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Posted (edited)
  On 8/6/2022 at 6:02 AM, sheson said:

The native game uses GID, no Gras in Object uses CGID files. DynDOLOD uses the ones set in its INI settings. Decide for one or the other. Do not mix.

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tried with just gcid, same result.

Do comparisons with a game that uses the same grass cache files to load full grass that DynDOLOD used to generation grass LOD, then each full grass should have a corresponding x plane if a billboard exists and density is 100%. It should make it easier to spot which type of grass does not have LOD.

 this might be an issue - i cannot get ngio extended grass mode to work, like, at all - but if the cache just didnt work at all there would be NO grass lods. there are some, just not certain types. that being said, i have tried many things to get it working and its just not happening - this whole process is insanely frustrating

Double check that the 132 GRAS base records is about the expected amount from the loaded plugins.
Double check that there are 5 billboard files (*.txt, *_1.dds, *_1_n.dds, *_2.dds, *_2_n.dds)  for each (130 grass billboards * 5 = 650 files) - you can do that by only checking grass LOD billboard generation into an empty output folder.

132 grass entries from the folkvangr esp, specifically. one is missing a mesh, so 131, really. 130 were generated because i configured it to make billboards for all including underwater . there were 1238 billboards created total from all plugins, grass and trees both.

there are 5 files per billboard

Use programs that supports BC7 like SageThumbs /Paint.NET or change the compression format to DXT5 for the 4 channel textures with alpha/specular and DXT1 for 3 channel.

paint.net shows the billboards, they do look like grass (albeit highly pixellated grass)

How many lines/billboards are listed and is it about the expected amount of grasses that are above water and used in the worldspace.

theres 120 lines in the tamriel lodgen plant log - between the 131 from folkvangr and the 11 from origin there are 142 grass billboards - im sure not all of them exist in tamriel. some of the ones that are missing in game are in the list. their textures do exist, and are not transparent.

You only need to look at one from the area where you believe grass LOD is missing to check if there are more X planes that you actually see in the game.
That would mean the grass position and billboard file for it exists but is transparent.

Also check the verbose LODGen log for message like File not found *.DDS. We expect it to only mention grasses that are underwater (often have "water" in the name), the ones that TexGen does not generate because they have missing assets or are too small, not so high ground cover.

there are no lines containing 'not found' in tamriel lodgen log. how do i identify which file is associated with which area? is there a console command or something? at any rate the grass is missing everywhere. theres lots of golden grass installed and only green grass lods

https://dyndolod.info/Help/Grass-LOD
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.

they match fine, the ones that exist. but most of them don't exist

Edited by tooandrew
Posted (edited)

Texgen64 won't actually start th process. Reads all my files/mods gives me the menu and as soon as I click continue it throws and opengl error "out of memory".

From what I've been seeing, reading some messages, might be AMD related? I am using the newest driver. 

 

  Reveal hidden contents

 

Edited by PixelBitZombie
Posted
  On 8/7/2022 at 12:23 AM, PixelBitZombie said:

Texgen64 won't actually start th process. Reads all my files/mods gives me the menu and as soon as I click continue it throws and opengl error "out of memory".

From what I've been seeing, reading some messages, might be AMD related? I am using the newest driver. 

 

  Reveal hidden contents

 

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Since apparently you can only edit once..

TexGen_SSE_Debug_log.txtFetching info... TexGen_SSE_log.txtFetching info...

Posted
  On 8/7/2022 at 12:12 AM, tooandrew said:

 this might be an issue - i cannot get ngio extended grass mode to work, like, at all - but if the cache just didnt work at all there would be NO grass lods. there are some, just not certain types. that being said, i have tried many things to get it working and its just not happening - this whole process is insanely frustrating

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What exactly do you mean? NGIO successfully created all CGID files for a the worldspace, right? NGIO has no problem using only the cache files, right?
The DynDOLODGrassMode INI setting 1 or 2 supersede other full grass distance settings.
If you have problems with using NGIO

  On 8/7/2022 at 12:12 AM, tooandrew said:

132 grass entries from the folkvangr esp, specifically. one is missing a mesh, so 131, really. 130 were generated because i configured it to make billboards for all including underwater . there were 1238 billboards created total from all plugins, grass and trees both.

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Generating grass LOD for underwater grass is wasting performance/resources.

  On 8/7/2022 at 12:12 AM, tooandrew said:

theres 120 lines in the tamriel lodgen plant log - between the 131 from folkvangr and the 11 from origin there are 142 grass billboards - im sure not all of them exist in tamriel. some of the ones that are missing in game are in the list. their textures do exist, and are not transparent.

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Also check that ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_[Worldspace].txt contains lines with grass LOD billboard texture names and paths in it and that none of the expected grass LOD billboards are missing.

  On 8/7/2022 at 12:12 AM, tooandrew said:

there are no lines containing 'not found' in tamriel lodgen log.

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Sorry, my mistake. That is a feature of an upcoming LODGen version. Download this version of LODGenx64Win.exe and replace it in the Edit Script folder. Then use Export mode to Execute LODGen (also keep verbose=1 setting in the DynDOLOD INI), then check again for file not found *.DDS messages related to grass LOD billboards.

  On 8/7/2022 at 12:12 AM, tooandrew said:

how do i identify which file is associated with which area? is there a console command or something?

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With the DynDOLOD SkyUI MCM You Are Here page for example.

Posted
  On 8/7/2022 at 12:45 AM, PixelBitZombie said:
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Make sure to close any other program that uses VRAM before using the tools.

Another user reported problems with the Adrenalin Edition 22.7.1 Optional driver. https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/page/333/?tab=comments#comment-262537
It apparently contains a new OpenGL beta version that seems to have bugs.
Use the Adrenalin 22.5.1 Recommended (WHQL) driver.

Posted (edited)

Trying to upgrade my DynDOLOD from 2.98 to 3.0 for my LE Skyrim, and I keep encountering this Open GL Error (please see screenshots). Any ideas as to how to fix it? Everytime I run it, it says error for a different item, below is another item, and I have the log. 

 

Error: File not found textures\landscape\trees\s3dtrees_ash1_n.dds. Used by Meshes\dlc02\landscape\trees\treepineforestdead05_wintergreen_ash_sa.nif Dark_Forests_Solstheim.esp treepineforestdead05_wintergreen_ash "treepineforestdead05_wintergreen_ash" [TREE:1D1DA568]
Error: File not found textures\landscape\trees\s3dtrees_bark1_n.dds. Used by Meshes\dlc02\landscape\trees\treepineforestdead04_red_ash_sa.nif Dark_Forests_Solstheim.esp treepineforestdead04_red_ash "treepineforestdead04_red_ash" [TREE:1D1DF66E]
Error: File not found textures\landscape\trees\srg_pine05_green_n.dds. Used by Meshes\landscape\trees\srg_treepineforestsnow05.nif Skyrim.esm TreePineForestSnow05 [TREE:0005C06E]
Error: File not found textures\landscape\trees\srg_TreePineForestBarkComp2_gr_N.dds. Used by Meshes\landscape\trees\srg_treepineforestsnowl01.nif Skyrim.esm TreePineForestSnowL01 [TREE:0005D2DB]

OpenGL Error.PNG

TexGen Options.PNG

TexGen_TES5_log.txtFetching info...

Edited by emplus
Posted
  On 8/7/2022 at 7:40 AM, emplus said:

Trying to upgrade my DynDOLOD from 2.98 to 3.0 for my LE Skyrim, and I keep encountering this Open GL Error (please see screenshots). Any ideas as to how to fix it? Everytime I run it, it says error for a different item, below is another item, and I have the log. 

 

Error: File not found textures\landscape\trees\s3dtrees_ash1_n.dds. Used by Meshes\dlc02\landscape\trees\treepineforestdead05_wintergreen_ash_sa.nif Dark_Forests_Solstheim.esp treepineforestdead05_wintergreen_ash "treepineforestdead05_wintergreen_ash" [TREE:1D1DA568]
Error: File not found textures\landscape\trees\s3dtrees_bark1_n.dds. Used by Meshes\dlc02\landscape\trees\treepineforestdead04_red_ash_sa.nif Dark_Forests_Solstheim.esp treepineforestdead04_red_ash "treepineforestdead04_red_ash" [TREE:1D1DF66E]
Error: File not found textures\landscape\trees\srg_pine05_green_n.dds. Used by Meshes\landscape\trees\srg_treepineforestsnow05.nif Skyrim.esm TreePineForestSnow05 [TREE:0005C06E]
Error: File not found textures\landscape\trees\srg_TreePineForestBarkComp2_gr_N.dds. Used by Meshes\landscape\trees\srg_treepineforestsnowl01.nif Skyrim.esm TreePineForestSnowL01 [TREE:0005D2DB]

OpenGL Error.PNG

TexGen Options.PNG

TexGen_TES5_log.txt 553.14 kB · 0 downloads

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Read the first post which debug log to also upload.

Do not post screenshots of messages, use the Copy to clipboard link instead and paste the text as explained on the first post.

Click on the "Click on this link for additional explanations and help for this message" link to open a web page with more explanations and help as explained on the first post.

Check the https://dyndolod.info/FAQ answers for "High memory usage / Out of memory", in particular:
If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs.

Search for the error message to find simialr posts as explaned on the first post.
https://stepmodifications.org/forum/search/?q=opengl out of memory&quick=1&type=forums_topic&item=16796

Also note this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=262759

Posted
  On 8/6/2022 at 8:08 PM, sheson said:

When TexGen seemingly does nothing, check task manager for a Texconv process and see what happens if you kill Texconv.

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Texconv isn't even running. When I run TexGen no Texconv process is staring. When I try to run Texconvx64.exe or Texconv.exe all I get is a black box that closes for a second. I have installed all the required programs so I have no idea what's going on.

Posted
  On 8/7/2022 at 11:56 AM, Akidson said:

Texconv isn't even running. When I run TexGen no Texconv process is staring. When I try to run Texconvx64.exe or Texconv.exe all I get is a black box that closes for a second. I have installed all the required programs so I have no idea what's going on.

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Texconv is a command line tool and does not have a GUI. If you want to check if it is working, open a command prompt (e.g. the black window with white text) and run it manually.

Start TexGen, wait for it to stall - do not close it - and then check the current realtime log for the last line that starts with dynLoadMultiImage] <Debug: [Texconvx64.exe] Executing...
At the end of that line is a path to a temp texture like "C:\Users\Aleksy\AppData\Local\Temp\TexGen_SSE\AA69373923024BF08BDE318B337510D2.dds"

Check if that file still exists or if it has been removed already.

Open ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and set RenderThreads=1. let me know if that works any better.

Posted
  On 8/7/2022 at 12:06 PM, sheson said:

Texconv is a command line tool and does not have a GUI. If you want to check if it is working, open a command prompt (e.g. the black window with white text) and run it manually.

Start TexGen, wait for it to stall - do not close it - and then check the current realtime log for the last line that starts with dynLoadMultiImage] <Debug: [Texconvx64.exe] Executing...
At the of that line is a path to a temp texture like "C:\Users\Aleksy\AppData\Local\Temp\TexGen_SSE\AA69373923024BF08BDE318B337510D2.dds"

Check if that file still exists or if it has been removed already.

Open ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and set RenderThreads=1. let me know if that works any better.

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I've run Texconv with a command prompt but the effect is still the same. A black box appears for half a second and then closes. I've set RenderThreads=1 but that didn't change anything. TexGen_SSE folder in the Temp folder is completely empty.

Posted
  On 8/7/2022 at 12:59 PM, Akidson said:

I've run Texconv with a command prompt but the effect is still the same. A black box appears for half a second and then closes. I've set RenderThreads=1 but that didn't change anything. TexGen_SSE folder in the Temp folder is completely empty.

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Opening a command prompt opens a window with white text and black background and a drive letter prompt. https://www.howtogeek.com/235101/10-ways-to-open-the-command-prompt-in-windows-10/

Running the Texconv version shipping with DynDOLOD from such a prompt will simply return one new line with nothing if there were no errors to report. The normal version from https://github.com/Microsoft/DirectXTex/wiki/Texconv will print a list of command line options.

prompt.png

Please upload the latest realtime log with the RenderThreads=1 setting

Posted
  On 8/7/2022 at 2:27 PM, sheson said:

Opening a command prompt opens a window with white text and black background and a drive letter prompt. https://www.howtogeek.com/235101/10-ways-to-open-the-command-prompt-in-windows-10/

Running the Texconv version shipping with DynDOLOD from such a prompt will simply return one new line with nothing if there were no errors to report. The normal version from https://github.com/Microsoft/DirectXTex/wiki/Texconv will print a list of command line options.

prompt.png

Please upload the latest realtime log with the RenderThreads=1 setting

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Here:

https://ufile.io/f/gth5y

Posted
  On 8/7/2022 at 2:43 PM, Akidson said:
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Open ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and set MaxTextureSize=4096 and see if that changes anything.

If not try updating to the latest graphics driver. If I assuming right there is either 15.7.1 WHQL or Crimson Edition 16.2.1 Beta. Try the 15.7.1 WHQL first.

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