Phlunder Posted October 8, 2022 Posted October 8, 2022 13 minutes ago, sheson said: Great! Regarding the flat normalmaps, IIRC this came up before. For example the Enderal\landscape\Tropical\Vegetation\Trunk01.nif has 0 0 0 tangnents/bitangents. You can also see in NifSkope, that it also does not react to direct light, only ambient. Fix those with NifSkope and they should have nice normal maps generated. That indeed fixed it! I just updated tangent space for all of them, not sure if something else is necessary, but looks fine now! Thanks a lot.
rileymil Posted October 8, 2022 Posted October 8, 2022 1 hour ago, sheson said: Try to close the program normally (not kill it) so the log and debug log files are created and upload them. For next run add RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Check if the program still uses CPU. Check with task manager if there are any LODGen/Texconv processes still running in the background it might be waiting for. Check if it runs through without enabling the worldspace BSHeartland. So after an hour and a half (lol) generation was successful with 1. no BSheartland worldspace checked, 2. RealTimeLogs=1 (checked periodically) and 3. an update to Microsoft Visual Studio! With that successful, can I now just run DynDOLOD again with only BSHeardland checked, change the name of the necessary output files (heartland esps, and then add the textures/meshes/skse folder to my Tamriel DynDOLOD folder)? Or do I now need to run it with everything checked at once for everywhere to work? I can leave it overnight and see how it does in a few hours if that is the case, but I would prefer the former option if that is a thing. Hope I'm making sense, been a few more hours at this than I was expecting.
sheson Posted October 8, 2022 Author Posted October 8, 2022 1 hour ago, rileymil said: So after an hour and a half (lol) generation was successful with 1. no BSheartland worldspace checked, 2. RealTimeLogs=1 (checked periodically) and 3. an update to Microsoft Visual Studio! With that successful, can I now just run DynDOLOD again with only BSHeardland checked, change the name of the necessary output files (heartland esps, and then add the textures/meshes/skse folder to my Tamriel DynDOLOD folder)? Or do I now need to run it with everything checked at once for everywhere to work? I can leave it overnight and see how it does in a few hours if that is the case, but I would prefer the former option if that is a thing. Hope I'm making sense, been a few more hours at this than I was expecting. Updating existing DynDOLOD output is always possible. https://dyndolod.info/Updating Do not rename any output files / do not invent instructions. However, I suggest to let me first investigate and probably fix the problem for the next version as there is no reason for that delay when it generates on-demand textures / it should not try to generate any if source textures are missing. Edit: Use Alpha-102 for that.
Francis Posted October 8, 2022 Posted October 8, 2022 2 hours ago, sheson said: Moved to the DynDOLOD 3 alpha thread. The cause is explained in the message. "Broken Tamriel terrain LOD meshes detected." and "Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues" - You have installed a mod that contains broken terrain LOD meshes. How to resolve it is explained in the message. "Permamently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes" - Remove the broken terran LOD meshes or generate valid ones with xLODGen. As explained in the first post, click the link "Click on this link for additional explanations and help for this message" to open additional help. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes. Thanks, I'm still learning about LODs and these tools. I assumed I had broken some meshes somehow, but really I just had't come across xLODGen in the third party guides I was reading/watching.
xcal68 Posted October 8, 2022 Posted October 8, 2022 5 hours ago, sheson said: Read the first post which entire log and debug log (in this case from TexGen and DynDOLOD) to upload when making posts. Read the first post which log and debug log to upload when making posts. TexGen fixed in 102 - trunks are back. Thanks.
Iams Posted October 8, 2022 Posted October 8, 2022 Hello, I have just downloaded the latest version of DynDOLOD Alpha 102. I use MO2, skse 2.2.3, AE 1.6.640 and I linked TexGen and DynDOLOD. I launched TexGen after having done xLODGen without any problem. But it gives me "Item not found". On the help, they recommend to tell it on the support, which I do now TexGen_SSE_Debug_log.txt
sheson Posted October 8, 2022 Author Posted October 8, 2022 10 minutes ago, Iams said: Hello, I have just downloaded the latest version of DynDOLOD Alpha 102. I use MO2, skse 2.2.3, AE 1.6.640 and I linked TexGen and DynDOLOD. I launched TexGen after having done xLODGen without any problem. But it gives me "Item not found". On the help, they recommend to tell it on the support, which I do now TexGen_SSE_Debug_log.txt 520.74 kB · 0 downloads Read the first post which log and bugreport.txt to also upload when making posts.
Iams Posted October 8, 2022 Posted October 8, 2022 (edited) Merci pour la réponse rapide et désolé pour mon tâtonnement. Voici les 2 pâtes en espérant que c'est correct. TexGen_SSE_Debug_log.txt TexGen_SSE-log.txt And bugreport.txt sorry Edited October 8, 2022 by Iams
sheson Posted October 8, 2022 Author Posted October 8, 2022 9 minutes ago, Iams said: Thank you for the quick response and sorry for my fumbling. Here are the 2 pastees hoping that it is correct. TexGen_SSE_Debug_log.txt TexGen_SSE-log.txt Also upload the bugreport.txt as explained on the first post.
Iams Posted October 8, 2022 Posted October 8, 2022 (edited) Désolé je l'ai ajouté à mon dernier message mais je l'ai remis ici I just restarted TexGen and there is no problem... I don't understand, sorry for the inconvenience! Edited October 8, 2022 by Iams
Khare079 Posted October 8, 2022 Posted October 8, 2022 12 hours ago, sheson said: Read the first post which log and debug log to upload when making posts. Make sure the OS, UAC, anti vir or some other 3rd party crap ware is not preventing TexConv from running. Install latest Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017, 2019, and 2022 https://mega.nz/folder/JkUgRL7K#CxNfc6t08fwcUVfa4xbesQ - I don't see a bugreport.txt anywhere. I've tried repairing Microsoft Visual multiple times, allowing all the .exe through windows defender and my antivirus. Given full control to everything and run all programs as administrator and I'm still getting this error. I've never had this issue before and I'm on the same setup as when this all worked perfectly. I'm not sure what else could be stopping it from working.
Phlunder Posted October 8, 2022 Posted October 8, 2022 I have another question about the additional Enderal billboards. I realized that the only ones that made sense for billboard use are trunk01_000880fa, trunk03_00088146 and trunk05_00088148. TexGen now generates normal maps fine after I updated tangents and faced vertex normals. It all looks fine, apart from the first side view of trunk05_00088148. The preview looks ok, but the actual texture output has a transparent square in the trunk: Here are the TexGen logs.
sheson Posted October 9, 2022 Author Posted October 9, 2022 8 hours ago, Khare079 said: https://mega.nz/folder/JkUgRL7K#CxNfc6t08fwcUVfa4xbesQ - I don't see a bugreport.txt anywhere. I've tried repairing Microsoft Visual multiple times, allowing all the .exe through windows defender and my antivirus. Given full control to everything and run all programs as administrator and I'm still getting this error. I've never had this issue before and I'm on the same setup as when this all worked perfectly. I'm not sure what else could be stopping it from working. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in notepad and add LockTexconv=1 under [DynDOLOD]. See if that makes a difference. If not, it could mean a problem with antivir or unstable CPU/memory. Disable antivir / add exception for all exe involved.
sheson Posted October 9, 2022 Author Posted October 9, 2022 15 hours ago, Phlunder said: I have another question about the additional Enderal billboards. I realized that the only ones that made sense for billboard use are trunk01_000880fa, trunk03_00088146 and trunk05_00088148. TexGen now generates normal maps fine after I updated tangents and faced vertex normals. It all looks fine, apart from the first side view of trunk05_00088148. The preview looks ok, but the actual texture output has a transparent square in the trunk: Here are the TexGen logs. Try this test version https://mega.nz/file/AIR0gJQY#2Kf-ciaOXHQyqyv_TX7cSdOXnOWTd5iRpD_ej4fvMPw, which should which that.
Phlunder Posted October 9, 2022 Posted October 9, 2022 4 hours ago, sheson said: Try this test version https://mega.nz/file/AIR0gJQY#2Kf-ciaOXHQyqyv_TX7cSdOXnOWTd5iRpD_ej4fvMPw, which should which that. Yes, using this version fixed all issues regarding these trees. Also this one below I overlooked: Left: Alpha-102 - Right: Test version Thanks again!
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