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Posted
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.

Posted

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. 

Posted

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 ?

Posted
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.

Posted

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.

Posted

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


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...

Posted

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)

Posted

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

Posted
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.

Posted
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!

Posted (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 by Admiral30
Posted
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.

Posted
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.

Posted
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.

Posted (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 by Admiral30

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