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Posted
  On 6/2/2021 at 6:54 AM, AshleaUzu said:

Hi Sheson, 

I am facing an issue where dynDALOD is unable to read the TextGen Output regardless of what i've tried to do. Attach is a pdf of the steps (with screenshots) that ive used regarding installing textgen. I have also tried manuaDyndalod and TexGen error.pdflly copying the output data over into Skyrim SE's root data folder.

Below is a google drive directly containing the output folder alongside the logs of both DynDALOD and TextGen. I am using the 3.00 Version currently.

https://drive.google.com/drive/folders/1tLCNP9Mz3YPEzwLUTPBKxhtMEaTCH_E6?usp=sharing

Thank you

 

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DynDOLOD checks if specific files exist in the load order. If the OS tells a program that a file does not exist, it means the file does not exist or maybe access is being blocked.

The TexGen log shows log message from 2.x and 3.x. Do not mix installations. Unpack the DynDOLOD Standalone archive into a new empty folder as explained in the manual. Then generate textures with TexGen and then generate LOD with DynDOLOD from scratch.

The TexGen generations in the log show that only rendered object LOD textures were generated.
Generate both stitched and rendered object LOD textures and tree LOD billboards and install all of the output as a mod as explained int the manual.

Posted
  On 6/1/2021 at 6:57 AM, sheson said:

Carefully read the first post what log files to provide. Use search, the message might have been discussed before.

The steps are correct. See ..\DynDOLOD\Logs\DynDOLOD_QuickStart.html for the latest requirements/instructions of DynDOLOD 3 alpha.

 

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Thank you!  So far I'm good with creating LOD for vanilla trees... nervous about what might happen with Dense Nordic Forests and Myrkvior together but... that's the fun of modding, right?

Posted
  On 6/2/2021 at 12:00 PM, z929669 said:

Indeed, sorry: textures.7z

 

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The lighting issue happens because the normal map for the bark is using a signed RGBA BC3 (DXT5) texture format and the native importer is not properly converting it to UNORM so the resulting normal map texture on the atlas is completely wrong. Next version will fix this, until then convert the texture  to a normal RGBA (linear) instead of SRGBA.

Posted
  On 6/2/2021 at 7:28 PM, sheson said:

The lighting issue happens because the normal map for the bark is using a signed RGBA BC3 (DXT5) texture format and the native importer is not properly converting it to UNORM so the resulting normal map texture on the atlas is completely wrong. Next version will fix this, until then convert the texture  to a normal RGBA (linear) instead of SRGBA.

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Thanks for confirming!

EDIT: Yep, that fixed the issue.

Posted (edited)

Hi Sheson, thank you for your continued efforts in bettering the Skyrim mod scene. I'm currently having trouble with getting the Grass LOD generation to work correctly. I've followed all the appropriate steps to the T to ensure a proper LOD/Billboard generation for grasses, yet my efforts have failed. I will post the three Log files you require, in hopes that you can help me find the solution to my problem. I have generated the Precache Grass with NGIO successfully, except grass LOD does not seem to load in game. Upon further investigation of the files you explained to check, Grass/Billboard LOD DOES seem to be generated (i think.. if im reading the log correctly) , except I cannot see this in game. I have compressed the Log files as the sizes exceed the limit I can post on this thread, I hope this is not an inconvenience. I look forward to your response, thanks again.

TexGen_SSE_log.rarFetching info...

LODGen_SSE_Tamriel_log.rarFetching info...

TexGen_SSE_Debug_log.rarFetching info...

Edited by Thern
Posted
  On 6/4/2021 at 7:14 PM, Thern said:

Hi Sheson, thank you for your continued efforts in bettering the Skyrim mod scene. I'm currently having trouble with getting the Grass LOD generation to work correctly. I've followed all the appropriate steps to the T to ensure a proper LOD/Billboard generation for grasses, yet my efforts have failed. I will post the three Log files you require, in hopes that you can help me find the solution to my problem. I have generated the Precache Grass with NGIO successfully, except grass LOD does not seem to load in game. Upon further investigation of the files you explained to check, Grass/Billboard LOD DOES seem to be generated (i think.. if im reading the log correctly) , except I cannot see this in game. I have compressed the Log files as the sizes exceed the limit I can post on this thread, I hope this is not an inconvenience. I look forward to your response, thanks again.

TexGen_SSE_log.rar 38.48 kB · 0 downloads

LODGen_SSE_Tamriel_log.rar 7.65 kB · 0 downloads

TexGen_SSE_Debug_log.rar 68.14 kB · 0 downloads

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Also post the DynDOLOD_SSE_log and the DynDOLOD_SEE_Debug_log, and
DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt
DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt

The TexGen log is from version 2.85...?

From the TexGen_Debug log I can see a lot of grasses are being ignored because their bounds volumes are 0. See first entry of the Troubleshooting section of the second post.

Posted
  On 6/4/2021 at 8:06 PM, sheson said:

Also post the DynDOLOD_SSE_log and the DynDOLOD_SEE_Debug_log, and
DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt
DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt

The TexGen log is from version 2.85...?

From the TexGen_Debug log I can see a lot of grasses are being ignored because their bounds volumes are 0. See first entry of the Troubleshooting section of the second post.

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I'm not sure why the TexGen log is from version 2.85, I downloaded the Dyndolod 3.00 Alpha 33 Mega file you provide and copy/pasted the entire folder onto my normal DynDOLOD installation folder. Im unable to upload the DynDOLOD_SSE_Debug_log and the LODGen_SSE_Export_Tamriel.txt as the file sizes are too large even when compressed to a .zip file. I can provide the DynDOLOD_SSE_log and the LODGen_SSE_Grass_Map_Tamriel.txt though. Let me know if there is an alternative way I can send you the other two required files.

DynDOLOD_SSE_log.rarFetching info... LODGen_SSE_Grass_Map_Tamriel.rarFetching info...

Posted
  On 6/4/2021 at 9:51 PM, Thern said:

I'm not sure why the TexGen log is from version 2.85, I downloaded the Dyndolod 3.00 Alpha 33 Mega file you provide and copy/pasted the entire folder onto my normal DynDOLOD installation folder. Im unable to upload the DynDOLOD_SSE_Debug_log and the LODGen_SSE_Export_Tamriel.txt as the file sizes are too large even when compressed to a .zip file. I can provide the DynDOLOD_SSE_log and the LODGen_SSE_Grass_Map_Tamriel.txt though. Let me know if there is an alternative way I can send you the other two required files.

DynDOLOD_SSE_log.rar 276.17 kB · 0 downloads LODGen_SSE_Grass_Map_Tamriel.rar 213 B · 0 downloads

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Use a file service or paste-bin for large log files.

DynDOLOD_QuickStart.html:
"Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders."
A new directory means it is empty.

There are only two grass billboards listed in the grass_map file. So grass LOD is only generated for those two grasses.
As already explained, many grasses have no grass LOD billboard generated because oft their bounds being 0. See first entry of the Troubleshooting section of the second post.

 

Posted
  On 6/6/2021 at 4:34 PM, Zanderat said:

Bruma question with DynDOLOD v.3xx.  Do these instructions still apply?

Thanks.

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Unless the mod is updated to contain missing data and assets or someone somehow makes a mod adding that, then obviously users are still being prevented from properly generating LOD for the new worldspace.

Posted (edited)

I have a question about using two computers.  I have a desktop with GTX 1070 (1440p) and a laptop with GTX 1060 (1080p).  Up until getting the grass billboards with the 3.0 I've been able to load the same saved files on both computers and play Skyrim, having the exact same mods and settings.  However, with the grass billboards my framerate on the laptop drops lower than I'd like.  My question is, is it a good idea to generate the dyndolod and textures without the grass billboards on the laptop and use the same saved files as the desktop, which has the grass billboards?

Thank you

Edited by ikonomov
Posted
  On 6/6/2021 at 7:09 PM, ikonomov said:

I have a question about using two computers.  I have a desktop with GTX 1070 (1440p) and a laptop with GTX 1060 (1080p).  Up until getting the grass billboards with the 3.0 I've been able to load the same saved files on both computers and play Skyrim, having the exact same mods and settings.  However, with the grass billboards my framerate on the laptop drops lower than I'd like.  My question is, is it a good idea to generate the dyndolod and textures without the grass billboards on the laptop and use the same saved files as the desktop, which has the grass billboards?

Thank you

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As explained, the grass LOD is done in object LOD object, which is meshes and textures just like tree and terrain LOD. Meshes and textures are not part and do not affect save data.

Posted
  On 6/7/2021 at 7:55 AM, sheson said:

As explained, the grass LOD is done in object LOD object, which is meshes and textures just like tree and terrain LOD. Meshes and textures are not part and do not affect save data.

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Thank you!

Posted (edited)

Hi.

I've successfully created tree textures with TexGen. I want to use them for the HDTreemode (normal mapped billboards). And now I have two questions.

a:
NVM.
Found the correct billboard mode.

b:
There are people who don't use the new DynDoLod alpha. And I want to upload the billboard textures for them.
Does it work if users are installing the textures in the same path while using a previous DynDoLod version?

Edited by T4GTR34UM3R

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