Jump to content

Recommended Posts

Posted
  On 3/24/2023 at 2:18 PM, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which entire log and debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

"Long running time or output several GB in file size" at https://dyndolod.info/FAQ 
Crapware installed with graphics drivers is known to prolong running times. Install only the drivers and not any of the bloatware.

Reinstall the latest graphics drivers only without any of the unnecessary bloat/crapware.
Delete old logs and bugreport.txt and run again. If problem persists upload new bugreport.txt, entire log and debug log.

Expand  

What counts as "bloatware"? The AMD dashboard?

Posted
  On 3/24/2023 at 2:29 PM, AvatarOfEvil said:

What counts as "bloatware"? The AMD dashboard?

Expand  

I use AMD and have found that simply killing all 'AMD' processes (most notably Adrenaline) prior to launching TexGen/DynDOLOD resolves the 'boatware' lag issue. This allows benefits of said software outside of LODGen processing.

Posted
  On 3/24/2023 at 11:07 AM, RainingTacco said:

 

Thanks. How can i know which object uses dynamic lod vs object lod, so i will know where to add LOD32 rules and where to left it as "none"? I already use "/" and "tree" lod32 rules from ACMOS nexus guide. 

Expand  

There is quite simply no need. I have accounted for all rules in ACMOS provided rules already.

Posted (edited)

I don't really understand how this settings work, here are the multipliers, i've upped red brightness a little:

ComplexGrassBrightnessTopR=0.8
ComplexGrassBrightnessTopG=0.75
ComplexGrassBrightnessTopB=0.75

How should i change them to increase the redness of the grass LOD? This is just brightness increase, and increasing brightness of red channel had opposite effect in my game, it didn't increase redness. So how to proceed? I wish dyndolod had not only brightness mixer but also just color mixer. 

And also what does execute lodgen and rebuilt atlas do? The guide is not very helpful at explaining things

https://dyndolod.info/Help/Expert-Mode

Should i run execute lodgen or rebuild atlas to only update grass lod with new above multipliers applied?

 

Edit: I've literally set this

ComplexGrassBrightnessTopR=1
ComplexGrassBrightnessTopG=0
ComplexGrassBrightnessTopB=0
; make bottom darker to fake shadowing
ComplexGrassBrightnessBottomR=1
ComplexGrassBrightnessBottomG=0
ComplexGrassBrightnessBottomB=0

According to the setting you would expect every grass lod texture to be red.

but i've rebuilt atlas, compared the DYNDOLOD_tamriel.dds grass subtextures and there's no change of color, brightness, anything. How does this work then?

Edited by RainingTacco
Posted
  On 3/25/2023 at 8:54 AM, RainingTacco said:

I don't really understand how this settings work, here are the multipliers, i've upped red brightness a little:

ComplexGrassBrightnessTopR=0.8
ComplexGrassBrightnessTopG=0.75
ComplexGrassBrightnessTopB=0.75

How should i change them to increase the redness of the grass LOD? This is just brightness increase, and increasing brightness of red channel had opposite effect in my game, it didn't increase redness. So how to proceed? I wish dyndolod had not only brightness mixer but also just color mixer. 

And also what does execute lodgen and rebuilt atlas do? The guide is not very helpful at explaining things

https://dyndolod.info/Help/Expert-Mode

Should i run execute lodgen or rebuild atlas to only update grass lod with new above multipliers applied?

Expand  

As explained on the first post, use search to find similar questions and answers.
https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-120/page/488/#comment-270217
https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-120/page/108/#comment-249656
As explained above the INI settings, they are multipliers. For example, ComplexGrassBrightnessTopR is multiplied with the red vertex color value in the NIF/BTO. Higher values mean the red vertex color is nearing 1.0 in the NIF. Each color channel can be multiplied with a different value, so this is giving full color mixing control.
To make something more red, increase ComplexGrassBrightnessTopR and/or decrease ComplexGrassBrightnessTopG/ComplexGrassBrightnessTopB

https://dyndolod.info/Help/Expert-Mode#Execute-LODGen
The button Execute LODGen starts LODGen for the selected worldspaces again that already have existing object LOD data exported by DynDOLOD in the last LOD generation processes.

https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas
The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process.

As explained, the buttons redo executing LODGen or generating atlas textures from the last generation for the selected worldspaces.

https://dyndolod.info/Help/Grass-LOD#Updating
To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.

Posted (edited)

Thanks, i think it should be written in this part

https://dyndolod.info/Help/Object-LOD

that the color/britghness settings influence vertex colors in nifs, and not teexture atlas, hence it would avoid the confusion. I think most people would never guess that this happens, and then would get confused why after rebuilding atlas nothing has changed. 

 

Edit: Regenerating LODs takes too much time and make no sense for me, so i've just opened texture atlas, selected the grass lod subtexture and used channel mixer in photoshop to adjust these. Faster and it works for me. 

Edited by RainingTacco
Posted
  On 3/25/2023 at 9:48 AM, RainingTacco said:

Thanks, i think it should be written in this part

https://dyndolod.info/Help/Object-LOD

that the color/britghness settings influence vertex colors in nifs, and not teexture atlas, hence it would avoid the confusion. I think most people would never guess that this happens, and then would get confused why after rebuilding atlas nothing has changed. 

Expand  

https://dyndolod.info/Help/Object-LOD explains how generic object LOD is generated and works in the game. 

The GrassBrightness* INI setting pertain to grass LOD generation specifically and thus are explained at https://dyndolod.info/Help/Grass-LOD and right above in the INI.
The function of the INI settings and how to update grass LOD with different values is explained at https://dyndolod.info/Help/Grass-LOD right were it matters.

Posted (edited)

Hey I just wanted to mention this incase anyone else might have had an issue with TexGen just crashing when it went to stage "Creating Textures" here is a quick 2 min video below of what it would look like when I tried to use TexGen and it crashed without producing any logs or debug log.

Because DynDOLOD website just says .NET Runtime 6 or newer for LODGenWin.exe/LODGenx64Win.exe as a requirement I had downloaded and installed both x86 and x64 versions of .NET Runtime 6.0.15 and I could not for the life of me get TexGen to do its thing without crashing without producing logs.

Soon as I installed both x86 and x64 versions of .NET Desktop Runtime 6.0.15 TexGen runs and finishes without issue. Not sure why that happens but thought id mention it as I spent about 16 hours googling and searching this forum for solutions without success and I just happened to have the idea to try the other .NET Desktop Runtime 6.0.15 x64 + x86 packages.

 

Edit: to Sheson and crew: thanks so much for making DynDOLOD! I cant play Skyrim AE without this as the game LOD just looks too ghetto and takes me out of the whole experience! 

Edited by Dersh
Complementary thanks for DynDOLOD crew
Posted

I've executed lodgen with 1,0,0 settings for grass brightness and couldn't see any increase in redness. Are there any comparison photos definitely showing red, green and blue grass when each channel is set to 1, and the rest to zero. I feel like the setting doesn't work properly, or maybe me selecting only object and then grass tickbox in dyndolod and run execute lodgen is not the proper way to do it. i wish there was a preview button like in texgen. 

Posted
  On 3/25/2023 at 10:10 AM, Dersh said:

Hey I just wanted to mention this incase anyone else might have had an issue with TexGen just crashing when it went to stage "Creating Textures" here is a quick 2 min video below of what it would look like when I tried to use TexGen and it crashed without producing any logs or debug log.

Because DynDOLOD website just says .NET Runtime 6 or newer for LODGenWin.exe/LODGenx64Win.exe as a requirement I had downloaded and installed both x86 and x64 versions of .NET Runtime 6.0.15 and I could not for the life of me get TexGen to do its thing without crashing without producing logs.

Soon as I installed both x86 and x64 versions of .NET Desktop Runtime 6.0.15 TexGen runs and finishes without issue. Not sure why that happens but thought id mention it as I spent about 16 hours googling and searching this forum for solutions without success and I just happened to have the idea to try the other .NET Desktop Runtime 6.0.15 x64 + x86 packages.

Expand  

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and what to do in case there is are no log and debug log.

TexGen (xEdit/xLODGen/DynDOLOD) is a compiled Delphi Windows program. TexGen does not make any use of LODGen. That means that .NET is irrelevant to running TexGen. It seems possible that certain unnecessary and interfering crapware uses .NET.

The x86 versions of anything should be irrelevant when using the x64 version of the tools.

Posted
  On 3/25/2023 at 10:17 AM, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and what to do in case there is are no log and debug log.

TexGen (xEdit/xLODgen/DynDOLOD) is a compiled Delphi Windows program. TexGen does not make any use of LODGen. That means that .NET is irrelevant to running TexGen. Is seems possible that certain unnecessary and interfering crapware is affected.

The x86 versions of anything are irrelevant when using the x64 version of the tools.

Expand  


First, issue is resolved for me.

Second when TexGen was doing nothing but exiting all I did was install ".NET Desktop Runtime 6.0.15" instead of ".NET Runtime 6.0.15" 

I used the x64 version of TexGen from the start. I only installed both x64 and x86 versions  of .NET Desktop Runtime 6.0.15 to cover my bases for the future for other applications.

Edit: I had no "crapware" running in either situation, only difference was the change in .NET Desktop Runtime 6.0.15 package

Posted
  On 3/25/2023 at 10:17 AM, RainingTacco said:

I've executed lodgen with 1,0,0 settings for grass brightness and couldn't see any increase in redness. Are there any comparison photos definitely showing red, green and blue grass when each channel is set to 1, and the rest to zero. I feel like the setting doesn't work properly, or maybe me selecting only object and then grass tickbox in dyndolod and run execute lodgen is not the proper way to do it. i wish there was a preview button like in texgen. 

Expand  

https://dyndolod.info/Help/Grass-LOD#updating
To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files.
...
To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file.

To preview a NIF with the new settings, it has to be generated as explained above. The instructions explain how to do that.

Posted
  On 3/25/2023 at 10:22 AM, Dersh said:

First, issue is resolved for me.

Second when TexGen was doing nothing but exiting all I did was install ".NET Desktop Runtime 6.0.15" instead of ".NET Runtime 6.0.15" 

I used the x64 version of TexGen from the start. I only installed both x64 and x86 versions  of .NET Desktop Runtime 6.0.15 to cover my bases for the future for other applications.

Expand  

It is unclear what issue was solved which is most likely something with the drivers or crapware etc.

For LODGenx64Win.exe used by DynDOLOD to generate object LOD meshes it should be fine to only install the latest .NET Runtime 7.x x64 as it is backwards compatible.

Posted (edited)
  On 3/25/2023 at 10:26 AM, sheson said:

https://dyndolod.info/Help/Grass-LOD#updating
To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files.
...
To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file.

To preview a NIF with the new settings, it has to be generated as explained above. The instructions explain how to do that.

Expand  

Ahh great that's why it's not working, another counterintuitive thing...

Why are there separate settings file, and why i can't just use dyndolod_sse.ini master file if i choose so?

Great, split settings into thousand files that overwrite the default file...is there a switch for default file to be a master file and stop with the annoyances like these? 

Also why does DynDOLOD can't run with screen turned off, it seems it can't handle forcing gpu to work when the screen is disbled? I usually turn off my screen when im not at pc, and just run some computation. 

Edited by RainingTacco

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.