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Posted
  On 2/20/2023 at 10:26 AM, star_death69 said:

Alright, I did another run with the TestVersion.
It seems to struggle with the mrkbuildingslod02 file. As far as I can tell, that one originates from the DynDOLOD Resources SE, but I also have the HD LODs Textures SE mod active that overrides it. However, disabling that mod in MO2 and rerunning TexGenx64 did not yield a different result.
Nevertheless I've attached the logs for both versions, just in case.
withHDLods.7zwithoutHDLods.7z

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The issue happens when TexGen is trying to generate TexGen_Output\Textures\lod\mrkbuildingslod03 from full texture, which means mrkbuildingslod03.dds mrkbuildingslod03_n.dds.

Try with this test version of TexGenx64 https://mega.nz/file/wVBCRLIK#Pu9wWb2ilVrOYiNFvwG347XbjeBBUiR7NyAf-R3ryQY
Again, delete old logs and bugreport.txt first. Upload log, debug also if it runs through without error.

Posted
  On 2/20/2023 at 1:13 PM, sheson said:

The issue happens when TexGen is trying to generate TexGen_Output\Textures\lod\mrkbuildingslod03, which means mrkbuildingslod03.dds mrkbuildingslod03_n.dds.

Try with this text version of TexGenx64 https://mega.nz/file/wVBCRLIK#Pu9wWb2ilVrOYiNFvwG347XbjeBBUiR7NyAf-R3ryQY
Again, delete old logs and bugreport.txt first. Upload log, debug also if it runs through without error.

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TexGen again exited with an exception

Logs.7zI

Posted (edited)

After updating from version 111 to version 114 (and to the newest Resources/NG DLL) I encountered the problem of grass lod completely failing to generate, as in there isn't any grass lod in the generated meshes. I have a working grass cache, grass lod generation worked fine with the old version and I kept my settings, both in the UI and in the ini files, the same as before. The generation process ended "successfully" without any fatal error, in fact it was greatly sped up because the whole grass lod generation part was seemingly skipped. As far as I can tell TexGen did generate the usual grass billboards when I reran it with version 114. After consulting https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List I ran LODGen with verbose enabled. Here's the whole log for Tamriel worldspace: https://ufile.io/a3snif3z I didn't truncate it because it was truly verbose (lol) and I'm not really sure which parts are useful and which parts are not. Also attached here is the LODGen log for Markarth worldspace that came with the Tamriel lod generation. It's significantly shorter and I do have grass in Markarth worldspace, maybe it would help.

Edit: For some reason I can't seem to download my own uploaded file. Here's another link that should work fine: https://anonfiles.com/23SeldZdyc/LODGen_SSE_Tamriel_log_txt

LODGen_SSE_MarkarthWorld_log.txtFetching info...

Edited by heheloveer
Posted
  On 2/20/2023 at 2:32 PM, heheloveer said:

After updating from version 111 to version 114 (and to the newest Resources/NG DLL) I encountered the problem of grass lod completely failing to generate, as in there isn't any grass lod in the generated meshes. I have a working grass cache, grass lod generation worked fine with the old version and I kept my settings, both in the UI and in the ini files, the same as before. The generation process ended "successfully" without any fatal error, in fact it was greatly sped up because the whole grass lod generation part was seemingly skipped. As far as I can tell TexGen did generate the usual grass billboards when I reran it with version 114. After consulting https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List I ran LODGen with verbose enabled. Here's the whole log for Tamriel worldspace: https://ufile.io/a3snif3z I didn't truncate it because it was truly verbose (lol) and I'm not really sure which parts are useful and which parts are not. Also attached here is the LODGen log for Markarth worldspace that came with the Tamriel lod generation. It's significantly shorter and I do have grass in Markarth worldspace, maybe it would help.

Edit: For some reason I can't seem to download my own uploaded file. Here's another link that should work fine: https://anonfiles.com/23SeldZdyc/LODGen_SSE_Tamriel_log_txt

LODGen_SSE_MarkarthWorld_log.txt 104.58 kB · 1 download

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Read the first post which TexGen/DynDOLOD logs and debug logs to upload when making posts.

"Grass mapping not found" means that those grasses found in the cgid will not have grass LOD. This is expected for underwater grasses and grasses that do not have billboards generated.

Those grass LOD billboards are missing from the load order. Really go through the entire no grass LOD check list.

Look into why TexGen has not generated the expected grass LOD billboards. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards.

Posted
  On 2/20/2023 at 2:50 PM, sheson said:

Read the first post which TexGen/DynDOLOD logs and debug logs to upload when making posts.

"Grass mapping not found" means that those grasses found in the cgid will not have grass LOD. This is expected for underwater grasses and grasses that do not have billboards generated.

Really go through the entire no grass LOD check list.

Look into why TexGen has not generated the expected grass LOD billboards. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards.

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I just went through the whole list and nothing seemed wrong in the TexGen part. I mean, I'm not really sure which grasses should have billboards and which grasses are to be skipped, but there are lots of grass billboard records found in LODGen_SSE_Grass_Map_[Worldspace].txt and LODGen_SSE_ObjectAtlasMap_[Worldspace].txt. There isn't any texture missing compared to a working TexGen output that I generated previously with version 111. The grass billboard textures aren't transparent or anything. I can see grass billboards in object LOD atlas. The majority of the records in TexGen_SSE_Grass_Billboards.txt don't end in false. And I'm not only missing types of grasses, none of them have their lod generated. Also DynDOLOD_SSE_Debug_log.txt does contain "Gathering grass data for object LOD". I just can't think of anything that could cause this.

Posted
  On 2/20/2023 at 4:14 PM, heheloveer said:

I just went through the whole list and nothing seemed wrong in the TexGen part. I mean, I'm not really sure which grasses should have billboards and which grasses are to be skipped, but there are lots of grass billboard records found in LODGen_SSE_Grass_Map_[Worldspace].txt and LODGen_SSE_ObjectAtlasMap_[Worldspace].txt. There isn't any texture missing compared to a working TexGen output that I generated previously with version 111. The grass billboard textures aren't transparent or anything. I can see grass billboards in object LOD atlas. The majority of the records in TexGen_SSE_Grass_Billboards.txt don't end in false. And I'm not only missing types of grasses, none of them have their lod generated. Also DynDOLOD_SSE_Debug_log.txt does contain "Gathering grass data for object LOD". I just can't think of anything that could cause this.

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Read the first post which TexGen/DynDOLOD logs and debug logs to upload when making posts.

What is the purpose of the post? The logs could show us facts that can be compared and what not.

How do you not know which grasses should have grass LOD billboards and cross check that with the logs? As explained earlier, the Grass mapping not found messages help with that.

Posted
  On 2/20/2023 at 4:17 PM, star_death69 said:

Same as before, this time with bug report Logs_17_20.7z

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Can you check if G:\Games\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif opens without error in NifSkope?

Is the CPU overclocked or are you using custom memory timing settings etc?

Posted
  On 2/20/2023 at 4:38 PM, sheson said:

Can you check if G:\Games\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif opens without error in NifSkope?

Is the CPU overclocked or are you using custom memory timing settings etc?

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I have never used NifSkope, but it seems to open fine, no pop ups or anything.

image.thumb.png.e71047c63618e09a81933400beaa8960.png

regarding my CPU: I don't know. I had tried some overclocking software in the far past, but removed everything as the topic got too complicated. I don't know if there are still some tweaks left, but if, then they should not be aggressive. I'm pretty sure I have XMP enabled in BIOS though.

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