sheson Posted October 5, 2021 Author Posted October 5, 2021 15 minutes ago, miceZipper said: Hello, I confirm the same critical error as follows: Error processing Meshes\effects\fxwaterfallbodytall.nif: '-INF' is not a valid floating point value Skyrim.esm FXWaterfallBodyTall [MSTT:0001AC8D] DynDOLOD_SSE_Debug_log.7z 669.27 kB · 0 downloads bugreport.txt 50.88 kB · 0 downloads Check if it loads in NifSkope. Let me know which mod the file is from.
miceZipper Posted October 5, 2021 Posted October 5, 2021 19 minutes ago, sheson said: Check if it loads in NifSkope. Let me know which mod the file is from. - NIfSkope Water for ENB.esp (Water for ENB-37061-1-35-1617097254)
sheson Posted October 5, 2021 Author Posted October 5, 2021 59 minutes ago, miceZipper said: - NIfSkope Water for ENB.esp (Water for ENB-37061-1-35-1617097254) Thanks. I can replicate. Will be fixed next version. Edit: Fixed in DynDOLOD 3.0 Alpha-46
DerpyBun Posted October 5, 2021 Posted October 5, 2021 I am also having the same issue as @miceZipper said above, but with Legacy of the Dragonborn.esm when trying to generate LOD with the latest DynDOLOD Alpha 45 build. Here's the Error Message: [Window Title] DynDOLOD [Main Instruction] Error processing Meshes\architecture\whiterun\wrbuildings\wrguardhouse01.nif: '-INF' is not a valid floating point value LegacyoftheDragonborn.esm WRGuardHouse01WWW [STAT:071219B1] [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard
sheson Posted October 5, 2021 Author Posted October 5, 2021 16 minutes ago, DerpyBun said: I am also having the same issue as @miceZipper said above, but with Legacy of the Dragonborn.esm when trying to generate LOD with the latest DynDOLOD Alpha 45 build. Here's the Error Message: [Window Title] DynDOLOD [Main Instruction] Error processing Meshes\architecture\whiterun\wrbuildings\wrguardhouse01.nif: '-INF' is not a valid floating point value LegacyoftheDragonborn.esm WRGuardHouse01WWW [STAT:071219B1] [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard Read the first post which log file to upload when making posts.
sheson Posted October 5, 2021 Author Posted October 5, 2021 16 minutes ago, DerpyBun said: It is very unlikely that vanilla meshes have infinite UV values. If that is what you are trying to show. No text explanations what we are supposed to be looking at were provided.
DerpyBun Posted October 5, 2021 Posted October 5, 2021 Here are the LOG txt files bugreport.txt DynDOLOD_SSE_log.txt DynDOLOD_SSE_Object_LOD.txt DynDOLOD_SSE_Dynamic_LOD.txt 14 minutes ago, DerpyBun said: Here are the LOG txt files bugreport.txt 38.31 kB · 0 downloads DynDOLOD_SSE_log.txt 78.68 kB · 0 downloads DynDOLOD_SSE_Object_LOD.txt 407.19 kB · 0 downloads DynDOLOD_SSE_Dynamic_LOD.txt 18.39 kB · 0 downloads @sheson
sheson Posted October 5, 2021 Author Posted October 5, 2021 16 minutes ago, DerpyBun said: Here are the LOG txt files bugreport.txt 38.31 kB · 0 downloads DynDOLOD_SSE_log.txt 78.68 kB · 0 downloads DynDOLOD_SSE_Object_LOD.txt 407.19 kB · 0 downloads DynDOLOD_SSE_Dynamic_LOD.txt 18.39 kB · 0 downloads @sheson Thanks. This is fixed in DynDOLOD 3.0 Alpha-46
DerpyBun Posted October 5, 2021 Posted October 5, 2021 (edited) 1 hour ago, sheson said: Thanks. This is fixed in DynDOLOD 3.0 Alpha-46 Thank you, by the way. I have generated the billboards for objects & tree LODs prior to making this report using the TexGen from DynDOLOD 3.0 Alpha-45 build without any errors. Do I need to re-generate a new batch with the current Alpha-46 build or I can just continue using the current batch without problem? Edited October 5, 2021 by DerpyBun
sheson Posted October 5, 2021 Author Posted October 5, 2021 19 minutes ago, DerpyBun said: Thank you, by the way. I have generated the billboards for objects & tree LODs prior to making this report using the DynDOLOD 3.0 Alpha-45 build without any errors. Do I need to re-generate a new batch with the current Alpha-46 build or I can just continue using it without problem? Check the change log what was updated between versions. If TexGen is not mentioned, then there is no change how it generates LOD assets. As explained in the manual, DynDOLOD will print log messages if full models/textures used for billboard generation changed. If you see messages like "Billboard for model * does not contain texture" or "Billboard for model * has different CRC32", then you should run TexGen to generate up-to-date billboards.
DerpyBun Posted October 5, 2021 Posted October 5, 2021 15 minutes ago, sheson said: Check the change log what was updated between versions. If TexGen is not mentioned, then there is no change how it generates LOD assets. As explained in the manual, DynDOLOD will print log messages if full models/textures used for billboard generation changed. If you see messages like "Billboard for model * does not contain texture" or "Billboard for model * has different CRC32", then you should run TexGen to generate up-to-date billboards. Okay, thanks for the INFO.
baron Posted October 5, 2021 Posted October 5, 2021 Can someone help me with this? This pops up every time I run the DynDOLODx64.
sheson Posted October 5, 2021 Author Posted October 5, 2021 19 minutes ago, baron said: Can someone help me with this? This pops up every time I run the DynDOLODx64. Read the first post which log files to upload when making posts. Read the first post which explains how to use "copy message to clipboard" in order to post error message instead of posting a screenshot. Search this thread for similar error message and its discussion/solutions. Use the latest version.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now