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Posted
  On 8/12/2021 at 5:54 PM, samaelxx46 said:

Hi,
Thank you for your answer and sorry to waste your time, i should have read the description better.
So if we adjust the brightness of the grass lod with the ini parameters; what are the texgen grass parameters for?
I see in game as i said that it accentuates the luminosity or darkens the lod for the trees but no difference for the grass.

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The TexGen direct and ambient lighting settings are to change how the 3D model is lit while it is being rendered to texture.
I guarantee if a rendered LOD billboard texture is different and the different LOD billboard texture is added to the object LOD texture atlas and the updated object LOD texture is installed into the data folder, then the change will be visible in the game. Obviously.

Posted
  On 8/12/2021 at 5:58 PM, skinjack said:

Again, sorry. I thought I had read you could post the end of it if it was too big somewhere in there yesterday.

https://www.mediafire.com/file/o9zwefdqseowpvb/DynDOLOD_SSE_Debug_log.txt/file

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Download this test version of DynDOLODx64.exe and run as is. It will still error out, but should have additional information in the debug log. So upload the new debug log and bugreport please.

Posted
  On 8/12/2021 at 6:56 PM, skinjack said:

Here you go. I really didn't want to bother you with all this yet when it is still probably an error on my side and I'm still re-ordering things. No use in looking for bugs right now if it because of my setup. Anyway...Degug_log

https://www.mediafire.com/file/fxi4mfelxla3c96/DynDOLOD_SSE_Debug_log.txt/file

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Check what happens with this DynDOLODx64.exe version.
If it happens to run through upload debug log anyways please.

Posted

Sorry about that. I was cleaning the carpet. That version of DynDOLOD actually cancelled itself in the middle of generating lods without warning. I'm starting it again, but it looks like the last entry is looking for Texconvx64.exe, which I don't have in that folder so I am assuming it is a test file. Should I make a copy of TexGenx64.exe & rename it or are they different files?

7ffc4fdb KERNEL32.DLL                          BaseThreadInitThunk
7ffc515c ntdll.dll                             RtlUserThreadStart
[00:03] External: G:\Utilities\DynDOLOD 3.0\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2021-08-11 21:00:00
[00:03] DynDOLOD Resources SE: 3.00 <= 2.88 <= 3.00

But that version did run quite a bit further until it reached that.

 

Posted

I guess I'm taking too long between messages to edit, but it takes almost a half hour for this to run on my list. Anyway, I ran it a third time because I got mixed results with the other two and it ran through the whole thing again. So whatever you changed appears to have resolved at least the conflict I was having.

Posted
  On 8/13/2021 at 12:05 AM, DarthVitrial said:

Hi,

in Alpha 36, I'm having TexGen SSE instantly crash when generating stitched textures with a List Index Out of Bounds error.

Bugreport and logs attached.

 

Is there any other info I can provide?

bugreport.txt 36.71 kB · 0 downloads TexGen_SSE_Debug_log.txt 437.75 kB · 0 downloads TexGen_SSE_log.txt 74.73 kB · 0 downloads

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Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory. Do not install into existing installation.

  On 8/13/2021 at 1:01 AM, skinjack said:

Sorry about that. I was cleaning the carpet. That version of DynDOLOD actually cancelled itself in the middle of generating lods without warning. I'm starting it again, but it looks like the last entry is looking for Texconvx64.exe, which I don't have in that folder so I am assuming it is a test file. Should I make a copy of TexGenx64.exe & rename it or are they different files?

7ffc4fdb KERNEL32.DLL                          BaseThreadInitThunk
7ffc515c ntdll.dll                             RtlUserThreadStart
[00:03] External: G:\Utilities\DynDOLOD 3.0\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2021-08-11 21:00:00
[00:03] DynDOLOD Resources SE: 3.00 <= 2.88 <= 3.00

But that version did run quite a bit further until it reached that.

 

Expand  

Based on the log line Texconvx64.exe was found. So were DynDOLOD Resources SE.

  • +1 1
Posted

If there is a normal log file there also should be debug log!?
 

  On 8/13/2021 at 1:52 AM, skinjack said:

I guess I'm taking too long between messages to edit, but it takes almost a half hour for this to run on my list. Anyway, I ran it a third time because I got mixed results with the other two and it ran through the whole thing again. So whatever you changed appears to have resolved at least the conflict I was having.

Expand  

The third time also didn't create a debug log?

Posted (edited)

Hello,

I always rerun Dyndolod at each update and with the last one, I noticed a lod problem at close range for a meshe (or texture?) in Solitude's dock.

It seems to be a classic lod at close range bug. This is the vanilla base dock as I don't use city overhaul here. There is just meshes and textures mods.

I ran Dyndolod 3 times, using the new zip function and classic generation too, and this problem is still here. And I don't remember to had it before.

 

I build an image to show all the useful informations: location, the meshe, the lod.

enb2021-8-13-09-55-22.jpg

 

Here another picture to show that many parts of the dock is concerned.

enb2021-8-13-09-56-09.jpg

 

Thank you for all your work and help.

 

Edit:

If it can help, here is my lod mod order:

DynDOLOD Resources SE (3.0 version)

- HD Lods Textures SE V9.0 512 - Performance friendly

DynDOLOD Bright LOD Waterfall Fix

- Majestic Mountains - DynDoLod 3 Pack

Edited by delweyn
Posted
  On 8/13/2021 at 8:31 AM, delweyn said:

Hello,

I always rerun Dyndolod at each update and with the last one, I noticed a lod problem at close range for a meshe (or texture?) in Solitude's dock.

It seems to be a classic lod at close range bug. This is the vanilla base dock as I don't use city overhaul here. There is just meshes and textures mods.

I ran Dyndolod 3 times, using the new zip function and classic generation too, and this problem is still here. And I don't remember to had it before.

 

I build an image to show all the useful informations: location, the meshe, the lod.

enb2021-8-13-09-55-22.jpg

 

Here another picture to show that many parts of the dock is concerned.

enb2021-8-13-09-56-09.jpg

 

Thank you for all your work and help.

 

Edit:

If it can help, here is my lod mod order:

DynDOLOD Resources SE (3.0 version)

- HD Lods Textures SE V9.0 512 - Performance friendly

DynDOLOD Bright LOD Waterfall Fix

- Majestic Mountains - DynDoLod 3 Pack

Expand  

Read the first post what logfiles to include when making reports.

Test with a new game to make sure this not a botched clean save update.

If you find references defined by DynDOLOD.esm or DynDOLOD .esp open the reference FormID in xEdit to check the EditorID to learn which pluginesp_formid is the source. If it points to another reference in DynDOLOD.esp check its EditorID. The next steps depend on what plugin and reference the source is.

Remove DynDOLOD Bright LOD Waterfall Fix. It is not required since many months.

  • Like 1
Posted (edited)
  On 8/13/2021 at 10:55 AM, sheson said:

Read the first post what logfiles to include when making reports.

Test with a new game to make sure this not a botched clean save update.

If you find references defined by DynDOLOD.esm or DynDOLOD .esp open the reference FormID in xEdit to check the EditorID to learn which pluginesp_formid is the source. If it points to another reference in DynDOLOD.esp check its EditorID. The next steps depend on what plugin and reference the source is.

Remove DynDOLOD Bright LOD Waterfall Fix. It is not required since many months.

Expand  

- Here are the files needed. (I put the debug file into a .rar because it  was too big).

 

- Yes it was in a new game (I get out of the starting Helgen Cave)

 

- I'm not sure what you mean with the references ID (English is not my native langage) but I suppose it could be these (I put only few, not all of them):

Meshe ref (all from SMIM-SE-Merged-All.esp)           Their Dyndolod ref.

00 09 25 2B                                                                       CA 09 DC 3D

00 09 25 2D                                                                       CA 09 DC 44

00 0A ED F1                                                                       CA 09 DC 49

00 09 25 32                                                                       CA 09 DC 0F                                                            

00 09 25 2F                                                                       CA 09 DC 4B

 

- Thank you for the waterfall fix. Didn't knew it was obsolete.

 

I hope it will be OK.

 

I just ran Dyndolod 2.96 and there is not this problem there. So it's from 3.0.

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

Edited by delweyn
Posted (edited)

Hi Sheson, just a quick question: Do you still recommend using Xlodgen for generating occlusion or could I do this in the new Dyndo Alpha version instead?

Edited by TheDude

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