Jump to content


Photo

DynDOLOD Beta for Skyrim Special Edition and Skyrim VR 2.55

dyndolod lod special edition sse

  • Please log in to reply
1210 replies to this topic

#1171 ShmooZ

ShmooZ

    Prisoner

  • Members
  • 30 posts

Posted 01 February 2019 - 01:31 PM

Well...Lightweight Grass Overhaul has all of these diffuses (no normals) as BC7...

 

DynDOLOD_SSE_tamriel_flat_textures_used.txt

https://pastebin.com/HxJdj3ku

 

I can uncompress and recompress to DXT5 if necessary.

 

Quite a few though...


  • 0

#1172 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,890 posts

Posted 01 February 2019 - 02:41 PM

Well...Lightweight Grass Overhaul has all of these diffuses (no normals) as BC7...

 

DynDOLOD_SSE_tamriel_flat_textures_used.txt

https://pastebin.com/HxJdj3ku

 

I can uncompress and recompress to DXT5 if necessary.

 

Quite a few though...

 

The BC7 format should not be the problem. However test if it runs through without these 7 textures.

 

Make sure to install EVT and and its billboard properly.

 

Use the x64 version to see if it makes a difference.


  • 0

#1173 ShmooZ

ShmooZ

    Prisoner

  • Members
  • 30 posts

Posted 01 February 2019 - 04:54 PM

Tried EVT LE with only the esp converted to 44. Tried with the 43 esp also.

 

Tried x64 but I have 16GB ram so kind of unlikely I am running out of memory.

 

Converted all the plants to DXT5. But I figured that shouldn't be an issue too.

 

Then I thought for sure I had it figured out when I found an LOD terrain folder containing EEK mountain flower billboards.

 

So I thought for sure it was user error on my part but I keep getting the same exact error, same line, same everything.

 

Is there an older version of DynDOLOD still available for download somewhere?

 

Not sure what else to try.


  • 0

#1174 ShmooZ

ShmooZ

    Prisoner

  • Members
  • 30 posts

Posted 01 February 2019 - 05:42 PM

I will try removing them completely. I can always put SFO assets back in after that and try again.


  • 0

#1175 godescalcus

godescalcus

    Jarl

  • Members
  • PipPipPipPipPipPipPipPipPip
  • 721 posts

Posted 05 February 2019 - 12:43 PM

Sheson, I'm trying to combine several tree mods and they work well, but for one or two tree lods that are wrong. Here's what I'm doing, in brief: I install EVT RC4, then overwrite with SFO 2.72 but hiding a few nifs (so EVT's meshes should win there), then add Realistic Aspen Trees on top of that. When I generate my lods with full 3D trees, a couple of Scots Pine models from SFO that I had removed are used for lods - why is that? Could it be that DynDOLOD doesn't find the 3d hybrid model for those pine meshes from EVT RC4 and falls back to billboards, in which case it's using SFO's billboards (or it may simply be loading billboards for further away LODS, like lod8 or lod16?)? I did forget to hide the corresponding billboards there. Now regenerating DynDOLOD after hiding the billboards. And would you tell me what the file textures/terrain/Tamriel/trees/TamrielTreeLod.dds is for, and how it works when you have tree mods overwriting one another? My TamrielTreeLod.dds is being provided by RAT and is simply a set of vanilla pines with RAT aspens. If I hid that, then SFO's would win, and if I hid that too, EVT's would win. Can I simply ignore this file?


Edited by godescalcus, 05 February 2019 - 12:56 PM.

  • 0

#1176 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,890 posts

Posted 05 February 2019 - 02:52 PM

Sheson, I'm trying to combine several tree mods and they work well, but for one or two tree lods that are wrong. Here's what I'm doing, in brief: I install EVT RC4, then overwrite with SFO 2.72 but hiding a few nifs (so EVT's meshes should win there), then add Realistic Aspen Trees on top of that. When I generate my lods with full 3D trees, a couple of Scots Pine models from SFO that I had removed are used for lods - why is that? Could it be that DynDOLOD doesn't find the 3d hybrid model for those pine meshes from EVT RC4 and falls back to billboards, in which case it's using SFO's billboards (or it may simply be loading billboards for further away LODS, like lod8 or lod16?)? I did forget to hide the corresponding billboards there. Now regenerating DynDOLOD after hiding the billboards. And would you tell me what the file textures/terrain/Tamriel/trees/TamrielTreeLod.dds is for, and how it works when you have tree mods overwriting one another? My TamrielTreeLod.dds is being provided by RAT and is simply a set of vanilla pines with RAT aspens. If I hid that, then SFO's would win, and if I hid that too, EVT's would win. Can I simply ignore this file?

The "tree report" in the log tells exactly which files are found and used for the different LOD levels.

 

If the "wrong" billboard dds is found, make sure the last overwrite for that billboard file is correct.

3D LOD trees have a unique CRC32 based on the full model in their file name.

See the manual DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html

 

textures/terrain/Tamriel/trees/TamrielTreeLod.dds is used by tree LOD. It is created from the billboards when generating tree LOD.

When doing tree LOD in object LOD it does not matter as tree LOD is disabled.

 

It is a bit unclear what type of tree LOD you are trying to generate.


Edited by sheson, 05 February 2019 - 02:52 PM.

  • 0

#1177 godescalcus

godescalcus

    Jarl

  • Members
  • PipPipPipPipPipPipPipPipPip
  • 721 posts

Posted 05 February 2019 - 05:51 PM

Thanks and I'm sorry if I wasn't clear enough, I'm doing 3d lods (treelod=0). As it turns out, I was careless with billboard overwrites because I still have in my subconscious the idea that I get full 3d lod models all the way and billboards are therefore unnecessary, but I know that to be wrong. I'm only sure that lod4 has full 3d models (as long as the mesh is recongnized in your CRC check and there's an available model in DynDOLOD Resources or provided elsewhere), not sure if lod8 has them as well or if it's already billboards there. Lod16 and lod32 are probably always billboards and my problem was fixed by hiding the billboards from SFO that didn't correspond to the trees I have installed, and making new lods.


  • 0

#1178 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,890 posts

Posted 06 February 2019 - 03:41 AM

Thanks and I'm sorry if I wasn't clear enough, I'm doing 3d lods (treelod=0). As it turns out, I was careless with billboard overwrites because I still have in my subconscious the idea that I get full 3d lod models all the way and billboards are therefore unnecessary, but I know that to be wrong. I'm only sure that lod4 has full 3d models (as long as the mesh is recongnized in your CRC check and there's an available model in DynDOLOD Resources or provided elsewhere), not sure if lod8 has them as well or if it's already billboards there. Lod16 and lod32 are probably always billboards and my problem was fixed by hiding the billboards from SFO that didn't correspond to the trees I have installed, and making new lods.

The second to last "tree" rule is usually Billboards for LOD level 8 and 16. Normally there is no LOD level 32 for object LOD, but it can be used (described in the ultra tree LOD manual in case a user doesn't like trees on the map).  Using 3D models in the higher LOD level would probably crush performance really hard for no useful real visual gain.

 

Just look closely at the look and the billboard.dds file name and path listed for LOD8/16 and make sure those files visually match the trees.


Edited by sheson, 06 February 2019 - 03:42 AM.

  • 0

#1179 godescalcus

godescalcus

    Jarl

  • Members
  • PipPipPipPipPipPipPipPipPip
  • 721 posts

Posted 08 February 2019 - 04:39 PM

Sheson, on my last DynDO run with ultra trees I got this for Enhanced Landscapes' dead marsh pines:

 

  3AM_deadpine01 [TREE:3F0047AC] meshes\3amtrees\3amt_deadpine01.nif
Billboard found, new tree, 3D LOD not found <3amt_deadpine01_86B23A10> fallback Billboard
LOD4: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine01_000047ac.dds using internal
LOD8: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine01_000047ac.dds using internal
LOD16: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine01_000047ac.dds using internal
  3AM_deadpine02 [TREE:3F0047AD] meshes\3amtrees\3amt_deadpine02.nif
Billboard found, new tree, 3D LOD not found <3amt_deadpine02_E672E8F1> fallback Billboard
LOD4: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine02_000047ad.dds using internal
LOD8: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine02_000047ad.dds using internal
LOD16: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine02_000047ad.dds using internal
  3AM_deadpine03 [TREE:3F0047AE] meshes\3amtrees\3amt_deadpine03.nif
Billboard found, new tree, 3D LOD not found <3amt_deadpine03_F3FCB0B9> fallback Billboard
LOD4: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal
LOD8: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal
LOD16: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal
  bskCyrodilBushLarge2 [TREE:0B6011D1] meshes\bstamriel\landscape\trees\bskcyrodilbushlarge2.nif

LOD4: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal LOD8: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal LOD16: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal

 

However, Aceeq did include 3d lods for these trees:

 Directory of F:\MO2\mods\1201 Enhanced Landscapes Main File v1.65-18162-1-65 ALT\meshes\dyndolod\lod\trees

08/02/2019  21:34    <DIR>          .
08/02/2019  21:34    <DIR>          ..
02/08/2018  12:26           132,194 3amt_deadpine01_382e15aepassthru_lod.nif
02/08/2018  12:26           131,926 3amt_deadpine02_22d68c50passthru_lod.nif
02/08/2018  12:26           124,536 3amt_deadpine03_5aec8036passthru_lod.nif
02/08/2018  12:25            49,840 3am_deadscotspine1_f7854d0bpassthru_lod.nif
02/08/2018  12:25            42,918 3am_deadscotspine1_short_03ad8923passthru_lod.nif
02/08/2018  12:26            38,722 3am_deadscotspine4_8c48ef29passthru_lod.nif

They seem to be installed in the correct folder but the 8 digits before passthru_lod.nif don't seem to match what DynDOLOD is looking for. Should I rename the nifs from the log, like this:

 

Billboard found, new tree, 3D LOD not found <3amt_deadpine01_86B23A10> fallback Billboard -------> rename 3amt_deadpine01_382e15aepassthru_lod.nif to 3amt_deadpine01_86B23A10passthru_lod.nif

 

... and so on?


Edited by godescalcus, 08 February 2019 - 04:40 PM.

  • 0

#1180 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,890 posts

Posted 08 February 2019 - 05:13 PM

Sheson, on my last DynDO run with ultra trees I got this for Enhanced Landscapes' dead marsh pines:

 

  3AM_deadpine01 [TREE:3F0047AC] meshes\3amtrees\3amt_deadpine01.nif
Billboard found, new tree, 3D LOD not found <3amt_deadpine01_86B23A10> fallback Billboard
LOD4: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine01_000047ac.dds using internal
LOD8: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine01_000047ac.dds using internal
LOD16: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine01_000047ac.dds using internal
  3AM_deadpine02 [TREE:3F0047AD] meshes\3amtrees\3amt_deadpine02.nif
Billboard found, new tree, 3D LOD not found <3amt_deadpine02_E672E8F1> fallback Billboard
LOD4: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine02_000047ad.dds using internal
LOD8: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine02_000047ad.dds using internal
LOD16: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine02_000047ad.dds using internal
  3AM_deadpine03 [TREE:3F0047AE] meshes\3amtrees\3amt_deadpine03.nif
Billboard found, new tree, 3D LOD not found <3amt_deadpine03_F3FCB0B9> fallback Billboard
LOD4: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal
LOD8: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal
LOD16: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal
  bskCyrodilBushLarge2 [TREE:0B6011D1] meshes\bstamriel\landscape\trees\bskcyrodilbushlarge2.nif

LOD4: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal LOD8: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal LOD16: textures\terrain\lodgen\world encounter addon patches merged.esp\3amt_deadpine03_000047ae.dds using internal

 

However, Aceeq did include 3d lods for these trees:

 Directory of F:\MO2\mods\1201 Enhanced Landscapes Main File v1.65-18162-1-65 ALT\meshes\dyndolod\lod\trees

08/02/2019  21:34    <DIR>          .
08/02/2019  21:34    <DIR>          ..
02/08/2018  12:26           132,194 3amt_deadpine01_382e15aepassthru_lod.nif
02/08/2018  12:26           131,926 3amt_deadpine02_22d68c50passthru_lod.nif
02/08/2018  12:26           124,536 3amt_deadpine03_5aec8036passthru_lod.nif
02/08/2018  12:25            49,840 3am_deadscotspine1_f7854d0bpassthru_lod.nif
02/08/2018  12:25            42,918 3am_deadscotspine1_short_03ad8923passthru_lod.nif
02/08/2018  12:26            38,722 3am_deadscotspine4_8c48ef29passthru_lod.nif

They seem to be installed in the correct folder but the 8 digits before passthru_lod.nif don't seem to match what DynDOLOD is looking for. Should I rename the nifs from the log, like this:

 

Billboard found, new tree, 3D LOD not found <3amt_deadpine01_86B23A10> fallback Billboard -------> rename 3amt_deadpine01_382e15aepassthru_lod.nif to 3amt_deadpine01_86B23A10passthru_lod.nif

 

... and so on?

The new CRC32 is probably because the full model NIFs were converted to the new Skyrim Special Edition format (most likely unnecessarily, too). If they are the correct LOD models and match visually then copy them to the new expected filenames.

 

Read the DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html to learn more about the CRC32 and the filename conventions for 3D tree LOD models.

 

There is no such thing as the "correct" folders. There are only unique filenames. A simple convention Bethesda adheres to. Matching object LOD models are found and used in all subfolders of data/meshes - with a couple of defined exceptions because of mods not adhering to the convention. More detail can be found in DynDOLOD_Mod_Authors.html


Edited by sheson, 08 February 2019 - 05:16 PM.

  • 0

#1181 godescalcus

godescalcus

    Jarl

  • Members
  • PipPipPipPipPipPipPipPipPip
  • 721 posts

Posted 08 February 2019 - 05:54 PM

I've just realized that those meshes are not from Enhanced Landscapes - they're the same trees, but used by The Grey Cowl of Nocturnal. The fun part is that it's the same mesh, checked in nifskope, the same texture, no scaling of mesh or other edits. Like you said, it's likely that one of them was converted and the other wasn't. The funny thing is, if I copy Aceeq's mesh over Manny's, i'll probably have those trees with 3d lods too, an unexpected bonus.


Edited by godescalcus, 08 February 2019 - 06:08 PM.

  • 0

#1182 godescalcus

godescalcus

    Jarl

  • Members
  • PipPipPipPipPipPipPipPipPip
  • 721 posts

Posted 09 February 2019 - 06:02 AM

Hi Sheson, is there a source reading for how to replace the 3D trunk by a 2D flat version when creating static tree meshes for ultra trees?

 

I've successfully ran LODGEN.exe to create the static models but wanted to take the extra step for greater optimization and convert the trunk mesh into two intersecting planes. I suppose I'll need to create two intersecting planes (have no idea how to do it and I hope blender or any other tool besides nifskope isn't involved, but if it is... sigh... one more tool to learn. Then grab textures of just the trunk similarly to generating billboards an link them to the planes in nifskope?

 

If I could hack another model's planes to fit their size to the trunk textures without using blender or any other complicated tool, how great that would be. Or maybe create a .bto lod with lodgen using only the trunk textures as billboards and the correct size text file, then convert that to nif and add the branches?...


Edited by godescalcus, 09 February 2019 - 06:16 AM.

  • 0

#1183 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,890 posts

Posted 09 February 2019 - 06:49 AM

Hi Sheson, is there a source reading for how to replace the 3D trunk by a 2D flat version when creating static tree meshes for ultra trees?
 
I've successfully ran LODGEN.exe to create the static models but wanted to take the extra step for greater optimization and convert the trunk mesh into two intersecting planes. I suppose I'll need to create two intersecting planes (have no idea how to do it and I hope blender or any other tool besides nifskope isn't involved, but if it is... sigh... one more tool to learn. Then grab textures of just the trunk similarly to generating billboards an link them to the planes in nifskope?
 
If I could hack another model's planes to fit their size to the trunk textures without using blender or any other complicated tool, how great that would be. Or maybe create a .bto lod with lodgen using only the trunk textures as billboards and the correct size text file, then convert that to nif and add the branches?...

The easiest method is to find an existing 3D LOD model that has a similar 2D trunk that matches, then use NifSkope to copy that over.
 
If the texture needs to be updated, that is the same process as creating a billboard texture, just without the leafs which you can simply remove in NifSkope before taking the screenshot.
 
The x, y, z values and UV of the 4 corners are easy enough to change in NifSkope too. The 4 UV points of a single billboard texture are usually just 0,0; 0,1; 1,0 and 1,1.
 
The minimum/maximum x, y, z you can get from the full model trunk, similar to what is explained in Tree LOD Billboard Creation : Start to Finish - Custom Tree Dimensions


  • 0

#1184 KellSwiftfire

KellSwiftfire

    Prisoner

  • Members
  • 3 posts

Posted 12 February 2019 - 03:01 AM

Hey all,

 

When I run my Texgen64 (with -sse added to the parameters) I get an error I found on a few other posts.

[00:08] Background Loader: [WinterholdDestruction.esm] File loaded (CRC32:CE053718)
[00:00:08.503] [00:08] Background Loader: [OverwriteRNAM.esm] File loaded (CRC32:687A7744)
[00:00:08.504] [00:08] Background Loader: [OverwriteRNAM.esl] File loaded (CRC32:C7E35F70)
[00:00:08.555] [00:08] Background Loader: <Error: [REFR:FE0012C2] (places Farmhouse01 [STAT:0000084A] in GRUP Cell Temporary Children of [CELL:000095BA] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,0)) has invalid ObjectID 0012C2 for a light module. These errors cause CTD and other serious issues and need to be fixed.>

 

Essentially, I'm wondering if any of you more advanced users can give me the run down on how to find which mod is causing this so I can simply remove it? Or if there is a way to fix it, then help me figure that out? I'm assuming that it's WinterholdDestruction since that's the last file loaded, but it has the two lines of something else (an esl…?) overwriting it and....

Well yeah, I'm lost, but very grateful in advance for any help you bright minds can lend!


  • 0

#1185 sheson

sheson

    Dragon King

  • Mod Authors
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 3,890 posts

Posted 12 February 2019 - 03:57 AM

Hey all,

 

When I run my Texgen64 (with -sse added to the parameters) I get an error I found on a few other posts.

[00:08] Background Loader: [WinterholdDestruction.esm] File loaded (CRC32:CE053718)
[00:00:08.503] [00:08] Background Loader: [OverwriteRNAM.esm] File loaded (CRC32:687A7744)
[00:00:08.504] [00:08] Background Loader: [OverwriteRNAM.esl] File loaded (CRC32:C7E35F70)
[00:00:08.555] [00:08] Background Loader: <Error: [REFR:FE0012C2] (places Farmhouse01 [STAT:0000084A] in GRUP Cell Temporary Children of [CELL:000095BA] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,0)) has invalid ObjectID 0012C2 for a light module. These errors cause CTD and other serious issues and need to be fixed.>

 

Essentially, I'm wondering if any of you more advanced users can give me the run down on how to find which mod is causing this so I can simply remove it? Or if there is a way to fix it, then help me figure that out? I'm assuming that it's WinterholdDestruction since that's the last file loaded, but it has the two lines of something else (an esl…?) overwriting it and....

Well yeah, I'm lost, but very grateful in advance for any help you bright minds can lend!

You should not install anything from the Standalone archive to any the game folders. Especially not OverwriteRNAM.esm and OverwriteRNAM.esl which are example files from the documentation. Follow the installation instructions in the included manual.


  • 0



Also tagged with one or more of these keywords: dyndolod, lod, special edition, sse

2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users