sheson Posted January 29, 2022 Author Posted January 29, 2022 9 hours ago, Tetrol88 said: Hi - thanks in advance for helping Just changed mods to include Veydogolt trees which advise running LodGEn with Ultra checked as it includes 3D tree models. Also have Vedogolt grass and land overhaul. I have - cleared out all old texgen, LOD files. Created grass cache as per "No Grass in Objects" Reinstalled Dyndolod 3 resources and Dyndolod 3 alpha 65. Installed xLodgen. Ran Texgen (log files attached). Installed generated output (MO2) Ran xLODGen to generate Terrain Lod (Only Terrain LOD, baked normal maps) - Installed the output. Ran Dyndolod 3 using recommended settings on Veydogolt Trees site, including Ultra for Tree Gen. After fixing one mod with a bad reference picked up by Dyndolod, it ran through ot the end, but failed to generate some worlds, including Tamriel and Solstheim (those log files included) - <Error: LODGenx64.exe failed to generate object LOD for Tamriel. LODGenx64.exe returned E0434352. Check C:\Games\DynDoLod\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt> TexGen Debug, TexGen Log txt, Tamriel Log, Solstheim Log https://gofile.io/d/OuStFH No "bugreport.txt" was generated. I have read some reports about this happening when running with grass cache files included, but could find the answers/solutions. In the meantime perhaps I can try with decreased settings E0434352 can mean there is a problem with the .Net installation. Try Microsoft .NET Framework Repair Tool https://www.microsoft.com/en-us/download/details.aspx?id=30135 If there is no LODGen_[GAME MODE]_[WORLDSPACE]_log.txt or it does not contain a useful error message, start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Bring the LODGen command prompt window to the front to see if it prints more details to the console. If that does not give more detail, check the Windows Event Viewer for additional messages from the .NET Runtime. Also upload the the DynDLOD log and debug log.
Tetrol88 Posted January 29, 2022 Posted January 29, 2022 Thx for the answer - in the meantime I re-ran everything except lowered the Dyndolod setting from High to Medium - it worked without issue - I will see how it looks in game, if ok run with it, if I feel I need to do High will take your instructions to mind.
1erCru Posted January 29, 2022 Posted January 29, 2022 Suddenly getting BSOD ( havent seen one in years ) towards the end of DYNDOLOD's generation. Always at the same point. Computer seems to be working fine, games running without issue. Hardware temps are normal. Has anyone had this happen to them ?
sheson Posted January 29, 2022 Author Posted January 29, 2022 43 minutes ago, 1erCru said: Suddenly getting BSOD ( havent seen one in years ) towards the end of DYNDOLOD's generation. Always at the same point. Computer seems to be working fine, games running without issue. Hardware temps are normal. Has anyone had this happen to them ? BSOD are a hardware, BIOS setting, OS, driver problem etc. Searching for the BSOD code/message typically provides a hint.
1erCru Posted January 29, 2022 Posted January 29, 2022 the above post was a false alarm. Pretty sure the power went out during DYNDOLOD generation and kicked back on. Most likely corrupted the installation file somehow. Reinstalling it seems to have fixed the issue.
SuzanoSho Posted January 30, 2022 Posted January 30, 2022 Tearing my hair out here with hybrid.bat again. Keeps giving me an error in the LODGEN_log stating that it cannot find textures: Quote ============================================================ Skyrim Object LOD Generator 3.0.0.0 Created by Ehamloptiran and Zilav Updated by Sheson Log started at 5:57:34 PM Game Mode: HYBRID Can not find textures\ in C:\Tools\Texgen Output\DynDOLOD\lod\trees\s3dtrees nextgenerationforests.esp\s3dtrees_treepineforestsnow05_dd7ba7c8_trunk.txt Log ended at 5:57:34 PM (0:0) Code: 704 This is my hybrid.txt: Quote GameMode=HYBRID FlatNif=.\template4.nif PathData=C:\Tools\Texgen Output\DynDOLOD\lod\trees\s3dtrees nextgenerationforests.esp PathInput=.\input\mytreemodcrowns\ PathOutput=.\output\ These files are in my PathData path specified above: Quote s3dtrees_treepineforestsnow05_dd7ba7c8_trunk_2_n.ddss3dtrees_treepineforestsnow05_dd7ba7c8_trunk_2.ddss3dtrees_treepineforestsnow05_dd7ba7c8_trunk_1_n.ddss3dtrees_treepineforestsnow05_dd7ba7c8_trunk_1.ddss3dtrees_treepineforestsnow05_dd7ba7c8_trunk.txt And the texture files specified in the trunk.txt file for that model are in the specified folder, relative to the PathData path AND in the game's installation (same goes for the above files). I've been reading the instructions over and over but I can't seem to figure out what I'm doing wrong. I get the feeling it's gonna be something simple, yet again...
SuzanoSho Posted January 30, 2022 Posted January 30, 2022 Please disregard the entire comment above. I'm an idiot. Feel free to delete. (when I copied the data I wanted to use for PathData, I copied the contents of TexgenOutput's "textures" folder, rather than just using the entire textures folder)
bob124 Posted January 31, 2022 Posted January 31, 2022 Hello, I am using the latest alpha 65 version of Texgen/Dyndolod and am having trouble getting the grass LODs to match the color/brightness of my loaded grass. Please see the screenshot below to see the issue, I've read several posts in this thread about using the direct/ambient settings in Texgen and brightness multipliers in Dyndolod_SSE.ini but honestly I'm not smart enough to understand what those settings do (I don't know anything about texturing and the like) and can't get any closer to where I need even after multiple tweaks and attempts. Here are my most recent settings that generated the LODs in the screenshot, can anyone explain in simplified terms what these settings do and if possible how I can get the LODs to match the loaded grass? If it helps I'm using NAT 3.0 ENB and Folkvangr grass. I appreciate any help you can provide. https://imgur.com/a/ZYX5Mqp Texgen settings: Ambient 160, Direct 13 Brightness multipliers: GrassBrightnessTopR=0.300 GrassBrightnessTopG=0.445 GrassBrightnessTopB=0.300 GrassBrightnessBottomR=0.200 GrassBrightnessBottomG=0.223 GrassBrightnessBottomB=0.225
sheson Posted January 31, 2022 Author Posted January 31, 2022 36 minutes ago, bob124 said: Hello, I am using the latest alpha 65 version of Texgen/Dyndolod and am having trouble getting the grass LODs to match the color/brightness of my loaded grass. Please see the screenshot below to see the issue, I've read several posts in this thread about using the direct/ambient settings in Texgen and brightness multipliers in Dyndolod_SSE.ini but honestly I'm not smart enough to understand what those settings do (I don't know anything about texturing and the like) and can't get any closer to where I need even after multiple tweaks and attempts. Here are my most recent settings that generated the LODs in the screenshot, can anyone explain in simplified terms what these settings do and if possible how I can get the LODs to match the loaded grass? If it helps I'm using NAT 3.0 ENB and Folkvangr grass. I appreciate any help you can provide. https://imgur.com/a/ZYX5Mqp Texgen settings: Ambient 160, Direct 13 Brightness multipliers: GrassBrightnessTopR=0.300 GrassBrightnessTopG=0.445 GrassBrightnessTopB=0.300 GrassBrightnessBottomR=0.200 GrassBrightnessBottomG=0.223 GrassBrightnessBottomB=0.225 https://en.wikipedia.org/wiki/Additive_color R = red G = green B = blue Images/textures use values between 0.0 and 1.0 for each color channel. 0 means no intensity and 1 means full intensity. All channel = 0 is black, all channel 1 is white. Simplified, the brightness multiplier values are multiplied with the RGB values of the texture. GrassBrightnessTopR=0.5 means the red color channel of the texture is multiplied by 0.5, so the intensity of the red color channel is now half. If the grass seems too bright, set lower multipliers. If the grass seems to have a red tinge for example, set the R multiplier lower than the GB multipliers to "remove" more red. And/Or disable/adjust ENB image based lighting.
bob124 Posted January 31, 2022 Posted January 31, 2022 11 minutes ago, sheson said: https://en.wikipedia.org/wiki/Additive_color R = red G = green B = blue Images/textures use values between 0.0 and 1.0 for each color channel. 0 means no intensity and 1 means full intensity. All channel = 0 is black, all channel 1 is white. Simplified, the brightness multiplier values are multiplied with the RGB values of the texture. GrassBrightnessTopR=0.5 means the red color channel of the texture is multiplied by 0.5, so the intensity of the red color channel is now half. If the grass seems too bright, set lower multipliers. If the grass seems to have a red tinge for example, set the R multiplier lower than the GB multipliers to "remove" more red. And/Or disable/adjust ENB image based lighting. Thank you, this is helpful. I'll give it a shot!
Admiral30 Posted February 1, 2022 Posted February 1, 2022 (edited) Title says it all. Tree LOD is noticeably more yellow than normal trees. Generated using Dyndolod 3.0 with 3.0 Resources. Screenshot I'm using Happy Little Trees. 3D Trees seems to create no issues, but I wanted to switch. TexGen output textures look fine when viewed outside of the game, which implies issue is on Dyndolod's side. Ofc I can provide all info you need. Edited February 1, 2022 by Admiral30
sheson Posted February 1, 2022 Author Posted February 1, 2022 7 hours ago, Admiral30 said: Title says it all. Tree LOD is noticeably more yellow than normal trees. Generated using Dyndolod 3.0 with 3.0 Resources. Screenshot I'm using Happy Little Trees. 3D Trees seems to create no issues, but I wanted to switch. TexGen output textures look fine when viewed outside of the game, which implies issue is on Dyndolod's side. Ofc I can provide all info you need. See the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. DynDOLOD does not change the color of texture when they are added to the texture atlas. E.g. the billboard texture on the atlas texture should look exactly the same unless you told DynDOLOD to change its brightness. Changing brightness should not change color tone. Standard tree LOD uses a limited shader that does not react well to lighting. Weather mods and ENB can dramatically change appearance of tree LOD. Use ultra tree LOD either with Billboard4 (requires HD billboards) for best results or with the 3D tree LODs.
Admiral30 Posted February 1, 2022 Posted February 1, 2022 4 hours ago, sheson said: See the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. DynDOLOD does not change the color of texture when they are added to the texture atlas. E.g. the billboard texture on the atlas texture should look exactly the same unless you told DynDOLOD to change its brightness. Changing brightness should not change color tone. Standard tree LOD uses a limited shader that does not react well to lighting. Weather mods and ENB can dramatically change appearance of tree LOD. Use ultra tree LOD either with Billboard4 (requires HD billboards) for best results or with the 3D tree LODs. May I ask what is Billboard4? Tutorial says to use TexGen and then Dyndolod because 3.0 no longer requires billboards.
sheson Posted February 1, 2022 Author Posted February 1, 2022 45 minutes ago, Admiral30 said: May I ask what is Billboard4? Tutorial says to use TexGen and then Dyndolod because 3.0 no longer requires billboards. From https://dyndolod.info/Help/Ultra-Tree-LOD While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree. The additional triangles allows for better reactions to light sources from all directions together with the HD tree LOD billboards. It is a good alternative to 3D tree LOD models in case performance or resource usage is of concern or as fallback for individual trees in case 3D tree LOD models are not available.
Admiral30 Posted February 1, 2022 Posted February 1, 2022 (edited) 2 hours ago, sheson said: From https://dyndolod.info/Help/Ultra-Tree-LOD While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals. Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree. The additional triangles allows for better reactions to light sources from all directions together with the HD tree LOD billboards. It is a good alternative to 3D tree LOD models in case performance or resource usage is of concern or as fallback for individual trees in case 3D tree LOD models are not available. I have changed the settings to optimal settings mentioned on HLT Dyndolod 3.0 addon (LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1)). LOD quality is way better, no more yellow trees, but ofc life is not so easy. Now there is very aggressive z-fighting during LOD transition + z-fighting on all LOD trees. https://streamable.com/8yy2zn https://streamable.com/pj4cmw Edited February 1, 2022 by Admiral30
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