DankTemplar Posted January 4, 2022 Posted January 4, 2022 Quote [Window Title] DynDOLODx64.exe [Main Instruction] This version of has expired. [Content] Use a newer version. [Exit ] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard Same thing for texgen. I didn't update to AE, I haven't installed any updated Dyndolod files since AE came out. Why is Dyndolod giving me this message that I've never seen before and how can I disable this nonsense? If I run into bugs by using older Dyndolod files, that's on me and it's totally unsupported but I need the ability to use the files I've already downloaded and haven't updated...
sheson Posted January 4, 2022 Author Posted January 4, 2022 2 hours ago, Eumeta said: after adding Realtimelog=1 and running Texgen, a "bugreport.txt" was generated in DynDOLOD base folder. I hope it helps bugreport.txt 60.44 kB · 4 downloads 2 hours ago, 3fast5you said: Here is the Bug Report from after TexGen crashed after seemingly working as stated above. No idea how this works or what I'm doing, excuse me, just trying to provide anything that might be useful before I'm off to bed. https://ufile.io/qietpbcq Thanks for the reports. Test with this version of TexGenx64.exe to see if it renders the billboards without issue.
sheson Posted January 4, 2022 Author Posted January 4, 2022 1 hour ago, DankTemplar said: Same thing for texgen. I didn't update to AE, I haven't installed any updated Dyndolod files since AE came out. Why is Dyndolod giving me this message that I've never seen before and how can I disable this nonsense? If I run into bugs by using older Dyndolod files, that's on me and it's totally unsupported but I need the ability to use the files I've already downloaded and haven't updated... Read the first post of the DynDOLOD 3 Alpha test where to make posts in case of questions or problems. I moved the post. As the message says, the version of DynDOLOD is expired. Always use the latest DynDOLOD version. You are doing it wrong if you believe you need to use an outdated and buggy alpha version from many months ago.
Recnamoruen Posted January 4, 2022 Posted January 4, 2022 I want to report, that I was going to post about the same issue that 3fast5you was getting, and the new exe fixed it on my end. 1
sheson Posted January 4, 2022 Author Posted January 4, 2022 4 hours ago, Recnamoruen said: I want to report, that I was going to post about the same issue that 3fast5you was getting, and the new exe fixed it on my end. Thanks for letting us know
Tr0u64d1x Posted January 4, 2022 Posted January 4, 2022 4 hours ago, Recnamoruen said: I want to report, that I was going to post about the same issue that 3fast5you was getting, and the new exe fixed it on my end. Thanks, the new version worked for me as well!
Eumeta Posted January 4, 2022 Posted January 4, 2022 Thank you, the new Textgen.exe ran smoothly with all boxes checked until the end!!
sheson Posted January 4, 2022 Author Posted January 4, 2022 2 hours ago, Tr0u64d1x said: Thanks, the new version worked for me as well! 47 minutes ago, Eumeta said: Thank you, the new Textgen.exe ran smoothly with all boxes checked until the end!! Thanks for letting us know.
Phlunder Posted January 4, 2022 Posted January 4, 2022 On 1/2/2022 at 11:46 AM, sheson said: BTW TexGen generates a glacierslabreallod.dds from glacierslab.dds since the vanilla glacierslablod.dds is not a direct derivative from glacierslab.dds. I realized that now too. Unfortunately, the glacierslabreallod.dds is 4x tiled so I can't assign it for the glacier meshes, as I would have to redo/rescale the UVs. I don't wanna create any complications for you of course, or make TexGen generate redundant files. So I understand if its not a priority.
sheson Posted January 4, 2022 Author Posted January 4, 2022 54 minutes ago, Phlunder said: I realized that now too. Unfortunately, the glacierslabreallod.dds is 4x tiled so I can't assign it for the glacier meshes, as I would have to redo/rescale the UVs. I don't wanna create any complications for you of course, or make TexGen generate redundant files. So I understand if its not a priority. In that case you could just have the LOD models point to the full texture instead (not sure if that works with the vanilla texture). The full texture typically already loaded into VRAM anyways for the full glaciers in the active cells. DynDOLOD may automatically add a 1x1 version to the object LOD atlas. It may attempt to auto update the UV to be between 0.0 and 1.0 in that case, too. You can test if this has acceptable results by using the xEdit script NIF - Batch textures replacement.pas to quickly update the LOD models to use the full texture. It may work out or not. If it doesn't work out I can add a 1x1 version to TexGen creation.
MisterMorden Posted January 4, 2022 Posted January 4, 2022 Sheson, you RULE! Me and my OCD wanted to say "thank you" for the waterfalls, lol.
Phlunder Posted January 4, 2022 Posted January 4, 2022 (edited) 11 minutes ago, sheson said: In that case you could just have the LOD models point to the full texture instead (not sure if that works with the vanilla texture). The full texture typically already loaded into VRAM anyways for the full glaciers in the active cells. DynDOLOD may automatically add a 1x1 version to the object LOD atlas. It may attempt to auto update the UV to be between 0.0 and 1.0 in that case, too. You can test if this has acceptable results by using the xEdit script NIF - Batch textures replacement.pas to quickly update the LOD models to use the full texture. It may work out or not. If it doesn't work out I can add a 1x1 version to TexGen creation. I thought about using full textures too (similar to LOD0 mountain meshes) but it just made the meshes invisible. This may be due to the alpha of the diffuse? I didn't generate with using full textures though, I just swapped out the files with full textures after the fact. I try generating with full textures assigned in the LOD meshes and will report what DynDOLOD does. Thanks for the hint, I was wondering what is the better choice in terms of performance, it makes sense that its the full texture as its already loaded into VRAM anyway. I'll report back. Edited January 4, 2022 by Phlunder
sheson Posted January 4, 2022 Author Posted January 4, 2022 16 minutes ago, Phlunder said: I thought about using full textures too (similar to LOD0 mountain meshes) but it just made the meshes invisible. This may be due to the alpha of the diffuse? I didn't generate with using full textures though, I just swapped out the files with full textures after the fact. I try generating with full textures assigned in the LOD meshes and will report what DynDOLOD does. Thanks for the hint, I was wondering what is the better choice in terms of performance, it makes sense that its the full texture as its already loaded into VRAM anyway. I'll report back. LOD only supports transparency with a fixed threshold of 128. In that case such a full texture is used for LOD models, DynDOLOD is supposed to automatically create a noalpha version, but it may not work in every circumstance, yet. Have an eye on the log messages. It should print a line shortly before created the atlas in that case.
Phlunder Posted January 4, 2022 Posted January 4, 2022 (edited) 42 minutes ago, sheson said: LOD only supports transparency with a fixed threshold of 128. In that case such a full texture is used for LOD models, DynDOLOD is supposed to automatically create a noalpha version, but it may not work in every circumstance, yet. Have an eye on the log messages. It should print a line shortly before created the atlas in that case. It seems it didn't work out, they didn't use the full textures as assigned in the mesh, and the UVs seem to be broken. I didn't see anything before atlas creation regarding glacierslab textures in the log. Log: https://ufile.io/f/8af5s Mesh in question is base ID 0401b927, ref ID 0401459b: Another small question. People are complaining about a slight Z-fighting on LOD transition. I know this is because I didn't change the size/scale of the LOD meshes when creating them, compared to full model. Could I use the scale option of the NiTriShape in NifSkope to just scale them to say 0.95 or 0.9 to fix that? Edited January 4, 2022 by Phlunder
3fast5you Posted January 4, 2022 Posted January 4, 2022 10 hours ago, sheson said: Test with this version of TexGenx64.exe to see if it renders the billboards without issue. Perfect, worked like a charm. Also I would like to add that; I recently got back to modding my game, and I remember a few years back I was struggling with using a mod for bigger trees along with Dark Forests of Skyrim. The LoD was just not matching up, and I had trees pop in no matter what I did, and it wasnt even the same model. I have no doubt that I might have been doing something wrong, but I did a lot of searching and trial and error, so I don't know what the issue was. So when I got back to modding my game, I faced the same issue again. Been trying everything, ini settings, different mods, different versions etc. etc., and still had trees pop in, and then I read about DynDOLOD 3 and how TexGen generates it's own billboards, thought it might work. So I would just like to tell you that this seems to work absolutely amazingly. LoD matches up with the trees, the pop in is extremely minimal. I don't think it will be noticeable in a normal playthrough (atm just zooming through in 3000% movement speed). You may have my firstborn. 1
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