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Posted
  On 4/9/2022 at 2:23 AM, Gamma_Metroid said:

Some of the textures in my object LOD atlas are 1/4 the size that they should be, with the rest of the space filled in with black (see attached image). What might be causing this? I haven't found anything in the docs or the logs that might indicate this kind of behavior. I am using DynDOLOD 3.00 Alpha 87

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See the first post of the DyNDOLOD 3 alpha thread where to make post. I moved your post to the thread.

Post the log and debug log as explained on the first post.

Also upload the atlas texture and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt

Posted
  On 4/9/2022 at 5:48 AM, Gamma_Metroid said:

Here are the logs and texture atlas: https://ufile.io/f/j8q7h

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For some strange reason I can not download DynDOLOD_SSE_log.txt, it is always empty. Unfortunately the debug log from the generation is already replaced.

Are the textures\lod\prop2d_com_elorav_woodenpole_drylod.dds, textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds and whatever LOD textures look like this generated by TexGen?
E.g. are they part of the TexGen output? Check how they look there. If they look the same as on the atlas, then the TexGen config files for those textures need fixing.

If the textures are created by DynDOLOD adhoc, e.g. they show up in the DynDOLOD log just before the atlas texture is created, then we need a debug log that from that session. It is always overwritten with the last session when the program is closed, while the normal log is appended to.

If I can download "the mod" somewhere to check myself, let me know in a PM if needed.

Posted
  On 4/9/2022 at 6:46 AM, sheson said:

For some strange reason I can not download DynDOLOD_SSE_log.txt, it is always empty. Unfortunately the debug log from the generation is already replaced.

Are the textures\lod\prop2d_com_elorav_woodenpole_drylod.dds, textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds and whatever LOD textures look like this generated by TexGen?
E.g. are the part of the TexGen output? Check how they log there. If they look the same the TexGen config files for those textures need fixing.

If the textures are created by DynDOLOD adhoc, e.g. they show up in the DynDOLOD log just before the atlas texture is created, then we need a debug log that from that session. It is always overwritten with the last session when the program is closed, while the normal log is appended to.

If I can download "the mod" somewhere to check myself, let me know in a PM if needed.

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Ah I see. Here is the log from that session: https://ufile.io/3hlqb8ts

It's a bit of a mess at the moment, there are many outstanding warnings that I am in the process of fixing. Those wooden pole textures and env2d_chim_vivecwallplaster_decal_2x4lod.dds are the culprits. I only used TexGen for trees, these were done by DynDOLOD.

Posted
  On 4/9/2022 at 7:21 AM, Gamma_Metroid said:

Ah I see. Here is the log from that session: https://ufile.io/3hlqb8ts

It's a bit of a mess at the moment, there are many outstanding warnings that I am in the process of fixing. Those wooden pole textures and env2d_chim_vivecwallplaster_decal_2x4lod.dds are the culprits. I only used TexGen for trees, these were done by DynDOLOD.

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I can download that log but its only the normal log. Can you upload the accompanying debug log as well?

If you already know which original TexGen configs are being used for them to create these textures adhoc, let me know. Knowing one of the LOD models would help, too.

Basically looking for a line like 

[AddMiniAtlas] <Debug: Automatically generate new mini atlas textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds based on textures\..\prop2d_com_elorav_woodenpole_wet.dds for textures\..\[some textures].dds plugin.esm editor id  [STAT:formid]>

That [some textures].dds is the original one to find the TexGen config for.

Edit: I was able to reproduce the bug after some trial and error based on the provided files. Will be fixed next alpha version.

  • Like 1
Posted
  On 4/9/2022 at 8:37 AM, sheson said:

I can download that log but its only the normal log. Can you upload the accompanying debug log as well?

If you already know which original TexGen configs are being used for them to create these textures adhoc, let me know. Knowing one of the LOD models would help, too.

Basically looking for a line like 

[AddMiniAtlas] <Debug: Automatically generate new mini atlas textures\lod\prop2d_com_elorav_woodenpole_wetlod.dds based on textures\..\prop2d_com_elorav_woodenpole_wet.dds for textures\..\[some textures].dds plugin.esm editor id  [STAT:formid]>

That [some textures].dds is the original one to find the TexGen config for.

Edit: I was able to reproduce the bug after some trial and error based on the provided files. Will be fixed next alpha version.

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Okay thanks! I have another question--since Skywind is a total conversion mod, is there a way I can run DynDOLOD without the "core files" that are not applicable to our build?

Posted
  On 4/9/2022 at 6:57 PM, Gamma_Metroid said:

Okay thanks! I have another question--since Skywind is a total conversion mod, is there a way I can run DynDOLOD without the "core files" that are not applicable to our build?

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Are there conflicts or other issues?

Posted
  On 4/9/2022 at 7:04 PM, Gamma_Metroid said:

No, I just like to have an uncluttered data folder, and many of those files aren't useful for our purposes.

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Delete ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_Required_Resources.txt to skip the files check.

Posted (edited)

Hey guys. Just curious if you can help me generate lod for grass. I changed the inis within ngio to extend grass count= true, use cache= true, only load from cache= true, and dyndolod grass mode= 2. I then precached grass, ran texgen with grass selected, and finally I used dyndolod 3.0 to generate lod for everything ( I selected grass lod option, mode 2). With dyndolod active, I still don't have any grass lod in my world. 

My xlod output file is still within the overwrite settings, is that why the grass lod isn't showing, that it's being overwritten by xlod? 

 

Edit: that doesn't make sense though, because everything else in dyndolod looks as it should. The trees, especially with ultra trees; Holy crap, it looks amazing. It's just the grass lod that isn't showing. 

Edited by NBBEAST
Posted
  On 4/10/2022 at 6:32 PM, NBBEAST said:

Hey guys. Just curious if you can help me generate lod for grass. I changed the inis within ngio to extend grass count= true, use cache= true, only load from cache= true, and dyndolod grass mode= 2. I then precached grass, ran texgen with grass selected, and finally I used dyndolod 3.0 to generate lod for everything ( I selected grass lod option, mode 2). With dyndolod active, I still don't have any grass lod in my world. 

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Read the first post which log and debug log to upload when making posts.

See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

  On 4/10/2022 at 6:32 PM, NBBEAST said:

My xlod output file is still within the overwrite settings, is that why the grass lod isn't showing, that it's being overwritten by xlod? 

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xLODGen does not affect grass LOD or its generation in any way, obviously.

Always start xLODGen with the -o command line argument as explained in the first post, description and readmes to set a dedicated output folder. Only new files are put into the overwrite folder. Existing files are replaced in their respective mod folders.

Posted (edited)
  On 4/10/2022 at 6:40 PM, sheson said:

Read the first post which log and debug log to upload when making posts.

See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

xLODGen does not affect grass LOD or its generation in any way, obviously.

Always start xLODGen with the -o command line argument as explained in the first post, description and readmes to set a dedicated output folder. Only new files are put into the overwrite folder. Existing files are replaced in their respective mod folders.

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Yeah I thought about what I said about 2 minutes after and realized how dumb that was lol. I'm just at my wits end I guess, so exhausting all possible reasons. I'll look at the logs and upload what I can. Thank you for the quick response. I don't think it's any world space grass is missing, as I already solved an issue related to grass not generating in a cgid file a few days ago that was stopping dyndolod from finishing generation. 

Edited by NBBEAST
Posted (edited)

I can't upload my dyndolod debug log as its 120 mb, but heres the texgen log. 

 

TexGen_SSE_log.txtFetching info...

Do you think it's because of my ini settings within ngio or bethini? 

I do have extend grass count= true 

Extend grass distance= true

Use grass cache= true 

Overwrite grass distance= 12,000 

Overwrite grass fade range= 8,000

Only load from cache=true. 

Dyndolod grass mode=2

Bethini settings are under detail, grass fade range, slider is set to 14,128.

 

I can't find an app to open the grass lod files within my texgen output folder. 

Edited by NBBEAST
Posted
  On 4/10/2022 at 7:02 PM, NBBEAST said:

I can't upload my dyndolod debug log as its 120 mb, but heres the texgen log. 

 

TexGen_SSE_log.txt 1.68 MB · 0 downloads

Do you think it's because of my ini settings within ngio or bethini? 

I do have extend grass count= true 

Extend grass distance= true

Use grass cache= true 

Overwrite grass distance= 12,000 

Overwrite grass fade range= 8,000

Only load from cache=true. 

Dyndolod grass mode=2

Bethini settings are under detail, grass fade range, slider is set to 14,128.

 

I can't find an app to open the grass lod files within my texgen output folder. 

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As explained on the first post, zip and upload large files to a file service.

We can see from the TexGen log, that in the last session a good number of grass LOD billboards have been generated.

Read the already mentioned https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, which explains what other things to check.

The NGIO or BethINI setting are irrelevant to grass LOD generation. As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD is generated in object LOD Level 4. The only SkyrimPrefs.INI setting that affects that is the object LOD Level 4 (fBlockLevel0Distance) distance setting https://dyndolod.info/Help/Object-LOD#Settings, which can by changed in the game with the DynDOLOD SkyUI MCM Settings https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List#Settings

Posted
  On 4/10/2022 at 9:14 PM, sheson said:

As explained on the first post, zip and upload large files to a file service.

We can see from the TexGen log, that in the last session a good number of grass LOD billboards have been generated.

Read the already mentioned https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, which explains what other things to check.

The NGIO or BethINI setting are irrelevant to grass LOD generation. As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD is generated in object LOD Level 4. The only SkyrimPrefs.INI setting that affects that is the object LOD Level 4 (fBlockLevel0Distance) distance setting https://dyndolod.info/Help/Object-LOD#Settings, which can by changed in the game with the DynDOLOD SkyUI MCM Settings https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List#Settings

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Thank you for the response. I'm sorry if i''m being tiresome, still getting used to the navigation of the forums. So I uploaded my debug log to Mega. https://mega.nz/file/4ctmEY4D#rUAzTI-LBlEHlqDgXrMG0fHTCpBHyp91_mW6FeD-P1c 

I saw things like "processing grass lod" in there. I also ran texgen and saw that it had grass textures and lod present for the grass within the preview screen. 

I did change the fblocklevel0distance in game using skyui from 15,000 to 90,000 and i didnt notice any difference. 

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