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Posted
25 minutes ago, adrianb said:

on the 1st run of v7 it errored at the dragonborn.esm,  on the next run it processed the worldspaces but failed on falskaar and tamriel both those lodgens stopped responding.

 

 

 

 

 

ive uploaded the log files to mega,  and the crashdump.

 

crashdump

 

https://mega.nz/file/l91XQS5b#lWx2cX7xazeOgVbjKGe5BFAc5yHmw0QjvENQkBIeopI

 

first run

https://mega.nz/file/okkE3aoR#UECO0qIGrAk42D9dVM_KhBXN53XOZvQW0vVXUdhU6v8

 

2nd run

 

https://mega.nz/file/JosERCzA#sMyxyADOskIy5JkVLOXLFtwukZsnymEVTkj_ZxfTKVQ

 

will try test 8 in a minute, let me know if you want me to run the tests a few more times or if you need anymore info.

 

test 8 on mega seems to be the same as test 7.

 

 

 

bugreport1.txt 270.39 kB · 3 downloads DynDOLOD_SSE_log.txt 742.33 kB · 1 download

Just use expert mode to "Execute LODGen" to test the different LODGenx64.exe with the same  settings and exports files as before.

Posted (edited)

ok i'll run test 7 a few times and see if anything changes.

 

on the 3rd run only tamriel stopped responding.

 

crash dump:-

 

https://mega.nz/file/c1dV1aAL#jJh5QB3fQK2-0GvQFkEGI3Wl9RnuJXVRFCCJugo6XXM

 

logs:-

 

https://mega.nz/file/Jh0mDSSL#JRDsgTRvwgiDU6GdWWeJkt_N0KJ3BB-ZMkWakIPeI3E

 

hope this info is useful, if not i can stop testing.

 

 

DynDOLOD_SSE_log.txt

Edited by adrianb
add more info
Posted
7 hours ago, Mirari said:

Sorry, first time on this forum, getting the hang of what info to include.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Requested Logs :

DynDOLOD_SSE_Debug_log.txt

https://ufile.io/lmx580r2

DynDOLOD_SSE_log

https://ufile.io/mr94fb12

LODGen_SSE_Tamriel_log

https://ufile.io/ti0l6cvu

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The texture with issues is 'Pineforestsnow04.dds', located in 'textures\lod\HappyLittleTrees\Pineforestsnow04.dds'.

It is used as branch textures for the 3D Hybrid tree passthru LOD 'treepineforestsnow04_232C0CDBpassthru_lod.nif', located in 'meshes\DynDOLOD\lod\trees\treepineforestsnow04_232C0CDBpassthru_lod.nif'.

The texture displays correctly when viewing the 3D Hybrid Tree LOD model in isolation:

PineForestSnow04.dds Correctly Showing in treepineforestsnow04_232C0CDBpassthru_lod.nif

When running DynDOLOD with ultra trees enabled, treepineforestsnow04_232C0CDBpassthru_lod.nif is placed in level 4 LOD all over Tamriel, Solstheim, and Forgotten Vale, and these placed trees draw their textures from the respective worldspace DynDOLOD texture atlases.

All branch textures from  'textures\lod\HappyLittleTrees'  are therefore being imported directly into DynDOLOD_Tamriel.dds, DynDOLOD_DLC2SolstheimWorld.dds, and DynDOLOD_DLC01FalmerValley.dds to be used by the placed 3D hybrid trees. Their trunk textures are generated in TexGen. (See image below of Tamriel object LOD Tamriel.4.0.-12.bto)

3D Hybrid Trees Drawing Branch Textures from DynDOLOD_Tamriel.dds

When Pineforestsnow04.dds is copied to the atlas during DynDOLOD generation, it is heavily distorted, though all other branch textures from 'textures\lod\HappyLittleTrees' are imported normally.

Here is Pineforestsnow04.dds on the right, and its representation in DynDOLOD_Tamriel.dds on the left.

Original PineForestSnow04.dds On Right - DynDOLOD_Tamriel.dds Import on Left

All the other correctly imported branch textures from 'textures\lod\HappyLittleTrees' can be seen in the picture of DynDOLOD_Tamriel.dds I included in my previous post, next to the distorted representation of Pineforestsnow04.dds.

The in game issue can be seen in the image below. Strange looking LOD for TreePineForestSnow04 can be seen on the left, with normal looking LOD for TreePineForestSnow05 on the right.

Ugly TreePineForestSnow04 LOD on Left - Correct TreePineForestSnow05 LOD on Right

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As for the mipmap issue,

All the Happy Little Trees 3D Hybrid Trees are drawing their branch textures from the DynDOLOD Texture Atlases, not the original branch textures from 'textures\lod\HappyLittleTrees'. So the issue of invisible distant tree branches is drawn from DynDOLOD_Tamriel.dds, etc. However, after some testing, this appears to be an emergent issue from my attempt to fix the Pineforestsnow04.dds within DynDOLOD_Tamriel.dds.

Using Paint.net, I copied and pasted the original Pineforestsnow04.dds over its representation in DynDOLOD_Tamriel.dds, and resaved the texture with BC7 compression. This fixed 3D Tree LOD for TreePineForestSnow04 in game; however, 3D Tree LOD for dead pine trees started showing invisible branches from a distance. They were visible before resaving DynDOLOD_Tamriel.dds

Something detrimental therefore seems to be happening to the mipmaps when resaving, but only for a few select tree branch textures within the atlas. These were my settings for resaving the texture:

BC7 Compression and Mipmap Settings

Perhaps these settings are incorrect, or a program with more specific options/parameters is required.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TLDR, any help figuring out these issues would be greatly appreciated:

1. Why DynDOLOD is distorting Pineforestsnow04.dds on import to the texture atlases

2. Why my edits to the texture atlas to fix this problem cause invisible distant branches

Much thanks

@sheson If using HLT mod, it's important to distinguish between lod assets I prepared using standard methods and those that T4 created in custom fashion (Blender reduce poly w/custom textures and using same CRC named models). It could be that some of the custom LOD models have issues, IDK and am not set up to confirm right now.


See latest posts/files for reference: https://www.nexusmods.com/skyrimspecialedition/mods/56907

Posted
19 minutes ago, z929669 said:

@sheson If using HLT mod, it's important to distinguish between lod assets I prepared using standard methods and those that T4 created in custom fashion (Blender reduce poly w/custom textures and using same CRC named models). It could be that some of the custom LOD models have issues, IDK and am not set up to confirm right now.


See latest posts/files for reference: https://www.nexusmods.com/skyrimspecialedition/mods/56907

Without log, debug log and questions being answered we will not know what's up.

Posted (edited)
21 hours ago, sheson said:

A crap deleting the bin also does't seem to work, it will then have a file not found error.
Sorry about that.

Please test with #7 https://mega.nz/file/4JRiTRKQ#oHJ13BVOyA2itWjkV5ic_HSxEdfU3EaCCRuRfH_8EPc
and #8 https://mega.nz/file/4JRiTRKQ#oHJ13BVOyA2itWjkV5ic_HSxEdfU3EaCCRuRfH_8EPc

Use test version of DynDOLOD https://mega.nz/file/sJQR3aBZ#4h06glNhiievee-nuVn_eWWTnBY-iBrTVcU-L0gBmCY which should fix the issues from the bugreports you uploaded.

Instant failure with 7

And 7 and 8 seem to be the exact same files?

bugreport.txt Logs.7z

Edited by DarthVitrial
Posted (edited)

Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file)
Is that possible?

I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing?

Thanks.

Edited by Jax65
Posted
1 hour ago, Jax65 said:

Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file)
Is that possible?

I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing?

Thanks.

Read the first post of the DynDOLOD 3 Alpha thread where to make posts, I moved your post.

Yes, you can do whatever convoluted stuff you can think off.
The way you ask the question is a hint that you should instead ask the actual question / describe the situation that makes you want do this.

I suggest to read the DynDOLOD/TexGen documentation in order to understand how things work. Then ask specific questions how to properly use the tools to achieve certain goals or in case of issues, simply report the problem.

TexGen generates the LOD texture from the full texture. The TexGen output typically overwritesDynDOLOD Resources SE.
wrroofslate01lod is a 4x4 mini atlas textures. If it is replaced with a simple resize of the full texture, then LOD models using that LOD texture will look wierd.
The generated texture will have the base size * 1. E.g. 256x256 for 1080p. If you are hurting for VRAM, just set a lower base size to generate smaller LOD textures.
The mipmaps of the LOD texture only matters if the LOD texture is being used directly. Though saving a texture with whatever tool, typically updates the mipamps accordingly. Sometimes not for the better. Typically LOD uses the object LOD atlas texture to which this texture has been added. The mipmaps of textures that are being added to the object LOD atlas are ignored and replaced with mipmaps that DynDOLOD creates on the fly.

Check these:
https://dyndolod.info/Help/Texture-Resolution
https://dyndolod.info/Help/TexGen-Configuration
https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen

Posted
On 4/9/2022 at 1:37 AM, sheson said:

I can download that log but its only the normal log. Can you upload the accompanying debug log as well?

If you already know which original TexGen configs are being used for them to create these textures adhoc, let me know. Knowing one of the LOD models would help, too.

Basically looking for a line like 

[AddMiniAtlas] <Debug: Automatically generate new mini atlas textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds based on textures\..\prop2d_com_elorav_woodenpole_wet.dds for textures\..\[some textures].dds plugin.esm editor id  [STAT:formid]>

That [some textures].dds is the original one to find the TexGen config for.

Edit: I was able to reproduce the bug after some trial and error based on the provided files. Will be fixed next alpha version.

Hi sheson, I am still having this problem in alpha 88. I believe I have all the correct log files this time: https://ufile.io/f/313sb

Posted
56 minutes ago, Gamma_Metroid said:

Hi sheson, I am still having this problem in alpha 88. I believe I have all the correct log files this time: https://ufile.io/f/313sb

From the first post:
Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory ... 

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory

The output folder still contains old files including that texture made with an older version, so it skips making the correct one because the texture already exists.

Posted
1 hour ago, sheson said:

From the first post:
Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory ... 

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory

The output folder still contains old files including that texture made with an older version, so it skips making the correct one because the texture already exists.

Ah, reading always helps 😅 The problem turned out to be DynDOLOD was pulling the old textures from my data/textures/lod folder, so I had to clear that out too. Thanks

Posted
4 hours ago, sheson said:

Read the first post of the DynDOLOD 3 Alpha thread where to make posts, I moved your post.

Yes, you can do whatever convoluted stuff you can think off.
The way you ask the question is a hint that you should instead ask the actual question / describe the situation that makes you want do this.

I suggest to read the DynDOLOD/TexGen documentation in order to understand how things work. Then ask specific questions how to properly use the tools to achieve certain goals or in case of issues, simply report the problem.

I have a few City re-textures with different colour roofs and walls which texgen and Dyndolod can't create and match (from what I have read anyway) so I'm trying to edit the textures myself so dyndolod can create matching LODs.
I read all of this post https://stepmodifications.org/forum/topic/14565-help-me-to-understand/
And you said:

"Use a 3D program like 3DSMax or Blender to render models to texture. Or our poor mans solution like we do create billboard by making screenshots in NifSkope.
However, since we do not have the sources for the pre-rendered textures you would first have to create models/views that mimic the side views required.
Or you just try to edit the existing textures in PhotoShop/Gimp."

So i'm trying the last option and kinda assumed I need to edit the atlas DDS lod files?

MY PREVIOUS POST:

Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file)
Is that possible?
I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing?
Thanks.

Posted
1 hour ago, Jax65 said:

I have a few City re-textures with different colour roofs and walls which texgen and Dyndolod can't create and match (from what I have read anyway) so I'm trying to edit the textures myself so dyndolod can create matching LODs.
I read all of this post https://stepmodifications.org/forum/topic/14565-help-me-to-understand/
And you said:

"Use a 3D program like 3DSMax or Blender to render models to texture. Or our poor mans solution like we do create billboard by making screenshots in NifSkope.
However, since we do not have the sources for the pre-rendered textures you would first have to create models/views that mimic the side views required.
Or you just try to edit the existing textures in PhotoShop/Gimp."

So i'm trying the last option and kinda assumed I need to edit the atlas DDS lod files?

MY PREVIOUS POST:

Can I open wrroofslate01.dds which is 2048px resize to 128px and rename to wrroofslate01lod.dds then copy it over to the extracted Dyndolod Resources overwriting it , rezip and reinstall then run texgen and dyndolod again to see the results? (doing the same with the wrslate02lod_n file)
Is that possible?
I notice the 2K texture has 11 mipmaps and the lod texture has 7 so if the above is possible do I need to remove the extra mipmaps before downsizing?
Thanks.

Are the used City re-texture mods a secret?

Really read the first post and the documentation as suggested to understand how things work with the new and improved DynDOLOD 3 Alpha:
For example from https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/
Major Feature Changes
Generate some pre-rendered object LOD textures, including all cities.

For example from https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
It can update the rendered object LOD textures for the walled cities and most structures.

For example https://dyndolod.info/Help/TexGen-Configuration#Rendered-Object-LOD-Textures
Check the image...

Really read what I answered:
TexGen generates the LOD texture from the full texture. The TexGen output typically overwrites DynDOLOD Resources SE.
wrroofslate01lod is a 4x4 mini atlas textures.

https://dyndolod.info/Help/TexGen-Configuration#Rendered-Object-LOD-Textures#Stitched-Object-LOD-Textures
Such stitched object LOD texture like wrroofslate01.dds were already updated by TexGen 2.x and didn't require any manual editing either.

The mipmaps of the LOD texture only matters if the LOD texture is being used directly. Though saving a texture with whatever tool, typically updates the mipamps accordingly. Sometimes not for the better. Typically LOD uses the object LOD atlas texture to which this texture has been added. The mipmaps of textures that are being added to the object LOD atlas are ignored and replaced with mipmaps that DynDOLOD creates on the fly.

Let me repeat:
Both TexGen 2/3 automatically create wrroofslate01lod and wrslate02lod from the full textures in the load order.The TexGen output will overwrite the textures in DynDOLOD Resources SE. There is no need to manually modify them. Do not edit the generated object LOD atlas if anything, edit the single object LOD textures.

Posted (edited)
4 hours ago, sheson said:

@DarthVitrial @adrianb @Zahkrii

It seems converting and compiling LODGen for .Net 6 lets it run without errors. Check if this works  https://mega.nz/file/4RoRDaAQ#KYQTrMq8Z02M8jk9ZrpmU1GY0XTw_dEy5uD2HKaaLa8

Instant failure, should I not be using the dyndolod exe from here: https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/page/284/?tab=comments#comment-259338?

EDIT: Rolled back to exe from alpha 88, it's running now.

bugreport.txt Logs.7z

Edited by DarthVitrial

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