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I have a question about adding grass LODs to previous output I have a previously generated DynDOLOD output that does not include grass LODs. I want to add grass LODs while keeping them as a separate output so they can be toggled on or off. Based on the documentation, this seems possible. Question: With my existing DynDOLOD output installed, should I: Select all worlds in DynDOLOD, enable grass LODs, run LODGen first, install that output, and then Rebuild Atlas, or Select all worlds, enable grass LODs, and generate everything? Which approach is correct, or is there a better method?
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I ran Dyndolod again with grass lod creation. It failed with an error message telling that textconv ran out of memory. I killed some apps and freed up some HD space and ran it again and it suceeded. Thanks for your help.
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I had about 50 gb of free disk space but freed up 20 more. The settings for page size seems fine: https://imgbox.com/8B8s9D1E I managed to finish Dyndolod with the new version. Not sure if the 20 gb extra disk space helped. TakingYourFirstBorn used less memory. LodGen64Win.exe used about 9 gb of ram. I will try once more with grass lods selected and see if it manages to finish.
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dreadflopp started following Error: OpenGL: framebuffer objects unsupported and DynDOLOD 3.00 Alpha 190
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Hi Sheson, you helped med get Texgen working, it seems I have similar problems with Dyndolod. I am getting error messages related to memory. I am using the latest version from nexus that you posted today. The dyndolod executable (TakingYourFirstborn i believe its called) uses quite a lot of ram, about 5 GB. It accumulates, it crashes when it reaches 5 GB. The lodgen executable, LodGen64Win.exe, used around 3 GB when TakingYourFirstborn crashed. Lodgen accumulated and used 9 GB ram before it crashed. I only have a real time log: https://mega.nz/file/BS5ECQpD#f8p97e1Vq6oYjffOjVa9tOWPKEVOjBjRAIIRURHhULo I did get som logs when I used the previous version of Dyndolod that I downloaded yesterday: bugreport.exe: https://paste.ee/p/X1yc7lxH DynDOLOD_SSE_log.txt: https://paste.ee/p/sqWErkoe Debug log: https://mega.nz/file/pPBxXB6K#KdoD5SIteS3UiRUQ4Km9TC0Xcp4m3k2ilbDbckNZMeM
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Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
This new test version completed successfully. It used at most about 2 GB of vram. Log: https://paste.ee/p/SlxEzt8U I'll continue with Dyndolod to see this fixes my initial problem, the red colored lods. TexGen_SSE_Debug_log.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Here you go, log with KeepRenderer=1. TextGen crashed soonly a realtime log was available. TexGen_SSE_realtime_log.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Sorry, missed the last two rows of your message. It slowly rises, no spike. I'll try with KeepRenderer=1 . -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
You have some logs above with different parameters. I am attaching 2 sets of logs. One is for the nexus version of TextGen64.exe, which completed successfully while using at most 1.6 GB of vram. The other log is a realtime log with the test version that you linked in a few posts above. It uses up all available vram, 8.1 GB and then crashes when the display driver restarts. No other log is created by TextGen because of the crash. TextGen_nexusVersion.zip TextGen_testVersion.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
It is an integrated card but it doesn't seem possible to dedicate more memory to it than what it currently has, 8.1 GB. I added -memory parameter, changed compression type as suggested and added TextureCache=10. Same error. I checked the memory when generating textures, and TextGen uses up all available vram (8 GB) which causes the driver to reset and TextGen to crash. I tried with the version from Nexus, it never uses more than 1.6 GB vram so there seems to be a problem with your test version. I still had -memory and TextureCache=10 but had changed back the compression type to default when i used the Nexus version. -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Updated the driver and disabled all amd/radeon software, still got the same result. Tried with different options: RenderSingle=1 TextGen exiting with openGL error, https://paste.ee/p/bqMMVJXc RenderTextureSingleThread=1 TextGen stopped without exiting, had to close the window. https://paste.ee/p/LK7VzT09#dpcwBSCInTOKaaXEwRjVYBeVyMOmWYY2 RenderBillboardsSingleThread TextGen exiting with openGL error https://paste.ee/p/TqiQJ0bY#KwSPdnecK4xolcGZMuMAoGQXLZDhAia1 I am attaching debug logs. It might be the windows laptop I am using that is the problem. It does not have a dedicated GPU. If that is the case, I could try to use my other PC (linux) to generate textures. TexGen_SSE_Debug_log_RenderBillboardSingleThread.zip TexGen_SSE_Debug_log_RenderSingle.zip TexGen_SSE_Debug_log_RenderTextureSingleThread.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
I used the latest test version from your link but it caused TextGen to crash with the screen turning black for a few seconds. I'm guessing that the display driver restarted. Adding `GLDebug=1` to a fresh .ini allowed TextGen to exit with an error message and a log: https://paste.ee/p/AVVsAeFj This is the bugreport: https://paste.ee/p/tBXG7WdX I also got a system error: https://imgbox.com/JNclMLiC I am attaching the debug log as a zip because of its size. I will continue testing with the options (RenderSingleThread etc) from your linked post. TexGen_SSE_Debug_log.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Thanks I'll try that. -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Any hints on how to troubleshoot? Appears to be missing lods, see screenshots. I am using PBR textures. I am on Linux and have some workarounds to create the lods. DyndoLod usually crashes for me when I run it on Linux. Hence I have created a script that creates a virtual file system (symlinks) from the mods folders and the MO2 mod order file (modlist.txt) and transfers everything to a windows laptop, where I run DyndoLod. All filenames are converted to lower case since Linux is case sensitive. There is of course room for error here (ie missing files) which is why I am mentioning it, but I am pretty sure that everything works as expected on that end. I have done tests. I probably just need someone to tell me where to start to figure this out. Maybe the forts textures (Tomato's PBR Imperial Forts and Dungeons) and farmhouse textures (Tomato's PBR Farmhouses) are causing this, but I am not really sure what to do about it. I am using ParallaxGen. Edit: Note that I am using a version of TextGen that was posted on these forums by Sheson. I had an opengl error with the original one. https://imgbox.com/AieSaw9l https://imgbox.com/b1QuXElx https://imgbox.com/6n2N7Mtc https://imgbox.com/zk88nCnx https://imgbox.com/xggyrOfj Logs: TextGen log DynDoLod log Thanks -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
I'm going to do a bigger update, but it'll take a while. I'm kinda busy irl at the moment, but it's coming! 2. Artmoors town - they will be removed. I'll check what they may be replaced with. 1. The fiss version isn't needed but you may use it for convenience 2 - 7 All seems good, will check a nice to-do list 1 -3 Interesting too, adding to the todo list 4 Will check the patches to see what is nneede and add to the guides/patches 5 Will check what is included in it and compare it with what we currently use, adding to the bottom of the todo list. AND yes, a typo prevented the grass section to show up. Lesson learned. Never update guides and drink whiskey at the same time. Sorry! -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Inferno should be removed from the guide, I must have forgotten to remove it in one of the updates. Sorry for letting you go through this. I have done the exact thing before removing Inferno. I believe meshes from Embers was hidden in a previous version of the guide.