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Posted
  On 8/4/2021 at 4:24 AM, sheson said:

 

Read the first post what log files to include when making posts. In particular the debug log of TexGen.

The TexGen debug log contains information of trees/grass skipped for billboard generation because of too small bounds for example.

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When I was posting I was thinking, be sure to include all the logs so sheson doesn't have to tell you to read the first post, and yet... 

I don't have a ..\DynDOLOD\bugreport.txt.

DynDOLOD_SSE_log

DynDOLOD_SSE_Debug_log

TexGen_SSE_log

TexGen_SSE_Debug_log

LODGen_SSE_Tamriel_log

I actually find the TexGen_SSE_Debug_log to be a bit suspicious -- tons of the "Ignoring Meshes\path\to\mesh.nif bounds volume 0" messages that you mention. I'm going to read the TexGenConfiguration doc and see if I can get smarter.

  On 8/4/2021 at 3:43 AM, z929669 said:

Yes, this is required as the settings I linked previously will instruct. Only if you want to generate grass LOD though. As I mentioned, I think it is useful to get NGIO how you like first, as if DynDOLOD will not be used. Then you only need to change a setting in NGIO and in DynDOLOD configs to generate and add LOD. Now you have a LOD/no-LOD compare.

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You were very correct that my NGIO was messed up. In fact, it wasn't working at all, due to a snafu up the dependency chain that I'm incredibly glad to be aware of now. Things look much better with it working! Thank you so much.

tap-the-sign.jpg

  • Like 1
Posted
  On 8/4/2021 at 8:16 AM, Feuerkl1nge said:

Majestic Mountains LOD Pack for DynDOLOD 3

Can I use that with my port of Real Roads instead of Blended Roads?
If not can you please fix it because Real Roads is an important alternative due to it's different behavior.

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Could you explain what overlap the Majestic Mountains LOD pack for DynDOLOD 3 would have with the Real Roads which does not contain any LOD models or textures or what might require fixing?

  On 8/4/2021 at 2:58 PM, Yuina said:

I actually find the TexGen_SSE_Debug_log to be a bit suspicious -- tons of the "Ignoring Meshes\path\to\mesh.nif bounds volume 0" messages that you mention. I'm going to read the TexGenConfiguration doc and see if I can get smarter.

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Second post which is a copy of  docs\help\GrassLOD.html, "Troubleshooting" section first entry:

Not all grass types have LOD / grass LOD billboards
Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details.

It refers to the "Tree/Grass LOD Billboards" section in docs/help/TexGenConfiguration.html which explains the importance of object bounds and how to use CK to generate them.

 

Posted
  On 8/4/2021 at 8:59 PM, sheson said:

Could you explain what overlap the Majestic Mountains LOD pack for DynDOLOD 3 would have with the Real Roads which does not contain any LOD models or textures or what might require fixing?

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The mod requirements suggests an incompatibility to the vanilla roads which usually also affects Real Roads. Why should you be able to read such a mod requirement otherwise?

At the same time I know Majestic Mountains indeed has some adjustments/optimizations for Blended Roads. If I remember right T4gtr34um3r recomments to use it with Blended Roads.

At the same there might be a possibility to generate some lod of Real Roads meshes for near grid.

Posted
  On 8/4/2021 at 10:05 PM, Feuerkl1nge said:

The mod requirements suggests an incompatibility to the vanilla roads which usually also affects Real Roads. Why should you be able to read such a mod requirement otherwise?

At the same time I know Majestic Mountains indeed has some adjustments/optimizations for Blended Roads. If I remember right T4gtr34um3r recomments to use it with Blended Roads.

At the same there might be a possibility to generate some lod of Real Roads meshes for near grid.

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Sounds like something that should be taken up with T4gtr34um3r.

Posted
  On 8/4/2021 at 10:05 PM, Feuerkl1nge said:

The mod requirements suggests an incompatibility to the vanilla roads which usually also affects Real Roads. Why should you be able to read such a mod requirement otherwise?

At the same time I know Majestic Mountains indeed has some adjustments/optimizations for Blended Roads. If I remember right T4gtr34um3r recomments to use it with Blended Roads.

At the same there might be a possibility to generate some lod of Real Roads meshes for near grid.

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Are you confusing the "complementary" packs of Majestic Mountain with the Majestic Mountain LOD pack for DynDOLOD 3  perhaps?

The complementary packs contain full textures (including road textures) and terrain LOD textures. There is no overlap with the LOD packs for mountains that contain object LOD assets.

Posted

Hi Sheson and DynDOLOD devs,

Is there a way to disable grass LODs in the generated dyndolod.esp? I created dyndolod.esp with QW's grass patch and then I realized QW's grass patch is not compatible with grass LOD generation. It is mentioned in the mod's posts that this mod has "object bound as 0" for many grasses.

Posted
  On 8/5/2021 at 2:40 PM, jkp993 said:

Hi Sheson and DynDOLOD devs,

Is there a way to disable grass LODs in the generated dyndolod.esp? I created dyndolod.esp with QW's grass patch and then I realized QW's grass patch is not compatible with grass LOD generation. It is mentioned in the mod's posts that this mod has "object bound as 0" for many grasses.

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Not sure about disabling in the plugin, but you can regenerate without grass using these instructions. You can also update the QW grass plugin object bounds as described in {DynDOLOD}/docs/help/TexGenConfiguration.html ... but you will still need to regenerate object LOD using DynDOLOD.

Posted
  On 8/5/2021 at 2:40 PM, jkp993 said:

Hi Sheson and DynDOLOD devs,

Is there a way to disable grass LODs in the generated dyndolod.esp? I created dyndolod.esp with QW's grass patch and then I realized QW's grass patch is not compatible with grass LOD generation. It is mentioned in the mod's posts that this mod has "object bound as 0" for many grasses.

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Obviously grass LOD can not be disabled in a plugin because it is part of the generated object LOD meshes. You can set Grass=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. and then Execute LODGen in expert mode ("Updating" in second post) to generate new object LOD meshes without grass LOD. Settings in the No Grass In Objects are irrelevant to grass LOD or grass LOD generation, they just control how far full grass models are shown.

There is no such thing as grass mods being incompatible with grass LOD. A mod maybe incomplete and lack the objects bounds data required for automatic billboard generation, but that can/should be fixed with CK anyways and/or generation of any billboard can be forced via config files as explained in docs/help/TexGenConfiguration.html

Posted
  On 8/5/2021 at 3:00 PM, sheson said:

Obviously grass LOD can not be disabled in a plugin because it is part of the generated object LOD meshes. You can set Grass=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. and then Execute LODGen in expert mode ("Updating" in second post) to generate new object LOD meshes without grass LOD. Settings in the No Grass In Objects are irrelevant to grass LOD or grass LOD generation, they just control how far full grass models are shown.

There is no such thing as grass mods being incompatible with grass LOD. A mod maybe incomplete and lack the objects bounds data required for automatic billboard generation, but that can/should be fixed with CK anyways and/or generation of any billboard can be forced via config files as explained in docs/help/TexGenConfiguration.html

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Thank you for the info! I will try what you and z929669 suggested.

Posted

There is a fix for running Dyndolod under wine. Usually, it will crash generated tree billboards with a weird error about mipmaps. This is coming back from wine's implementation of windowscodecs.dll, which apparently has some behavioral difference that causes some misunderstanding about mipmap levels or formats (didn't dig deeper).

This bug will not occur if the "-nowic" parameter is also passed to texconvx64, as it seems to bypass this codepath. I am able to run dyndolod successfully by running a fake wrapper EXE in the place of texconvx64.exe that modifies the  arguments and calls the real texconvx64.exe; hexediting the command line in the dyndolodx64.exe binary seems to  trip some checksums.

It's probably safe to enable this flag on windows and wine, but a checkbox or command line switch to enable it would be ideal.

Posted
  On 8/5/2021 at 2:59 PM, z929669 said:

Not sure about disabling in the plugin, but you can regenerate without grass using these instructions. You can also update the QW grass plugin object bounds as described in {DynDOLOD}/docs/help/TexGenConfiguration.html ... but you will still need to regenerate object LOD using DynDOLOD.

Expand  

Do I need to rerun grass caching after updating the object bounds?

Posted
  On 8/6/2021 at 3:20 AM, jsa2352 said:

There is a fix for running Dyndolod under wine. Usually, it will crash generated tree billboards with a weird error about mipmaps. This is coming back from wine's implementation of windowscodecs.dll, which apparently has some behavioral difference that causes some misunderstanding about mipmap levels or formats (didn't dig deeper).

This bug will not occur if the "-nowic" parameter is also passed to texconvx64, as it seems to bypass this codepath. I am able to run dyndolod successfully by running a fake wrapper EXE in the place of texconvx64.exe that modifies the  arguments and calls the real texconvx64.exe; hexediting the command line in the dyndolodx64.exe binary seems to  trip some checksums.

It's probably safe to enable this flag on windows and wine, but a checkbox or command line switch to enable it would be ideal.

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Can you please generate without the wrapper and then upload the log, debuglog and bugreport.txt if it exists, so I can see the exact error message etc.

Posted (edited)

After going through the various grass mods that make up QW's Patch in the Creation Kit and recalculating bounds, I think I have much better results. Thank you so much to sheson and z929669 for your help.

I am seeing something weird when I go up to the Throat of the World, and I don't actually know if it's a DynDOLOD issue, an xLODGen issue, or something else. There's a large square around the mountain with a different terrain color than the further cells. Does this look like a familiar issue to anyone?

 

Edit: forgot logs. TexGen_SSE_Debug_log DynDOLOD_SSE_Debug_log LODGen_SSE_Tamriel_log

DynDOLOD_SSE_log_truncated.txtFetching info...

Edited by Yuina
forgot logs
Posted
  On 8/6/2021 at 5:47 AM, sheson said:

Can you please generate without the wrapper and then upload the log, debuglog and bugreport.txt if it exists, so I can see the exact error message etc.

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"-nowic" fixes this Invalid paramter 80080057 error, which is apparently a wine bug in windowscodecs.dll (specifically, in GenerateMipMapsWIC or its preconditions). I'd hypothesize it's somewhere between this and this (it happens with both DXT1-5 and BC7). Latest texconv or texconvx64.exe doesn't change anything.

[00:00:56.852]  Creating atlas 4096x4096 with 38 textures
[00:00:58.596]  reading C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds (4096x4096 B8G8R8A8_UNORM 2D) as FAILED [mipmaps] (80070057: Invalid parameter.)
[00:00:58.918]  [Tamriel] Trees LOD generation error: Executing TexConv returned error 00000001: "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha  -f BC7_UNORM -bc q -o "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds"
[00:00:58.963]  [00:34]  
[00:00:58.963]  [00:34] Exception in unit userscript line 255: [Tamriel] Trees LOD generation error: Executing TexConv returned error 00000001: "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha  -f BC7_UNORM -bc q -o "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds"
[00:00:58.963]  [00:34]  
[00:00:58.963]  [00:34] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for those errors.
[00:00:58.963]  [00:34]  
[00:00:58.963]  [00:34] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/
[00:00:58.963]  [00:34] Error: [Tamriel] Trees LOD generation error: Executing TexConv returned error 00000001: "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha  -f BC7_UNORM -bc q -o "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds"

This class of error still occurs during the run, but seems to be related to IL incompatibilities between normal mono and MS dotnet impl. Most likely this is effectively a wine bug, if it works on windows. This does not disrupt Dyndolod much, but I bet it's not ideal.

Error reading meshes\lod\dwemer\dwefacadetowerarch01_lod.nif from BSA/BA2 lz4: Invalid IL code in <Module>:?A0xbaf7a355.XXH32_finalize (uint,void modopt(System.Runtime.CompilerServices.IsConst)*,ulong,XXH_endianess,XXH_alignment): IL_0007: switch    (IL_07de, IL_07bf, IL_0798, IL_0771, IL_0173, IL_0325, IL_04f9, IL_06e9, IL_00e2, IL_0294, IL_0468, IL_065d, IL_0051, IL_0203, IL_03d7, IL_05cc)

 

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