sheson Posted April 5, 2021 Author Posted April 5, 2021 1 hour ago, Valour549 said: Well if they disappear when I move into the cell, doesn't that mean the red patches are not part of the full textures? I also don't understand which files I should open with an image view to check; I don't see any files with the name noise.dds After generating Terrain LOD using Quality=0 and Size=256 for LOD4 through to LOD32, and ticked Protected Borders for LOD4, it seems to make no difference to my issue. So what does this suggest? Yes, that is why I suggested to check if the original terrain LOD textures have the artifacts. A convenient way to find and open files in the load order including archives is the xEdit Asset Browser started with CTRL+F3. That suggest that the game adds visual artifacts onto terrain LOD textures. It takes no time to open a terrain LOD texture to just look at it and check it for visual artifacts.
Valour549 Posted April 5, 2021 Posted April 5, 2021 OK I'm really new to all this. Which files are original terrain LOD textures? Which files are new terrain LOD textures? I'm trying my best to understand your instructions but I probably need a step-by-step here...
sheson Posted April 5, 2021 Author Posted April 5, 2021 16 minutes ago, Valour549 said: OK I'm really new to all this. Which files are original terrain LOD textures? Which files are new terrain LOD textures? I'm trying my best to understand your instructions but I probably need a step-by-step here... The original terrain LOD textures are the ones already in the load order, if no mod with terrain LOD textures is installed that would be the vanilla terrain LOD textures in the games BA2 archive files. The new terrain LOD textures would be the ones generated by xLODGen.
Valour549 Posted April 5, 2021 Posted April 5, 2021 Ok but there are hundreds, if not thousands, of files under Textures/terrain, all with extensions .dds What exactly am I supposed to do? Open them all one by one and look for something that looks like the red patches?
sheson Posted April 5, 2021 Author Posted April 5, 2021 4 minutes ago, Valour549 said: Ok but there are hundreds, if not thousands, of files under Textures/terrain, all with extensions .dds What exactly am I supposed to do? Open them all one by one and look for something that looks like the red patches? Just open one for the area of interest. The video seems to show the Commonwealth worldpace. First number of the file LOD files is the LOD level. 4 is is the nearest one and means the file covers 4x4 cells. The other two numbers in the file name are the left/lower x/y cell coordinates for the area that is covered by the file. So the file with 4.0.0 covers the cells from 0,0 to 3,3 You can get the current player location in console with player.getpos x and player.getpos y Divide the position by 4096 = the width of a cell in game units. Round those numbers down for the cell coordinates.
KOWALSKI Posted April 5, 2021 Posted April 5, 2021 (edited) i feel like i did everything right and there is nothing in the logs thats useful any help would be appricated Edited April 5, 2021 by KOWALSKI
sheson Posted April 5, 2021 Author Posted April 5, 2021 18 minutes ago, KOWALSKI said: i feel like i did everything right and there is nothing in the logs thats useful any help would be appricated 1.13 MB · 0 downloads Do not post screenshots of text. Post the text instead. Read the first post which log and report files to upload when making posts.
KOWALSKI Posted April 5, 2021 Posted April 5, 2021 Sorry Here are the Logs https://pastebin.com/abyDTfMC bug report https://gist.github.com/kowalski713/e62f492f62f40ef8cfc1cc21bd1141f0 Dyndolod bug report https://gist.github.com/kowalski713/74e070b8c809a5c521f1b7dfdaae71c9 Dyndolod log
sheson Posted April 5, 2021 Author Posted April 5, 2021 23 minutes ago, KOWALSKI said: Sorry Here are the Logs https://pastebin.com/abyDTfMC bug report https://gist.github.com/kowalski713/e62f492f62f40ef8cfc1cc21bd1141f0 Dyndolod bug report https://gist.github.com/kowalski713/74e070b8c809a5c521f1b7dfdaae71c9 Dyndolod log Install DynDOLOD 3 alpha into a new empty folder instead of replacing older DynDOLOD versions, then generate TexGen and DynDOLOD from scratch.
DelightedPenguin Posted April 5, 2021 Posted April 5, 2021 16 hours ago, sheson said: Read the log messages. Follow their suggestions. Common sense would be to reproduce the error messages if help is required understanding them. The error message was "Item not found" after attempting to generate tree LODs, on the Alpha version, the previous version worked fine so no further help is needed, thanks
sheson Posted April 6, 2021 Author Posted April 6, 2021 7 hours ago, DelightedPenguin said: The error message was "Item not found" after attempting to generate tree LODs, on the Alpha version, the previous version worked fine so no further help is needed, thanks Read the first post of the DynDOLOD alpha thread. The part in big bold characters. Then read beneath that part which log files to post when making a post in that thread. Using older versions is not fixing the problem but a troubleshooting step.
Viv Posted April 6, 2021 Posted April 6, 2021 Hey, tried this version for the first time and I keep getting an "out of memory" error when I run TexGen x64. Attached the logs I could find but I don't think they will tell you much unfortunately. TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt
z929669 Posted April 6, 2021 Posted April 6, 2021 Do you have a 64 bit PC with 4-8 GB system RAM? You will want to enable your page file and let your OS manage it. In Win 10:
Viv Posted April 6, 2021 Posted April 6, 2021 Yep 64bit PC with 8 GB system RAM. My virtual memory setup looked very similar to yours apart from I had about 10GB allocated automatically. However my game+mods are all in the D: drive (HDD) as my SSD C: drive is tiny. Do you think this setup is more suitable in my case? Setting it to automatic using the checkbox always reverts the paging file size for D: to None. Btw thanks, I've never played around with this.
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