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Posted
  On 7/30/2024 at 7:30 AM, Roastlawyer said:

Because it was being problematic I've went back to a vanilla load order with just skse and a few .dll mods like engine fixes and papyrus utils, the only mod I have that has any meshes or textures at all is dyndolod resources. Everything is otherwise just the 1.5.97 BSA's

bugreport.txt 296.87 kB · 0 downloads TexGen_SSE_Debug_log.txt 2.88 MB · 0 downloads TexGen_SSE_log.txt 41.08 kB · 0 downloads

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Check with this test version https://mega.nz/file/5YwgUYiC#WK1KS-68ENfRaJxtzjr7vv9iSSWetLQQheCrxSDaMZ0

Posted
  On 7/30/2024 at 7:51 AM, Roastlawyer said:

That test version ran successfully on the vanilla load order. I'll give it a try on my full one.
EDIT: Ran successfully on the full load order as well.

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Thanks for letting us know. Just keep using that test version then until the next official Alpha release.

Posted (edited)
  On 7/30/2024 at 8:02 AM, sheson said:

Thanks for letting us know. Just keep using that test version then until the next official Alpha release.

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Sorry to be a pain again but after generating dyndolod my tree lods still look like normal billboard trees. I'm using vanilla trees which should have 3d lods from dyndolod resources right? I made sure to selecte ultra trees.

 

Edit: somehow I was looking at the output logs from alpha 128, before. The actual logs from this run say that the 3d lod models aren't found though dyndolod resources has a bunch of passthrough_Lod.nifs for them

DynDOLOD_SSE_Tree_Report.txtFetching info...

Edited by Roastlawyer
Posted
  On 7/30/2024 at 8:28 AM, Roastlawyer said:

Sorry to be a pain again but after generating dyndolod my tree lods still look like normal billboard trees. I'm using vanilla trees which should have 3d lods from dyndolod resources right? I made sure to selecte ultra trees. The SSE_Tree_Report is also full of things like

TreePineForest01 [TREE:0001306D] Meshes\landscape\trees\treepineforest01.nif [CRC32:113D79CB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds
	Vanilla tree, Billboard DDS/TXT not found textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds, 3D LOD model found
	Level0: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds
	Level1: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds
	Level2: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds
	Dynamic: Meshes\landscape\trees\treepineforest01.nif [CRC32:113D79CB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds
	Mask: \	File:
	LOD4: Full
	LOD8: None
	LOD16: None
	Grid: NeverFadeFull	Reference: Unchanged

which seems odd because the texture is definitely showing in MO2 and shows as coming from the texgen run I just did. Edit uploaded wrong logs, 1 moment

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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making post.

Make a useful screenshot of the full model with more informative console and a close up of the LOD model with tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Upload the entire DynDOLOD_SSE_Object_Report.txt.

Do not use full model trees for LOD. Set Level0 instead. Set Billboard for the higher LOD levels. See https://dyndolod.info/Help/Ultra-Tree-LOD

Generate all required and desired billboards with TexGen before generating LOD with DynDOLOD.

Posted (edited)
  On 7/30/2024 at 8:37 AM, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making post.

Make a useful screenshot of the full model with more informative console and a close up of the LOD model with tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Upload the entire DynDOLOD_SSE_Object_Report.txt.

Do not use full model trees for LOD. Set Level0 instead. Set Billboard for the higher LOD levels. See https://dyndolod.info/Help/Ultra-Tree-LOD

Generate all required and desired billboards with TexGen before generating LOD with DynDOLOD.

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Right sorry. I'm not sure what I had done the first time but I reran dyndolod and now it all looks as expected. Sorry for the poorly done false alarm.

Edited by Roastlawyer
Posted (edited)

Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way.

image.thumb.png.fe6d0c352e0747901c53a90629623b98.pngimage.thumb.png.28002b34a6203f418f263f4ae3fcf826.png

 

image.thumb.png.99c9f63ba3ea3870ee068205db6ec3c7.pngimage.thumb.png.d4fc75c1f4faae2efafb9728f2ac604c.png

Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green.

Here's the logs :

Logs.rarFetching info...  

Edit : It seems with the TexGen and Dyndolod output disabled, they are still green. My mistake.

Edited by leostevano
Posted
  On 7/31/2024 at 4:01 AM, leostevano said:

Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way.

image.thumb.png.fe6d0c352e0747901c53a90629623b98.pngimage.thumb.png.28002b34a6203f418f263f4ae3fcf826.png

 

image.thumb.png.99c9f63ba3ea3870ee068205db6ec3c7.pngimage.thumb.png.d4fc75c1f4faae2efafb9728f2ac604c.png

Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green.

Here's the logs :

Logs.rar 345.67 kB · 0 downloads

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I suspect the binary alpha of LOD textures limits things, but see: https://dyndolod.info/Help/TexGen-Configuration

Note the bit just above the data table.

Posted
  On 7/31/2024 at 4:01 AM, leostevano said:

Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way.

image.thumb.png.fe6d0c352e0747901c53a90629623b98.pngimage.thumb.png.28002b34a6203f418f263f4ae3fcf826.png

 

image.thumb.png.99c9f63ba3ea3870ee068205db6ec3c7.pngimage.thumb.png.d4fc75c1f4faae2efafb9728f2ac604c.png

Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green.

Here's the logs :

Logs.rar 345.67 kB · 0 downloads  

Edit : It seems with the TexGen and Dyndolod output disabled, they are still green. My mistake.

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In the vanilla game farmwindowinterior01_m.dds is used as a glow map for glow shaders in the vanilla meshes. There is no farmwindowinterior01_g.dds.
The current TexGen configuration for farmwindowinterior01_m.dds is to remove the alpha channel while it increases the intensity of mipmaps, since glow maps typically do not have an alpha channel.

If there are mods where farmwindowinterior01_m.dds is not a glow map and it needs to be left alone (and/or the glow map has a different filename), I'll need to address that in the tools and configs.

Posted
  On 7/31/2024 at 6:04 AM, sheson said:

It is unclear what the difference is between the 2 rows of screenshots.
You did not upload the source texture in question.

In the vanilla game farmwindowinterior01_m.dds is used as glow map for glow shaders in the vanilla meshes. There is no farmwindowinterior01_g.dds.
The current TexGen configuration for farmwindowinterior01_m.dds is to remove the alpha channel, since glow maps typically do not have an alpha channel.

If there are mods where farmwindowinterior01_m.dds is not a glow map and the glow map has a different filename, I'll need to address that in the tools and configs.

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Yes it seems this particular window will be tricky, so I've removed it instead. Thank you for the help

Posted (edited)

Screenshot-2024-08-03-122720.pngScreenshot-2024-08-03-123358.png

I was mistaken at first I was expecting the .zip to be generated in a different folder.  But when going to the actual folder I see only .bin and .txt files.  What up?

Edited by Braknar
  • Braknar changed the title to Dyndolod process is successful. It gets to the end saying "Creating dyndolod_output.zip". The window closes but doesnt create the file.
Posted
  On 8/3/2024 at 4:37 PM, Braknar said:

Screenshot-2024-08-03-122720.pngScreenshot-2024-08-03-123358.png

I was mistaken at first I was expecting the .zip to be generated in a different folder.  But when going to the actual folder I see only .bin and .txt files.  What up?

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Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. They should be created when the program ended by clicking the X top right. If not enable real time logging as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.

Zipping the output folder is a convenience feature that uses 7z64.dll in the Edit Scripts folder. If the output folder still contains the generated files, just use a file manager to move them into a mod folder or zip them yourself.

Make sure the OS, UAC, antivir, etc. are not preventing anything (the Windows Event log might have an entry in that case). 

Posted
  On 8/4/2024 at 5:41 AM, Braknar said:

Here's the logs:
https://ufile.io/f/coczs   

Thank you!

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The last message from the TexGen logs shows:
Error: Found stitched object LOD textures from earlier TexGen generation installed in game folder. It is recommended to uninstall all stitched object LOD textures generated earlier before generating new stitched object LOD textures.
Use Click on this link for additional explanations and help for this message to open https://dyndolod.info/Messages/TexGen-Output#Found-stitched-object-LOD-textures-from-earlier-TexGen-generation for further explanations and help.
TexGen was closed after that.

The last message from the DynDOLOD log (no DynDOLOD debug or realtime logs were provided) shows:
Error: DynDOLOD Resources SE version information not found. Verify correct installation.
Use Click on this link for additional explanations and help for this message to open  https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting for further explanations and help.
DynDOLOD was closed after that.

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