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Posted
3 hours ago, soupdragon said:

I have a question are hybrid tree models simply used to generate flat model tree lod or something else? Because the generated lod trees never look like the hybrid models their crowns are always lo res lod textures I've selected HD trees option in TexGen and the Ultra option in Dydolod with Lod Level4 set to Level 0 but it never changes is this intentional? Even on an clean unmodded game its always the same.

Read the first post which logs and debug logs to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum

3D tree LOD models can be used for ultra tree LOD as explained at https://dyndolod.info/Help/Ultra-Tree-LOD

https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards
HD Tree LOD billboards are for the optional ultra tree LOD generation.
They are rendered from the (static parts of) tree full models

Mesh mask rules define which LOD assets should be used. The Tree_Report.txt details what LOD assets were found and are actually being used. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating

Posted
8 hours ago, sheson said:

I suppose you mean how do you generate grass LOD for complex grass. Generate HD grass LOD billboards with TexGen, then generate grass LOD with DynDOLOD. No INI settings need to be changed.

The user was probably referring to ENBSeries.ini [EFFECT] CG setting and conflating that with DynDOLOD INIs. Regardless, the comment implied that the Step guide documentation was 'old' and therefore irrelevant in part, which is simply not the case unless this person was looking at a deprecated or not-applicable guide (or not really RTFM). Since this user is no longer a member here, we won't be hearing back one way or the other.

Posted
14 hours ago, sheson said:

Read the first post which logs and debug logs to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum

3D tree LOD models can be used for ultra tree LOD as explained at https://dyndolod.info/Help/Ultra-Tree-LOD

https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards
HD Tree LOD billboards are for the optional ultra tree LOD generation.
They are rendered from the (static parts of) tree full models

Mesh mask rules define which LOD assets should be used. The Tree_Report.txt details what LOD assets were found and are actually being used. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating

Logs

Yep and I tried various mask rules including setting Lod Level 4 to Full and while it generates full model trunks the leaves or rather crowns are just the same lo res splurge they are with other other possible parameter I've tried with it

19 hours ago, soupdragon said:

I have a question are hybrid tree models simply used to generate flat model tree lod or something else? Because the generated lod trees never look like the hybrid models their crowns are always lo res lod textures I've selected HD trees option in TexGen and the Ultra option in Dydolod with Lod Level4 set to Level 0 but it never changes is this intentional? Even on an clean unmodded game its always the same.

Anyone? I'm just curious if its intentional its fine I'll stay with Dyndolod 2.98 and its infinitely superior ultra tree crowns/leaves no problem.

Posted
2 hours ago, soupdragon said:

Anyone? I'm just curious if its intentional its fine I'll stay with Dyndolod 2.98 and its infinitely superior ultra tree crowns/leaves no problem.

This is a misinformed, assumptive, and incorrect statement. DynDOLOD 3 Alpha produces the exact same 'ultra' LOD trees as DynDOLOD 2.xx but has many more features to impact the output and is far more comprehensive in aiding the user and in the LOD it can produce. It's arguably a bit more work to configure, but far simpler to use once configured. There's no reason at all to use 2.xx for SSE. If your LOD is not right, it's because you aren't using it properly or because you don't have your prerequisites and/or your configuration is faulty.

So called "2D trees" are only 'billboards' in that they display the entire tree on a simple flat mesh. It's still a simple "3D tree" in object LOD and NOT a 'tradidional' Skyrim billboard tree. This is probably why the 'Ultra' tree nomenclature evolved. The tree images used for the 3D billboard trees are rendered 2D images of the 3D LOD trees and look exactly like the full trees (with obvious 2D limitations of such a projected image on a flat mesh) if LODs are made properly.

Ultra with Level0 used for LOD4 trees adds the 3D LOD tree models to the *.bto 'supermesh' (just like DynDOLOD 2.xx). Ultra with Billboard used for LOD4 trees adds the flat LOD tree models to the *.bto 'supermesh' with projected images of the 3D LOD tree (just like DynDOLOD 2.xx).

DynDOLOD 2.xx cannot render these billboard images from the 3D LOD trees. They must be made manually (or by using TexGen 3 Alpha, which is how most authors are making their texture tree billboards now :sleep:)

EDIT: have a look at the Step Guide as an example of how we use DynDOLOD 3 Alpha. I suggest running a simple vanilla setup in a new MO profile (or Vortex) with DynDOLOD 3 Alpha and prerequisites to get your config nailed (DynDOLOD config is ideal for vanilla by default). It takes less than 15 minutes to generate vanilla LOD with DynDOLOD 3.

Posted
7 hours ago, soupdragon said:

Logs

Yep and I tried various mask rules including setting Lod Level 4 to Full and while it generates full model trunks the leaves or rather crowns are just the same lo res splurge they are with other other possible parameter I've tried with it

Read the first post which TexGen log and DynDOLOD debug log to also upload.The TexGen debug log just shows it being started and closed - as it is replaced every time, unlike the normal log which is appended to.
Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum how to report the actual problem and provide additional information with screenshots etc.

The DynDOLOD_SSE_Tree_Report.txt you upload shows, that billboards for only 3 trees and 4 3D LOD models were found.

https://dyndolod.info/Generation-Instructions
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.
Change options as desired. The defaults are fine for standard tree, object and dynamic LOD generation with DynDOLOD. Generate HD tree LOD billboards and rendered billboards for ultra tree LOD generation. 

The DynDOLOD_SSE_Tree_Report.tx shows that you set the tree mesh mask rule to use full model trees for LOD level 4 and none for the higher ones. Do not use full models for tree LOD. 

It is unclear what the problem with the crowns is, since no screenshots were provided.

7 hours ago, soupdragon said:

Anyone? I'm just curious if its intentional its fine I'll stay with Dyndolod 2.98 and its infinitely superior ultra tree crowns/leaves no problem.

"Flat models" must mean billboards or rendered trunks of hybrid 3D tree LOD models.

I already explained that 3D tree LOD models (that includes hybrid models) are used as LOD assets for ultra tree LOD and that billboards are rendered from tree full models.
Hybrid tree LOD models typically use only flat trunks rendered by TexGen (from the full model trunk) and the full crown / textures from the full model, though that can be different for 3rd party tree LOD models.

No comparison screenshots or logs from DynDOLOD 2.x were uploaded either.

Report the actual problem.

Posted

I have a question on installing DynDOLOD 3.  I have seen videos from Gamerpoets on youtube about the command line arguments, like ~sse.  He says we no longer need to do that.  I have not seen any issues since I haven't.  DynDOLOD 3 has been amazing and getting better.  I have ran it a ton of times. Do we need to start adding that again for these latest updates?  Thanks again

Posted
2 hours ago, Kansas72 said:

I have a question on installing DynDOLOD 3.  I have seen videos from Gamerpoets on youtube about the command line arguments, like ~sse.  He says we no longer need to do that.  I have not seen any issues since I haven't.  DynDOLOD 3 has been amazing and getting better.  I have ran it a ton of times. Do we need to start adding that again for these latest updates?  Thanks again

Please read the OP. It's explained there. Nothing at all has changed besides being prompted for the game mod if not set. The file must be renamed or the command line argument added per the game that applies to avoid the prompt.

Posted
1 hour ago, Kansas72 said:

I have a question on installing DynDOLOD 3.  I have seen videos from Gamerpoets on youtube about the command line arguments, like ~sse.  He says we no longer need to do that.  I have not seen any issues since I haven't.  DynDOLOD 3 has been amazing and getting better.  I have ran it a ton of times. Do we need to start adding that again for these latest updates?  Thanks again

From first post:
If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode.

https://dyndolod.info/Installation-Instructions
Refer to the manual of the mod manager how to add executables, for example Mod Organizer, Vortex. If the tools are started without setting a Game Mode with a command line argument, a message window will prompt for the desired Game Mode. 

https://dyndolod.info/Help/Game-Mode
If DynDOLOD or TexGen is started without a game mode command line argument, select the desired game mode from the menu and click Start DynDOLOD or Start TexGen.

What in the https://dyndolod.info/Changelog prompts you to ask if you have to add the game mode as command line argument again other than FO4/FO4VR?

  • Like 1
Posted
On 5/21/2023 at 9:11 PM, sheson said:

Read the first post which log,  debug log and bugreport.txt if it exists to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum

See https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data
See https://dyndolod.info/FAQ "High memory usage / Out of memory"

It is unclear what process / action is actually running out of memory and what settings where changed.

Grass LOD is part of object LOD. LODGen can be restarted in expert mode, see https://dyndolod.info/Help/Expert-Mode

Sorry to get back to this so much later, was busy. I realize now that my load order in general is unstable in some places and I will try to iron that out first before worrying about grass LOD. Wouldn't make sense to waste your time with a broken load order. Sorry for the trouble. I'll be back if I still can't figure out how to get grass LOD working later.

Posted
On 5/25/2023 at 5:00 AM, TwistedModding said:

Texgen is stuck everytime around the 4:50 mark and it gets stuck on either roaddetails01.dds or roaddetails02.dds. Never goes unresponsive, and no error message ever shows.

Logs.7z 597.5 kB · 1 download

Add LockTexconv=1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything where TexGen seems to be stuck or stopped.

Posted (edited)

[02:36] here, same issue as TwistedModding. [06:06] with LockTexconv=1.

As far as I could tell, the moment the program loses focus it slams to a halt, so it has nothing to do with skyrim, or your load order itself.

Logs.7z Logs2.7z

EDIT: Visual Studio 2015, 2017, 2019, and 2022 x64 install suggestion from the TexConv error C0000005 thread fixed it.

It SHOULD have been already installed. It was, somehow, not. Microsoft Windows, everyone.

 

Edited by CyborgArmGUn
update
Posted
2 hours ago, CyborgArmGUn said:

[02:36] here, same issue as TwistedModding. [06:06] with LockTexconv=1.

As far as I could tell, the moment the program loses focus it slams to a halt, so it has nothing to do with skyrim, or your load order itself.

Logs.7z 354.73 kB · 1 download Logs2.7z 368.93 kB · 1 download

EDIT: Visual Studio 2015, 2017, 2019, and 2022 x64 install suggestion from the TexConv error C0000005 thread fixed it.

It SHOULD have been already installed. It was, somehow, not. Microsoft Windows, everyone.

Was the C0000005 exception reported in the Window Event Log?

https://dyndolod.info/Downloads#Additional-Requirements

Posted

TexGen simply closes itself without generating any error messages. I've tried many times even set the options to lower resolution, crash still happens when TexGen goes "creating textures". But for one time, it generated an error message says:

"Error: OpenGL: E:\Game Modding\DynDOLOD\TexGen_Output\Textures\dlc02\lod\dlc2dwewall01lod framebuffer objects unsupported."

And here are the bugreport and log files.

bugreport.txtTexGen_SSE_Debug_log.txtTexGen_SSE_log.txt

I looked into some earlier comments similar to my issue, so I checked windows event logs as well. The ModulePath were all the same. Here is the content:

Spoiler
- System
   
- Provider
      [ Name] Application Error
      [ Guid] {a0e9b465-b939-57d7-b27d-95d8e925ff57}
   
  EventID 1000
   
  Version 0
   
  Level 2
   
  Task 100
   
  Opcode 0
   
  Keywords 0x8000000000000000
   
- TimeCreated
      [ SystemTime] 2023-05-28T09:06:07.5429014Z
   
  EventRecordID 12842
   
  Correlation
   
- Execution
      [ ProcessID] 20400
      [ ThreadID] 13020
   
  Channel Application
   
  Computer DESKTOP-2O8QVT6
   
- Security
      [ UserID] S-1-5-21-2620332742-1496187481-122830528-1003
- EventData
    AppName TexGenx64.exe
    AppVersion 3.0.0.128
    AppTimeStamp 646a6e33
    ModuleName nvoglv64.dll
    ModuleVersion 31.0.15.3203
    ModuleTimeStamp 64674342
    ExceptionCode c0000005
    FaultingOffset 00000000015441ca
    ProcessId 0x4794
    ProcessCreationTime 0x1d991435d7ae30c
    AppPath E:\Game Modding\DynDOLOD\TexGenx64.exe
    ModulePath C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_91a2cdd03914725b\nvoglv64.dll
    IntegratorReportId bf28f699-e56b-4d57-a0c2-f17bdc3415b5
    PackageFullName  
    PackageRelativeAppId  

I thought maybe it's because I haven't updated my Nvidia driver to the latest version, thus I updated it, but the problem is still unsolved. TexGen keeps crashing everytime without generating messages. I don't know what to do now.

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