prime95/OCCT. My test with OCCT is fine. I even set MaxLODGen = 1 or 2 and LODGenThreadSplit = 8 but still error. Set LODGenThreadSplit = 16 (equal to my logical cores) made my computer force to restart (test two times and it is restarted two times) No idea how to fix it. I currently using Happy Little Tree quality 3d lod, should I use the hybrid instead? Edited November 1, 2024 by duy123a More information
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