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Posted

I'm testing some new road LODs I made so that I can display the roads on the map. Therefore, I named them with the _3 modifier. Unfortunately, it seems that DynDOLOD for some reason skips them if they are named _3. Logs: https://mega.nz/file/1QhGVTDS#-dIWlZk3TCCdRvYCTSH8PB3OWdvNmLR72oUQBBk55PM

In this run, for demonstration, I set my normal roads, saved with _3 (e.g., Road3way01_lod_3.nif), as Level3, and the Blackreach roads (e.g. dweroad3way01_lod_2.nif) to Level2. The Level2 Blackreach roads show, but the normal roads aren't added at all to the BTO. Checking the LODGen export, it doesn't appear to find the _3 nifs. If I rename them to _2 they find them correctly and as expected.

Posted
  On 8/22/2022 at 11:04 PM, dizieball said:

I'm consistently getting an error running TexGen through vortex.

"Error: OpenGL: invalid operation while processing textures\
WIth the texture changing each time.: 

It feels like it times out.

I've updated the Adrenalin software and drivers as of 8/22/22 for amd.

It lasts about 2 min... then the error continually occurs... about 6 times tried so far.

I've attached Logs in a zip

I appreciate your hard work. 
Any thoughts or direction is appreciated.

Logs.7z 68.22 kB · 0 downloads

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Use the Adrenalin 22.5.1 Recommended (WHQL) and not any of the optional newer drivers that still seem to contain OpenGL bugs as discussed several times in this thread recently

  On 8/23/2022 at 12:16 AM, facebutt92 said:

Hey, I've been trying to get dyndolod working and the x64 executables for both texgen and dyndolod don't work through mo2. The thing is, it launches fine when I use the texgen and dyndolod that aren't x64. Can anyone help me with this? I also have the latest version of mo2.

Edit: I also put in the -sse argument and it still did not work

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Read the first post which explains which log and debug log upload when making posts. Delete the log from x86 version and start the x64 version again to write new log.

"Not working" is not a useful problem report. Report the actual version instead of "latest".

Posted
  On 8/23/2022 at 12:35 AM, DoubleYou said:

I'm testing some new road LODs I made so that I can display the roads on the map. Therefore, I named them with the _3 modifier. Unfortunately, it seems that DynDOLOD for some reason skips them if they are named _3. Logs: https://mega.nz/file/1QhGVTDS#-dIWlZk3TCCdRvYCTSH8PB3OWdvNmLR72oUQBBk55PM

In this run, for demonstration, I set my normal roads, saved with _3 (e.g., Road3way01_lod_3.nif), as Level3, and the Blackreach roads (e.g. dweroad3way01_lod_2.nif) to Level2. The Level2 Blackreach roads show, but the normal roads aren't added at all to the BTO. Checking the LODGen export, it doesn't appear to find the _3 nifs. If I rename them to _2 they find them correctly and as expected.

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Since the game only uses 3 LOD Levels by default, the automatic LOD assignment only assigns to Level 0, 1 and 2. Only vanilla uses _3  and it is typically assigned like _2 if no _2 exists.

This probably could be different when LODLevel32 is set to true and/or the last / mesh mask rule sets LOD Level 32 not none.

The questions would be if there needs to an identifier that makes sure the LOD model is only ever used for LOD Level 32, so it does not end up in the LOD used in the normal world, because there is no _2 and Level2 gets auto filled with _3 because of those vanilla LOD models.

Posted

I considered making higher quality versions for the map itself, as my main reason for using lod32 is to ensure I don't kill my performance in game. My lod_3 models are z height adjusted versions of my lod_0 lods (I created them all from scratch since I might as well have near perfect road lods in game as well). My lod_1 versions are lower poly then either. I planned to include a DynDOLOD rule tweak to set it correctly. I can of course use lod_2, but was worried about people accidentally placing them in lod16 and bogging down performance.

Posted
  On 8/23/2022 at 9:47 AM, DoubleYou said:

I considered making higher quality versions for the map itself, as my main reason for using lod32 is to ensure I don't kill my performance in game. My lod_3 models are z height adjusted versions of my lod_0 lods (I created them all from scratch since I might as well have near perfect road lods in game as well). My lod_1 versions are lower poly then either. I planned to include a DynDOLOD rule tweak to set it correctly. I can of course use lod_2, but was worried about people accidentally placing them in lod16 and bogging down performance.

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I will add these changes to the next version:

Always assign lod_3.nif to Level3 instead of leaving Level3 empty. _lod_3.nif continues to fill lower levels if there are no _lod_[0|1|2].nif and no _lod.nif
In case a lod_4.nif exists, it will always be assigned to Level3 (replacing any _lod_3.nif) but without filling any lower levels.

Once the next version is out, double check those changes by checking DynDOLOD_SSE_Object_Report.txt

  • Thanks 1
Posted (edited)
  On 8/23/2022 at 6:35 AM, sheson said:

Use the Adrenalin 22.5.1 Recommended (WHQL) and not any of the optional newer drivers that still seem to contain OpenGL bugs as discussed several times in this thread recently

Read the first post which explains which log and debug log upload when making posts. Delete the log from x86 version and start the x64 version again to write new log.

"Not working" is not a useful problem report. Report the actual version instead of "latest".

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The thing is the logs don't show any problems, it just won't start through mo2. I'm using mo2 version 2.4.4

Edit: It doesn't give me any logs either. No bug reports or any error showing. I was following a gamerpoets video on how to install dyndolod and installed it exactly the way he did, and it still does not work. Sorry if I sound really stupid right now.

Edited by facebutt92
Posted
  On 8/23/2022 at 3:04 PM, facebutt92 said:

The thing is the logs don't show any problems, it just won't start through mo2. I'm using mo2 version 2.4.4

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Starting the programs directly works?

In that case, if MO2 does not start a program, then you need to check the entries for it in the settings for the executable dropdown are correct, check the MO2 logs for hints and use the MO2 comments/discord for help. Make sure absolutely nothing is installed in special Windows folders, that UAC, antivir etc. are not preventing access, etc.

The MO2 discord has newer dev versions, for example MO2 2.4.5 Alpha 3 or MO2 2.5.0 Alpha 3 (only works on Windows 10 and up). 

Posted
  On 8/23/2022 at 3:13 PM, sheson said:

Starting the programs directly works?

In that case, if MO2 does not start a program, then you need to check the entries for it in the executable setup are correct, check the MO2 logs for hints and use the MO2 comments/discord for help. Make sure absolutely nothing is installed in special Windows folders, that UAC, antivir etc. are not preventing access, etc.

The MO2 discord has newer dev versions, for example MO2 2.4.5 Alpha 3 or MO2 2.5.0 Alpha 3 (only works on Windows 10 and up).

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Okay I'll try that then. I'll give an update and see if that works.

Posted

 

  On 8/23/2022 at 3:13 PM, sheson said:

Starting the programs directly works?

In that case, if MO2 does not start a program, then you need to check the entries for it in the settings for the executable dropdown are correct, check the MO2 logs for hints and use the MO2 comments/discord for help. Make sure absolutely nothing is installed in special Windows folders, that UAC, antivir etc. are not preventing access, etc.

The MO2 discord has newer dev versions, for example MO2 2.4.5 Alpha 3 or MO2 2.5.0 Alpha 3 (only works on Windows 10 and up). 

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Okay so I tried the different versions of MO2 and they still didn't work. I don't think there's anything wrong with MO2 because starting the program directly works, but the versions that aren't x64 works when starting through MO2.

Posted
  On 8/23/2022 at 3:47 PM, facebutt92 said:

Okay so I tried the different versions of MO2 and they still didn't work. I don't think there's anything wrong with MO2 because starting the program directly works, but the versions that aren't x64 works when starting through MO2.

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If the programs can be started directly, but MO2 does not start them, then there is something going with MO2 or the setup or it is prevented by the OS, antivir etc.. Its log may contain clues.

Posted
  On 8/23/2022 at 3:50 PM, sheson said:

If the programs can be started directly, but MO2 does not start them, then there is something going with MO2 / its setup. Its log may contain clues.

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Sadly, the logs don't even show any clue of it not launching. I may have to reinstall MO2 and make the instance again.

Posted
  On 8/23/2022 at 3:53 PM, facebutt92 said:

Sadly, the logs don't even show any clue of it not launching. I may have to reinstall MO2 and make the instance again.

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Let me point out that you are only posting a story without any actual information.

It seems you have a problem with MO2 and not TexGen or DynDOLOD. I suggest to seek help for MO2 in its comments/discord.

Posted
  On 8/23/2022 at 3:57 PM, sheson said:

Let me point out that you are only posting a story without any actual information.

It seems you have a problem with MO2 and not TexGen or DynDOLOD. I suggest to seek help for MO2 in its comments/discord.

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I know, I wish I could give any actual information. It's just not giving me any actual information no matter how much I try to go through the logs or error messages. I already posted my issues on the discord server to see if anyone will respond.

Posted
  On 8/23/2022 at 4:08 PM, facebutt92 said:

I know, I wish I could give any actual information. It's just not giving me any actual information no matter how much I try to go through the logs or error messages. I already posted my issues on the discord server to see if anyone will respond.

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What error messages?

You could provide information where everything (MO2, the game, the tools) is installed, upload a screenshot of the executable settings, copy and paste the relevant content of the fully enabled debug log of MO2, upload the log and debug log of TexGen and/or DynDOLOD x64 version when started directly.

Posted (edited)

This is weird.

I just updated to Happy Little Trees 3D LOD - Quality 2.02 to match the new Happy Trees 2.02 ... Previously I was using the performance LOD version for older Happy Trees 1.0+ and didn't encounter this issue.  My pine trees haven't turned out properly; they appear to be partially invisible? Not something I ever encountered with the previous version performance mode.

https://imgur.com/a/yi4OrFl

These are my options when I created the texgen and dyndolod

http://icecream.me/uploads/f9acf4671faad3bd802512c8aca88480.png

http://icecream.me/uploads/3717d70a991d61aa1647c61cd740adbf.png

 EDIT:

I tried the performance version and didn't experience the same issue; only seems to happen with the quality version.

 

Edited by Soulmancer

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