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Posted
On 8/27/2022 at 12:14 AM, sheson said:

Do not use "lod" in the name of textures if you want them to be treated like full textures being downsized and adjusted for the object LOD atlas.

I would be interested in directly comparing the actual texture of the 4k input to 256 input and if 4k has no change or just a very small change in the alpha channel. Use pipette to get the alpha value of a pixel.

So, with this we know that the 4k input has an alpha change that is ever so slightly making things thinner. Looking forward to the 256 pixel input to compare to.

Also upload the 256 input textures again together with the output so I do not have to wonder I got the right one from earlier posts.

Finally got around to repeating my tests. This time, I succeeded in reproducing @DoubleYou's result.

I removed the Specular flag from the source AA treeaspen01 model and set Glossiness to 80 to make it consistent with treeaspen02-09.

In my testing, I either use the AA 4k source texture or a 256px version of that taken from that mip level of the 4k texture to use as a LOD-specific version (named as "autumnal.dds" rather than "birch03_c_lod.dds" per sheson's advice to remove "_lod" from the file name). This way, the source alpha of my 256px texture is direct from source without any resizing artifacts. This LOD specific texture was saved without mips, since DynDOLOD only needs the top level.

I also used a version of the AA 4k source normal WITHOUT alpha and the 256px mip from that as Source for LOD-specific normals (also saved without mips). See source normals.

  1. Full AA source texture, NiAlphaProperty=128 - logs
  2. Full AA source texture, NiAlphaProperty=224 - logs
  3. 256 mip source texture, NiAlphaProperty=128 - logs
  4. 256 mip source texture, NiAlphaProperty=224 - logs

1 full-128.jpg2 full-224.jpg3-256-128.jpg4-256-224.jpg

DynDOLOD is definitely making a thicker alpha when processing the full AA texture. Check out the alpha of the source against the DynDOLOD renditions snipped from the respective atlas of each run. I have labeled then in an obvious way as indicated above --> z-tests.7z

  1. 0 source-256 mip.dds (source used for #3 & #4 tests above)
  2. full-128.tga (#1 test starting with 4k AA source texture)
  3. full-224.tga (#2 test starting with 4k AA source texture)
  4. 256-128.tga (#3 test starting with 256px mip of AA source texture)
  5. 256-224.tga (#4 test starting with 256px mip of AA source texture)

So I stand corrected in that NiAlphaProperty changes do have impact, but only marginally when the source texture is 4k. The impact is much closer to expected when the source texture is smaller resolution.

From the screens, the #3 test produces the best transitions in game (which is great, because ideally, I don't want to customize NiAlphaProperty). In a perfect world, DynDOLOD produces a LOD version on the atlas that more closely approximates or exactly matches the 256 mip alpha of the source 4k texture.

Posted
6 hours ago, z929669 said:

Finally got around to repeating my tests. This time, I succeeded in reproducing @DoubleYou's result.

I removed the Specular flag from the source AA treeaspen01 model and set Glossiness to 80 to make it consistent with treeaspen02-09.

In my testing, I either use the AA 4k source texture or a 256px version of that taken from that mip level of the 4k texture to use as a LOD-specific version (named as "autumnal.dds" rather than "birch03_c_lod.dds" per sheson's advice to remove "_lod" from the file name). This way, the source alpha of my 256px texture is direct from source without any resizing artifacts. This LOD specific texture was saved without mips, since DynDOLOD only needs the top level.

I also used a version of the AA 4k source normal WITHOUT alpha and the 256px mip from that as Source for LOD-specific normals (also saved without mips). See source normals.

  1. Full AA source texture, NiAlphaProperty=128 - logs
  2. Full AA source texture, NiAlphaProperty=224 - logs
  3. 256 mip source texture, NiAlphaProperty=128 - logs
  4. 256 mip source texture, NiAlphaProperty=224 - logs

1 full-128.jpg2 full-224.jpg3-256-128.jpg4-256-224.jpg

DynDOLOD is definitely making a thicker alpha when processing the full AA texture. Check out the alpha of the source against the DynDOLOD renditions snipped from the respective atlas of each run. I have labeled then in an obvious way as indicated above --> z-tests.7z

  1. 0 source-256 mip.dds (source used for #3 & #4 tests above)
  2. full-128.tga (#1 test starting with 4k AA source texture)
  3. full-224.tga (#2 test starting with 4k AA source texture)
  4. 256-128.tga (#3 test starting with 256px mip of AA source texture)
  5. 256-224.tga (#4 test starting with 256px mip of AA source texture)

So I stand corrected in that NiAlphaProperty changes do have impact, but only marginally when the source texture is 4k. The impact is much closer to expected when the source texture is smaller resolution.

From the screens, the #3 test produces the best transitions in game (which is great, because ideally, I don't want to customize NiAlphaProperty). In a perfect world, DynDOLOD produces a LOD version on the atlas that more closely approximates or exactly matches the 256 mip alpha of the source 4k texture.

We determined that the order of when the threshold adjustment is done needs to be after the mipmaps are created and not before that so it has the desired results.

Normal map textures do not contain alpha information that is used for alpha blending/testing with the standard shaders. The alpha information is in the diffuse texture.

What you see is that DynDOLOD is creating mipmaps differently to how the mipmaps of the full texture were created. You could say the alpha of the mipmaps of the full textures are too thin. Either way, they do not match perfectly. We know this can happen, hence the suggestion for the threshold adjustment in the LOD model. Now that people know how to create mipmaps with alpha-to-coverage,  I'll  add a shape name command so a LOD model can instruct to keep using the mipmaps from the source texture instead of generating them.

  • Like 1
Posted

Hi,

I'm getting this error. I don't want to install 2022 version of unofficial sse patch because I have not updated to AE. What should I do?

Screenshot (177).png

Posted
9 hours ago, jkp993 said:

Hi,

I'm getting this error. I don't want to install 2022 version of unofficial sse patch because I have not updated to AE. What should I do?

Screenshot (177).png

Read the first post which log and debug log to upload when making posts.
Do not post screenshots of messages, use the "Copy message to clipboard" link and paste the message as text as explained in the first post.
Click the "Click on this link for additional explanations and help for this message" to open and read further explanations about the error.

This message informs you about an error in the load order.

Either use a version of Requim.esp that was made for the older versions of the plugins in the load order or update all plugins to the required versions. Or use/create a patch. I would assume that there has to be some kind of documentation or guide how to setup the mod properly and what its requirements are. Maybe it also has instructions for the different game versions / load orders.

Unrelated: Do not install third party billboards, use TexGen to create all desired/required billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

Posted

Whenever Dyndolod3 texgen is about to finish it gives me System Error. Code: 1155. I can still manually zip the files and add them into mod organizer but the game textures flicker and the trees look like 2d models even when close. this error only happens when I try using dyndolod3 and not dyndolod2.

Ei4NI.txt

Posted (edited)

dyndolod64.exe has these erros, not sure how to fix them

<Error: Range check error while processing scripts\osex.pex>

  1. [03:21] <Error: File not found scripts\ccbgssse038_assassinenablescript.pex ccbgssse038-bowofshadows.esl ccBGSSSE038EnableTrigger [ACTI:FE037835]>
     
     
     
  2. [7:41 PM]
    [03:20] <Error: File not found scripts\cceejsse001_activatelinkedref.pex cceejsse002-tower.esl ccEEJSSE001_BakingSurfaceTrigger "Baking Surface" [ACTI:FE00E806]>
     
     
     
  3. [7:42 PM]
    [03:20] <Error: File not found scripts\cceejsse001_activatelinkedref.pex cceejsse002-tower.esl ccEEJSSE001_BakingSurfaceTrigger "Baking Surface" [ACTI:FE00E806]>
     
     
     
  4. [7:43 PM]
    [00:33] <Error: Range check error while processing scripts\osex.pex> [00:37] Processing 21531 base records for 2972 object LOD and 295 dynamic LOD models [00:51] <Warning: Billboard for model Meshes\landscape\plants\fallforestshrub02.nif has different CRC32 SkyrimIsWindy.esp TreeFallForestShrub02 [TREE:000AAE90]> [00:51] <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif has different CRC32 SkyrimIsWindy.esp TreeReachTree01Winterhold [TREE:00109716]> [00:52] <Warning: Billboard for model Meshes\landscape\trees\treepineforestdead05.nif has different CRC32 SkyrimIsWindy.esp TreePineForest05Dead [TREE:000B927E]> [00:52] <Warning: Billboard for model Meshes\landscape\trees\reachtree01.nif has different CRC32 for textures\landscape\trees\reachtreebranch01.dds SkyrimIsWindy.esp
Edited by Nutt_lemmings
Posted
10 hours ago, Nutt_lemmings said:

Whenever Dyndolod3 texgen is about to finish it gives me System Error. Code: 1155. I can still manually zip the files and add them into mod organizer but the game textures flicker and the trees look like 2d models even when close. this error only happens when I try using dyndolod3 and not dyndolod2.

Ei4NI.txt 199.95 kB · 3 downloads

Moved to the DynOLOD 3 Alpha thread.
Check the first post which logs of the entire session and debug logs to upload.

The TexGen log says:
Error: System Error. Code: 1155. No application is associated with the specified file for this operation.

The OS does not seem to know how to open HTML files. Associate a webbroweser with them.

No logs uploaded for DynDOLOD. See https://dyndolod.info/FAQ answer for "Object LOD model and full model show at the same time causing texture flicker" and "Billboard tree LOD shows in active exterior cells"

7 hours ago, Nutt_lemmings said:

um not sure why but removing Immersive College of Winterhold fixed it.

edit: Also found a patch to fix it here https://www.nexusmods.com/skyrimspecialedition/mods/38655 

What did removing a mod fix exactly or what is it that was patched exactly? The texture flicker caused by large reference bugs?

Posted
5 hours ago, Nutt_lemmings said:

dyndolod64.exe has these erros, not sure how to fix them

Read the first post which entire log of the session, debug log and bugreort.txt if it exists to upload when making posts.

As explained in the documentation DynDOLOD reports certain error in the load order. See https://dyndolod.info/Messages

The osex.pex script maybe be corrupt. Check if it works in game without errors and it doesn't have errors in the papapyrus log. Otherwise try reinstalling/recompiling it.

https://dyndolod.info/Messages/File-Not-Found-Scripts

https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32

Posted

@sheson

I know DynDOLOD allows using LOD via rules for MSTT moveable statics, but since I only have xLODGen for Fallout 4, is there any built-in way to add LOD to MSTT references? For the raider wind turbines, I used fake static references to generate the LODs, but this is less then ideal for a lot of objects, especially as far as mod compatibility is concerned. Fallout 4 has a very large portion of its cars and trucks as MSTT references, since they are designed to exploded if you shoot them. I could develop a script of some sort to generate the fake statics I suppose, but I'd rather save myself the hassle if there already is a way to do this. Could it be possible for xLODGen to automatically use a specific naming structure LOD model (say lod\path_to_model_lod_0.nif) for LOD if I add the Has Distant LOD flag?

Posted
3 hours ago, DoubleYou said:

@sheson

I know DynDOLOD allows using LOD via rules for MSTT moveable statics, but since I only have xLODGen for Fallout 4, is there any built-in way to add LOD to MSTT references? For the raider wind turbines, I used fake static references to generate the LODs, but this is less then ideal for a lot of objects, especially as far as mod compatibility is concerned. Fallout 4 has a very large portion of its cars and trucks as MSTT references, since they are designed to exploded if you shoot them. I could develop a script of some sort to generate the fake statics I suppose, but I'd rather save myself the hassle if there already is a way to do this. Could it be possible for xLODGen to automatically use a specific naming structure LOD model (say lod\path_to_model_lod_0.nif) for LOD if I add the Has Distant LOD flag?

xLODGen is a CK replacement LOD generator. It requires LOD models to be defined on base records. Only STAT base records can do that. So only reference that use STAT or SCOL which then use STAT base records can be used for static object LOD generation.

If anything, we would use DynDOLOD for anything beyond that. Either way, that would be a considerable time investment - the list of things to add to xLODGen (bake fake grass for example) and DynDOLOD is already quite long... so  anything like this is still some time in the future.

If you have a fixed list of LOD objects you could add them to the export file manually for the xLODGen or maybe via LOD options file.

Keep in mind though , that the static object LOD will truly be static, it can not move and not change how it looks.

Posted
4 hours ago, sheson said:

xLODGen is a CK replacement LOD generator. It requires LOD models to be defined on base records. Only STAT base records can do that. So only reference that use STAT or SCOL which then use STAT base records can be used for static object LOD generation.

If anything, we would use DynDOLOD for anything beyond that. Either way, that would be a considerable time investment - the list of things to add to xLODGen (bake fake grass for example) and DynDOLOD is already quite long... so  anything like this is still some time in the future.

If you have a fixed list of LOD objects you could add them to the export file manually for the xLODGen or maybe via LOD options file.

Keep in mind though , that the static object LOD will truly be static, it can not move and not change how it looks.

Thanks. That confirms what I had expected was the case. I don't want to heap extra work onto that list. I just didn't want to be creating extra work for myself if there already was an easier way to do this.

Posted (edited)

After my latest DynDOLOD run I decided to run around the arnimaDuplicate003 worldspace from Beyond Reach to check what the lods look like and if there's anything I would need to fix. While doing this I came across a cell with large reference bugs. The plugin doesn't have large references by default, but I added them myself with the xEdit script. The cell with the bugs is 18 -3. So I started checking the objects in the cell to see if there were any that had the initially disabled flag. I couldn't find any in arnima.esm nor in DynDOLOD.esm or Occlusion.esp, which were the only plugins to edit the cell in question. DynDOLOD.esp does add some tundra stream objects in there that are initially disabled, but since they aren't large refs they shouldn't be the cause of this issue right? There are 8 large refs in the cell, 2 of which are tundra streams. I found 5 objects being affected by this, so it does seem to be a legitimate large reference issue. It also only affects just this cell, neighbouring cells are all completely fine.

ic2RoFO.png

N8ZF7Iv.png

Do you have any ideas what might be causing this bug? DynDOLOD didn't report any large ref issues when running it. Here are the relevant log files: https://ufile.io/f/cmfrr

Edit: Noticed that the tundra stream objects might not be affected by this, but I think their LOD is handled a bit differently?

Edited by Blackread
Posted
1 hour ago, Blackread said:

After my latest DynDOLOD run I decided to run around the arnimaDuplicate003 worldspace from Beyond Reach to check what the lods look like and if there's anything I would need to fix. While doing this I came across a cell with large reference bugs. The plugin doesn't have large references by default, but I added them myself with the xEdit script. The cell with the bugs is 18 -3. So I started checking the objects in the cell to see if there were any that had the initially disabled flag. I couldn't find any in arnima.esm nor in DynDOLOD.esm or Occlusion.esp, which were the only plugins to edit the cell in question. DynDOLOD.esp does add some tundra stream objects in there that are initially disabled, but since they aren't large refs they shouldn't be the cause of this issue right? There are 8 large refs in the cell, 2 of which are tundra streams. I found 5 objects being affected by this, so it does seem to be a legitimate large reference issue. It also only affects just this cell, neighbouring cells are all completely fine.

ic2RoFO.png

N8ZF7Iv.png

Do you have any ideas what might be causing this bug? DynDOLOD didn't report any large ref issues when running it. Here are the relevant log files: https://ufile.io/f/cmfrr

Edit: Noticed that the tundra stream objects might not be affected by this, but I think their LOD is handled a bit differently?

Have you tested if problems go away when setting uLargeRefLODGridSize to 5?

Make sure to use latest version to generate large refs  https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas

Only large references can trigger large reference bugs.

Posted
1 hour ago, sheson said:

Have you tested if problems go away when setting uLargeRefLODGridSize to 5?

Make sure to use latest version to generate large refs  https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas

Only large references can trigger large reference bugs.

Tested it now, with uLargeRefLODGridSize=5 there's just LOD models as expected.

HA2QxqN.png

The large references were generated with that version of the script.

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