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Posted
  On 5/12/2021 at 7:14 PM, gmahadhika91 said:

I beg your pardon, I'm not really sure what qualifies as a "terrain" or a "mountain".

 

Uumm...no. The .btr file does exist, but not the .bto one. It originates from vanilla mesh1.bsa.

 

You mean this is the solution to said problem?

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Terrain is the ground you walk on. It can not really be clicked. Everything else is objects. Looking at the foggy images I probably though we looking at a rocky mountain model.

Rectangular holes in the LOD that appear/disappear when moving form one cell to the next is the broken vanilla occlusion data or outdated occlusion data.

Posted

Hi there, I am trying to add Open Cities to the Phoenix Flavour modpack and after coming across some LOD issues it turned out that I needed to run DynDOLOD again with for Open Cities. I start following the instructions in the manual but I keep getting a "Duplicates not allowed" exception and when I click to get details about the error message it just takes me to the Exception page of the manual. It's really vague but the error occurs after trying to generate the LODs for TamrielTerrarinUnderside. When I check that log, there doesn't appear to be any issues finsihing with a code 0.

Any advice would be appreciated.

My debug log was 53 MB so I have zipped all the logs together and uploaded them to my One Drive.

https://1drv.ms/u/s!Aq5otHHOYW2Uip0uCTVGEjG5P_V09A?e=JiAVjV

LODGen_SSE_TamrielTerrainUnderside_log.txtFetching info... DynDOLOD_SSE_log.txtFetching info... bugreport.txtFetching info...

Posted
  On 5/14/2021 at 4:17 PM, KittyFemboi said:

Hi there, I am trying to add Open Cities to the Phoenix Flavour modpack and after coming across some LOD issues it turned out that I needed to run DynDOLOD again with for Open Cities. I start following the instructions in the manual but I keep getting a "Duplicates not allowed" exception and when I click to get details about the error message it just takes me to the Exception page of the manual. It's really vague but the error occurs after trying to generate the LODs for TamrielTerrarinUnderside. When I check that log, there doesn't appear to be any issues finsihing with a code 0.

Any advice would be appreciated.

My debug log was 53 MB so I have zipped all the logs together and uploaded them to my One Drive.

https://1drv.ms/u/s!Aq5otHHOYW2Uip0uCTVGEjG5P_V09A?e=JiAVjV

LODGen_SSE_TamrielTerrainUnderside_log.txt 829 B · 3 downloads DynDOLOD_SSE_log.txt 294.68 kB · 2 downloads bugreport.txt 67.83 kB · 2 downloads

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It seems  you generated the first step incorrectly with dynamic LOD and saved and installed the DynDOLOD plugins.There should be no DynDOLOD plugins loaded when doing the second pass.

Make sure to really follow the instructions.

Posted (edited)

I'm getting low quality iceberg LOD on only some icebergs. Most of the icebergs from the mod I'm using have LOD generated just fine, https://imgur.com/a/AMfmEBq, but some of them, like in the pic, don't.    

The same mod that covers all the icebergs that have LOD that looks fine also covers the icebergs with the super low qual LOD. The meshes/textures for those low-qual LOD icebergs look fine when close up (i.e. when no LOD is being shown for them), so it's not an issue with the overall quality of the base textures/meshes afaik.

Is this even a dyndolod issue or is it xlodgen? I thought xlodgen but someone who gives help a lot on skyrimmods disc said it's dyndolod.

edit: i've got LOD levels in the MCM set to around 30k/90k/130k, splitdistmult at .67, most meshes have LOD that looks totally fine, it's just some icebergs so far that dont.

Edited by tweedledumb99
Posted
  On 5/15/2021 at 7:01 PM, tweedledumb99 said:

I'm getting low quality iceberg LOD on only some icebergs. Most of the icebergs from the mod I'm using have LOD generated just fine, https://imgur.com/a/AMfmEBq, but some of them, like in the pic, don't.    

The same mod that covers all the icebergs that have LOD that looks fine also covers the icebergs with the super low qual LOD. The meshes/textures for those low-qual LOD icebergs look fine when close up (i.e. when no LOD is being shown for them), so it's not an issue with the overall quality of the base textures/meshes afaik.

Is this even a dyndolod issue or is it xlodgen? I thought xlodgen but someone who gives help a lot on skyrimmods disc said it's dyndolod.

edit: i've got LOD levels in the MCM set to around 30k/90k/130k, splitdistmult at .67, most meshes have LOD that looks totally fine, it's just some icebergs so far that dont.

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LOD models are lower quality version of full  models. Hence LOD is lower quality than full models.
DynDOLOD Resources does not change or replace the vanilla LOD models for icebergs and glaciers. It adds a few new LOD models that were missing.
Typically icebergs and glaciers use pre-rendered LOD textures that TexGen can not yet generate automatically,
xLODGen/DynDOLOD simply use the LOD models and LOD textures that are currently installed in the load orders. So typically vanilla, unless a mod replaces them.

Changing the distances for the different LOD models, does not change the quality of the LOD models.

If you know the reference from id of an iceberg you can look it up in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt to see which LOD models were used and found for the different LOD levels.

Since you are posting  in the DynDOLOD 3 alpha thread, I have to ask:  Is there any difference compared to how LOD is generated with DynDOLOD 2.96?

Posted (edited)
  On 5/15/2021 at 8:55 PM, sheson said:

LOD models are lower quality version of full  models. Hence LOD is lower quality than full models.
DynDOLOD Resources does not change or replace the vanilla LOD models for icebergs and glaciers. It adds a few new LOD models that were missing.
Typically icebergs and glaciers use pre-rendered LOD textures that TexGen can not yet generate automatically,
xLODGen/DynDOLOD simply use the LOD models and LOD textures that are currently installed in the load orders. So typically vanilla, unless a mod replaces them.

Changing the distances for the different LOD models, does not change the quality of the LOD models.

If you know the reference from id of an iceberg you can look it up in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt to see which LOD models were used and found for the different LOD levels.

Since you are posting  in the DynDOLOD 3 alpha thread, I have to ask:  Is there any difference compared to how LOD is generated with DynDOLOD 2.96?

Expand  

Oh interesting, okay, that explains why the icebergs/glaciers from the other mod weren't having decent LOD show up for them, as none were included with that mod.

I found the section for the iceberg in the pic, I'm just not sure what I could do from there other than see which LODs were used, which I assume are vanilla since the glacier mod I used doesn't include LODs. What would be the best next step?

For what it's worth I'm liking 3.00 a lot, i have some experience generating LOD with dyndolod/xlodgen before, but I've been having better LODs and an easier time generating it than with earlier dyndolod versions. Thanks for the work on this :)

 

EDIT: so I think DynDOLOD resources has its own version of glacierslablod.dds that's lower resolution (1/2 or 1/3 the size I think) than HD LODs which I'm also using, but DynDOLOD resources was overwriting with the lower-res file, but all the other LOD textures from HD lods were winning, so that might be why those glaciers are standing out. Rerunning LOD gen with HD LOD's glacierslablod.dds winning and will see how it goes.

EDIT 2: that seems to have worked.

Edited by tweedledumb99
Posted
  On 5/15/2021 at 8:55 PM, sheson said:

LOD models are lower quality version of full  models. Hence LOD is lower quality than full models.
DynDOLOD Resources does not change or replace the vanilla LOD models for icebergs and glaciers. It adds a few new LOD models that were missing.
Typically icebergs and glaciers use pre-rendered LOD textures that TexGen can not yet generate automatically,
xLODGen/DynDOLOD simply use the LOD models and LOD textures that are currently installed in the load orders. So typically vanilla, unless a mod replaces them.

Changing the distances for the different LOD models, does not change the quality of the LOD models.

If you know the reference from id of an iceberg you can look it up in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt to see which LOD models were used and found for the different LOD levels.

Since you are posting  in the DynDOLOD 3 alpha thread, I have to ask:  Is there any difference compared to how LOD is generated with DynDOLOD 2.96?

Expand  

also, does this mean that i'd need to rerun dyndolod/xlodgen to properly use the LOD for glaciers/icebergs included with a mod (e.g. northern ice or glorious glaciers)?

Posted
  On 5/16/2021 at 1:53 AM, tweedledumb99 said:

Oh interesting, okay, that explains why the icebergs/glaciers from the other mod weren't having decent LOD show up for them, as none were included with that mod.

I found the section for the iceberg in the pic, I'm just not sure what I could do from there other than see which LODs were used, which I assume are vanilla since the glacier mod I used doesn't include LODs. What would be the best next step?

For what it's worth I'm liking 3.00 a lot, i have some experience generating LOD with dyndolod/xlodgen before, but I've been having better LODs and an easier time generating it than with earlier dyndolod versions. Thanks for the work on this :)

 

EDIT: so I think DynDOLOD resources has its own version of glacierslablod.dds that's lower resolution (1/2 or 1/3 the size I think) than HD LODs which I'm also using, but DynDOLOD resources was overwriting with the lower-res file, but all the other LOD textures from HD lods were winning, so that might be why those glaciers are standing out. Rerunning LOD gen with HD LOD's glacierslablod.dds winning and will see how it goes.

Expand  

DynDOLOD Rseources include the 256x256 vanilla version from DLC to overwrite the 128x128 vanilla version of the base game for glacierslablod.dds
However, there are a few more vanilla pre-rendered glacier textures used by the models, that neither DynDOLOD Resources/TexGen.
HD LODs is supposed to be loaded after DynDOLOD Resources, it should cover those other textures as well.

If there are no (better) LOD models available one option is to create them. Another is to try to use the full model for the first LOD level via mesh rules. Since glaciers and iceberg use parallax shaders, that might not work out well, because LOD does not support all shader options. In that case, so as a last simple resort you could try copying the full models to LOD model filenames and then edit the shader settings in NifSkope to the default shader and see if you need custom textures or can somehow mimic things somewhat they look acceptable. The problem is that the full really ice look very different depending on lighting and with the default shader it is impossible to exactly replicate that for all conditions.

The LOD file name to copy to is typically full model_lod_0.nif, so meshes\landscape\ice\iceberglarge.nif to meshes\lod\ice\iceberglarge_lod_0.nif

LOD is generated for the current load order. If there are changes to objects placements or the LOD resources and you notice the LOD not matching anymore, generate LOD again for the new load order.

Posted
  On 5/16/2021 at 4:53 AM, sheson said:

DynDOLOD Rseources include the 256x256 vanilla version from DLC to overwrite the 128x128 vanilla version of the base game for glacierslablod.dds
However, there are a few more vanilla pre-rendered glacier textures used by the models, that neither DynDOLOD Resources/TexGen.
HD LODs is supposed to be loaded after DynDOLOD Resources, it should cover those other textures as well.

If there are no (better) LOD models available one option is to create them. Another is to try to use the full model for the first LOD level via mesh rules. Since glaciers and iceberg use parallax shaders, that might not work out well, because LOD does not support all shader options. In that case, so as a last simple resort you could try copying the full models to LOD model filenames and then edit the shader settings in NifSkope to the default shader and see if you need custom textures or can somehow mimic things somewhat they look acceptable. The problem is that the full really ice look very different depending on lighting and with the default shader it is impossible to exactly replicate that for all conditions.

The LOD file name to copy to is typically full model_lod_0.nif, so meshes\landscape\ice\iceberglarge.nif to meshes\lod\ice\iceberglarge_lod_0.nif

LOD is generated for the current load order. If there are changes to objects placements or the LOD resources and you notice the LOD not matching anymore, generate LOD again for the new load order.

Expand  

thanks for explaining this, tried that based on someone's suggestions for waterfall LOD brightness at night and it worked well, though like you say, sounds like snow/ice shaders for LOD vs. full model will be a different sort of problem.

and good to know HD LODs is supposed to be loaded lower hah! wooooops. thanks for the help on this Sheson.

Posted

Getting some performance degradation using this with grasscache. Setting grasscache Dyndolod mode to 1 (# 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass ) and at the coast when ,presumably I'm loading a new ocean cell, i get freezes for 5-8 seconds while it loads.....nothing? Running through Whiterun plains has no stuttering at all.

 

Is there something else I need to set in the Dyndolod ini or settings to help with this? Or any tips on how to prevent this from happening?

Posted
  On 5/17/2021 at 5:16 PM, Illana said:

Getting some performance degradation using this with grasscache. Setting grasscache Dyndolod mode to 1 (# 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass ) and at the coast when ,presumably I'm loading a new ocean cell, i get freezes for 5-8 seconds while it loads.....nothing? Running through Whiterun plains has no stuttering at all.

 

Is there something else I need to set in the Dyndolod ini or settings to help with this? Or any tips on how to prevent this from happening?

Expand  

Why do you believe this has something to do with DynDOLOD? Sounds like something is loading or maybe No Grass In Objects is generating grass / cgid files while new cells attach. Check its INI settings.

What is "inactive cell grass"? Grass LOD is generated into object LOD meshes. TexGen typically does not generate grass LOD billboards for underwater grass. By default everything below the water is removed from object LOD as well. LOD meshes are always loaded. LOD segments are disabled for cells that are attached.

Posted
  On 5/17/2021 at 5:25 PM, sheson said:

Why do you believe this has something to do with DynDOLOD? Sounds like something is loading or maybe No Grass In Objects is generating grass / cgid files while new cells attach. Check its INI settings.

What is "inactive cell grass"? Grass LOD is generated into object LOD meshes. TexGen typically does not generate grass LOD billboards for underwater grass. By default everything below the water is removed from object LOD as well. LOD meshes are always loaded. LOD segments are disabled for cells that are attached.

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Nvm i disabled no grass and it removed the stuttering. I wonder why it has so much trouble with ocean cells though :/

Posted
  On 5/17/2021 at 5:44 PM, Illana said:

Nvm i disabled no grass and it removed the stuttering. I wonder why it has so much trouble with ocean cells though :/

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Did you precache grass and set both NGIO 'cache' settings to 'True'? This should all be resolvable, as not using NGIO seems inadvisable even without DynDOLOD. We are currently preparing instructions for all of this and for grass LOD configuration with our next guide iteration. For the time being, you should read the NGIO nexus pages and post over there for help.

Posted

The OpenGL rendering is running out of video memory.

Typically it is using the first graphics card found in the system. Looks like it is using an integrated graphics card. If there is no real graphics card available, maybe try to allow for more video memory through driver or hardware settings if possible. Make sure to close all other process that might use video or system memory at the same time.

Otherwise try setting MaxMultiSamples=4 or lower in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI or lower the texture size for rendered object LOD textures.

A firewall controls network traffic. None of the tools use a network connection.

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