sheson Posted February 23, 2022 Author Posted February 23, 2022 20 minutes ago, Phlunder said: I've seen these errors, unfortunately Enderal has a few of those. I will look into covering those missing normals. I checked the normal map for the trees, and the only thing that stands out is that the trunks of some of the trees have flat normals, the crown is always covered. And two tree types not shown in the screenshots have flat normals too. Here's the output atlas, if it helps: https://drive.google.com/file/d/1EaqpfUik1h8DTPHO3tuy1ap7nF9YG78i/view?usp=sharing I thought its maybe something with those trees brightness too, but then again, there are other trees in the game (and in vanilla Skyrim) that are brighter, like snow pines, and they don't have this issue. They are also seen in the screenshot. Near the glaciers. Am I supposed to find the tree(s) on the texture atlas among the hundreds of textures? Check the billboards generated by TexGen for those trees. Let me know the base record form ID of those trees. What the screenshots do not show is how bright or dark the full models are without shadows. I mean, maybe the same trees are in the foreground loaded, but without knowing which tree base record this actually is...
Phlunder Posted February 23, 2022 Posted February 23, 2022 13 minutes ago, sheson said: Am I supposed to find the tree(s) on the texture atlas among the hundreds of textures? Check the billboards generated by TexGen for those trees. Let me know the base record form ID of those trees. What the screenshots do not show is how bright or dark the full models are without shadows. I mean, maybe the same trees are in the foreground loaded, but without knowing which tree base record this actually is... Sorry, atlas was a bad idea without further info. I also tried several times of day, and yes the trees in the foreground are loaded and of the same type of course, to show the difference. Here are the base IDs, I hope I got them all: 88025 8671B 86726 8671F 86724 8813F 88102 Some better comparisons. I picked a time of day were the issue is most visible. Seems like backlight influence, though Billboard4 is used? The 3rd shot shows such a tropical tree next to a vanilla tree billboard:
sheson Posted February 23, 2022 Author Posted February 23, 2022 40 minutes ago, Phlunder said: Sorry, atlas was a bad idea without further info. I also tried several times of day, and yes the trees in the foreground are loaded and of the same type of course, to show the difference. Here are the base IDs, I hope I got them all: 88025 8671B 86726 8671F 86724 8813F 88102 Some better comparisons. I picked a time of day were the issue is most visible. Seems like backlight influence, though Billboard4 is used? The 3rd shot shows such a tropical tree next to a vanilla tree billboard: Can you upload the LOD Level 4 BTO for that area?
Phlunder Posted February 23, 2022 Posted February 23, 2022 (edited) 52 minutes ago, sheson said: Can you upload the LOD Level 4 BTO for that area? Here is the Level 4 BTO file for that area: https://drive.google.com/file/d/16CILX3YKEJiqzqEPEwVeYkGyBO9BwGek/view?usp=sharing Indeed, these tree LOD meshes look different even in NifSkope: Edited February 23, 2022 by Phlunder
sheson Posted February 23, 2022 Author Posted February 23, 2022 34 minutes ago, Phlunder said: Here is the Level 4 BTO file for that area: https://drive.google.com/file/d/16CILX3YKEJiqzqEPEwVeYkGyBO9BwGek/view?usp=sharing Indeed, these tree LOD meshes look different even in NifSkope: Those palms do not have "tree" anywhere in their path so the "tree" mesh mask rule does not apply. Which means the last "/" rule applies which falls back to Billboard1 by default. For now just copy the "tree" mesh rule to "tropical" (as not all of them are palms either). I will fix this this in the next alpha version by having the "tree" mesh rule apply to all TREE base records as well in addition to the mesh mask . Via a new flag. 1
Phlunder Posted February 23, 2022 Posted February 23, 2022 22 minutes ago, sheson said: Those palms do not have "tree" anywhere in their path so the "tree" mesh mask rule does not apply. Which means the last "/" rule applies which falls back to Billboard1 by default. For now just copy the "tree" mesh rule to "tropical" (as not all of them are palms either). I will fix this this in the next alpha version by having the "tree" mesh rule apply to all TREE base records as well in addition to the mesh mask . Via a new flag. Ahh, that makes sense. Adding the mesh rule fixed it indeed. Thanks for looking into it!
xddfan Posted February 23, 2022 Posted February 23, 2022 5 hours ago, sheson said: Use a file service for large logs as explained on the first post. The textures\architecture\whiterun\WRstonebase02.dds has a resolution of 16384 x 8192 Use full textures with more sane resolutions. Close any other program that uses video memory. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and set MaxTextureSize=8192 and if that still doesn't work , set it to 4096 Thank you for your quick response. Setting MaxTextureSize to 4096 fixed my issue.
Thardrim Posted February 23, 2022 Posted February 23, 2022 I have a question about something that I don't know if it is possible to do, related to the new "seasons" option. Is it possible to generate different grass lod density for a particular season? What I'm trying to do is to have a lower density of the grass lod for Winter and only for Winter. That way, the grass lod would be more consistent with my setup for grass in general, way less dense when using this mod, Seasons of Skyrim - Remove Unwanted Grass. Would this be possible if I rerun LODGen only for Winter with a lower density for grass (or even no grass lod at all), leaving the rest of the seasons with a higher density? Thanks.
sheson Posted February 23, 2022 Author Posted February 23, 2022 22 minutes ago, Thardrim said: I have a question about something that I don't know if it is possible to do, related to the new "seasons" option. Is it possible to generate different grass lod density for a particular season? What I'm trying to do is to have a lower density of the grass lod for Winter and only for Winter. That way, the grass lod would be more consistent with my setup for grass in general, way less dense when using this mod, Seasons of Skyrim - Remove Unwanted Grass. Would this be possible if I rerun LODGen only for Winter with a lower density for grass (or even no grass lod at all), leaving the rest of the seasons with a higher density? Thanks. Open ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel_WIN.txt in notepad. Change the line GrassDensity= to the desired density as explained in https://dyndolod.info/Help/Grass-LOD#Updating Start DynDOLOD in expert mode https://dyndolod.info/Help/Expert-Mode Select the Tamriel worldspace and make sure it has [Seasons] and only check the WIN season in the dropdown. Click Execute LODGen. Merge meshes into existing output.
Thardrim Posted February 23, 2022 Posted February 23, 2022 5 hours ago, sheson said: Open ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel_WIN.txt in notepad. Change the line GrassDensity= to the desired density as explained in https://dyndolod.info/Help/Grass-LOD#Updating Start DynDOLOD in expert mode https://dyndolod.info/Help/Expert-Mode Select the Tamriel worldspace and make sure it has [Seasons] and only check the WIN season in the dropdown. Click Execute LODGen. Merge meshes into existing output. Ok, great!! I'll do that. Thank you very much!
BiggerGreen Posted February 23, 2022 Posted February 23, 2022 Dyndolodx64 won't start for me. I keep getting error 217 at 000000514a0
sheson Posted February 23, 2022 Author Posted February 23, 2022 1 hour ago, BiggerGreen said: Dyndolodx64 won't start for me. I keep getting error 217 at 000000514a0 Read the first post which log, debug log and bugreport.txt to upload when making posts. If there is no logs or bugreport.txt check windows event log for hints. Always use the latest version.
Phlunder Posted February 23, 2022 Posted February 23, 2022 How do I handle trees that are statics, when I want TexGen to pick them up for billboard creation?
BiggerGreen Posted February 23, 2022 Posted February 23, 2022 (edited) 1 hour ago, sheson said: Read the first post which log, debug log and bugreport.txt to upload when making posts. If there is no logs or bugreport.txt check windows event log for hints. Always use the latest version. I don't know how to find ..\DynDOLOD\bugreport.txt if there is one but here is a picture of the message I get. I run it out of MO2 and the .exe is on my other drive outside of program files. This is all that happens when I try to run it every time. Got texgen to work and create files. Edited February 23, 2022 by BiggerGreen
sheson Posted February 23, 2022 Author Posted February 23, 2022 52 minutes ago, Phlunder said: How do I handle trees that are statics, when I want TexGen to pick them up for billboard creation? https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards A tree is every base record of the type 'TREE' and 'STAT' with the 'Has Tree LOD' flag set. 23 minutes ago, BiggerGreen said: I don't know how to find ..\DynDOLOD\bugreport.txt if there is one but here is a picture of the message I get. I run it out of MO2 and the .exe is on my other drive outside of program files. This is all that happens when I try to run it every time. Got texgen to work and create files. You already provided the error message... ..\DynDOLOD\ is the folder that DynDOLOD was installed in, e.g where the DynDOLOD.exe is. The "log" folder is a subfolder of it. If there is no bugreport.txt in the same folder as DynDOLOD.exe and there no log files in the log subfolder, check the Windows Event log for messages. Which Windows version are you using? What is in installation folder of DynDOLOD? What is the command line the program is started with? What is the installation folder of the game? What is the mod manager? Do you get the same message when starting TexGenx64.exe? DynDOLOD.exe or TexGen.exe?
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