-
Posts
7,841 -
Joined
-
Last visited
Everything posted by DoubleYou
-
Have you used xLODGen to generate terrain LOD?
-
True, but the main reason for my hesitation is that I haven't found a model that actually references the source textures that I have used there to recreate the texture, so I am not 100% certain that the generated texture will even match vanilla. The textures I reference look like they may have been textures that got replaced by the grayscale texture in the game's development. However, I suppose I could compare against the gradient to see if they match up closely, and modify color values to match if necessary. Could probably even use that same method to match that mod's look.
-
Thanks! That works perfectly. I'll have to check some of these over and modify accordingly. I didn't want to use HitTechExtALargeLOD_d.DDS as it could have compatibility issue with any mods like this: XLODGen LOD for 50 Shades Of Rust, which try to work around the issue of texture mismatch when the user's gradient is changed. I intend to redo the HitTech lods to utilize grayscale to palette, as I've used that in several other places, and it will significantly reduce the amount of textures I need to place on the atlas, while matching the users' gradients. The HitTech models look very basic, mostly rectangles, so I think this will be very easily accomplished.
-
Here is updated Fallout 4 TexGen configs: https://mega.nz/file/YZpEDBKL#49f1r9cyGlZ66CUxKBLW4hD-RIVOvwHy0wrII18O_Hw These should be complete. The only other consideration that could be useful would be a method of modifying the generated specular intensity for some textures. Take the AirplaneDebris01LOD_d.dds texture for example: Vanilla --> TexGen Generated --> TexGen Generated modified to half Red and Green values The vanilla LOD texture approximately halves the Red/Green intensity of this specular. This fixes an issue where if the specular is too high in LOD, it can produce flashes of light. Here is one instance of this using the generated WaterTowerLOD_d.dds texture, which similarly can be affected by this.
-
Thanks! The test version appears to be working as expected. I will continue testing with it. Already the trees look much better using the TexGen generated textures in combination with adjusted threshold.
-
I decided to do some tests with the Use Source Alpha Threshold setting. It works very well to customize the alpha without resorting to re-thresholding the texture itself. Also, I saw significant performance benefits to its use when threshold <128. However, I believe I have found an issue with it that somewhat inhibits my ability to rely on it. The generated LOD meshes generally divides between the meshes using alpha and without, and it prefers to group many alpha items (typically tree leaves) into the same BSMultiBoundNode, using the alpha threshold specified by one of the affected models/materials. I'm not certain on the logic it uses to group these together, but if I have the MapleBranchesLOD.bgsm leaves with its threshold of 80, and the ElmBranchesLOD.bgsm leaves with its threshold of 65, it tends to group these together, choosing either 65 or 80 for the NiAlphaProperty. I think it would be preferable for it to split into a separate BSMultiBoundNode when a differing NiAlphaProperty is used in combination with the Use Source Alpha Threshold setting. I only seem to notice this issue on tree leaves, as I'll find other objects such as Electrical Towers on their own separate node, but this may simply be coincidence.
-
For Fallout's 25th anniversary, there are a number of events and offerings available, as you can find on Bethesda's website. Notably, if you have an Amazon Prime account, they are giving away Fallout 76 on the Microsoft Store for free. Also, for Fallout 4 players, there will be free creations available in the Creation club each week from now until November 2, along with discounts on other creations.
-
This version appears to be working perfectly.
-
Perfect! That's the big one we needed.
-
It literally says how to fix in the error message.
-
This did fix the sRGB texture. However, all normal maps and speculars appear to be brighter. Also, diffuses with alpha transparency appear to be brighter as well. Log file is with vanilla textures (no texture mods). Included two output examples. Before folder is with TexGen from alpha 100. After is from the test version. https://mega.nz/file/pMhSTZDJ#FgJjeSMG7IRhynthud9q2_TBlRYUz81y-R1W2Bjy6zQ
-
Shimmer Flickering On Mountain
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
That is z-fighting. It looks like a possible large reference bug to me. -
I am still testing, but I mostly have the configs for the vanilla stitched object LOD textures complete for Fallout 4. However, I did notice an issue with a very popular mod in my list that causes the output to contain a bad texture. FlaconOil's Complete Retexture Project erroneously includes a few textures in sRGB instead of linear, and while it doesn't appear to cause apparent artifacts in game, it causes the generated LOD texture to be incorrect. Specifically, the textures\architecture\diamondcity\corrugatedmetal02_d.dds inside the FlaconOil - BA2 2K - Part3 file is saved as DXGI_FORMAT_BC1_UNORM_SRGB. Perhaps a warning could be added for when an input texture is in sRGB instead of linear? Or perhaps it could convert to linear upon generation? I will also try to reach out to the mod author so they can hopefully correct this oversight. Included are the logs, the configs, and the output incorrect texture. https://mega.nz/file/pY4l1RLb#J3mIXjYuONKJ9zSSfVzqXNtfcaTxqWYqV6KkH9LOpZ0
-
GUIDE Howto: Use CreationKit from MO
DoubleYou replied to Tannin's question in Mod Organizer Support
Mod Organizer no longer needs this fix. Just use like normal and ignore this, as it is outdated information with Mod Organizer 2. -
Balancing Grass Distance Colors?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
No, that's a typo in the guide IIRC. -
Shimmer Flickering On Mountain
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
You recently increased fBlockLevel0Distance. This is likely the reason why it is shimmering at a different place. It is typically unwise to set this that high. -
Shimmer Flickering On Mountain
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
It is normal to see z-fighting on mountains. This has been the case since 2011. -
ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
Don't use this version. It's not done right and the official update is in the works.- 28 replies
-
- SKYRIMSE
- 02-extenders
-
(and 1 more)
Tagged with:
-
Don't use this version. It's not done right, and the official update is coming soon.
-
Balancing Grass Distance Colors?
DoubleYou replied to mooit's topic in General Skyrim SE Discussion & Support
Lol. Grass lod only goes to lod4. Unless you're a madman, that region is far beyond lod4. There simply is no grass lod that far out. If you want grass there, you will have to increase the fBlockLevel0Distance. -
ACCEPTED Majestic Mountains (by T4gtr34um3r)
DoubleYou replied to TechAngel85's topic in Skyrim SE Mods
I don't think it is new. I think the author accidentally forgot what it did and took it down temporarily and then re-uploaded by the sound of the comments. Edit: Actually, it appears that Majestic Mountains has received a major update. It sounds like our Majestic Mountains Creation Club Landscape Patch may no longer be needed.- 88 replies
-
- SKYRIMSE
- 04-foundation
-
(and 1 more)
Tagged with:
-
Issue with Single Pass Shader + Projected Diff/norm maps
DoubleYou replied to Aranin's question in General Skyrim SE Support
There is a snow material object in the plugin that you can change the color from the gray color to the correct white color. I can't remember which it is atm. At any rate, you're unlikely to find much help on this subject. It honestly sounds like you are recreating Better Dynamic Snow but using Simplicity. You should test whether all your fixes are not already covered by BDS. I could, of course, be completely off base here, as this is something I have very much avoided working with. -
Two issues I found for the experimental Fallout 4 TexGen when creating the Barn mini-atlas, likely both linked to the fact the source texture requires the use of a Copy file to fetch the correct normals/speculars: Specular maps not named the same as the diffuse texture do not seem to copy using the Copy text file used previously only for normal maps. In this case specifically, PierShacksSiding03TwoWideRed_d.dds maps to PierShacksSiding03TwoWide_n.dds (which copies correctly) and PierShacksSiding03TwoWide_s.dds (which is labeled missing). The rotated texture, PierShacksSiding03TwoWideWhite_d.dds, similarly maps to the same normal and specular textures as the red variant. The output texture doesn't display the correct normal or specular texture for this. Strangely, this isn't reported as missing. I made several temporary textures to map this texture, so it's possible I've gone above and beyond what I "should" be doing here. The output diffuse matches perfectly, however. Logs, configs used, and generated vanilla DLC03Barn01LOD for reference. https://mega.nz/file/8cB3kCCR#6idOO3alx4K9OT6UfMh9HGGfrWlu6K0d_O3lKY0a51M
-
SKYRIMSE Optimizing 3D LOD models
DoubleYou replied to thismysafespace's topic in General Skyrim SE Discussion & Support
Reduction of the crown may or may not be essential. It depends how high-poly the tree is already, and how the crown is structured, and how sensitive you are to performance. Anything over ~1000 triangles in LOD is generally going to be expensive performance wise. Always aim for as few triangles as possible without causing issues with tree pop in/out. Optimization of the alpha of the crown texture can significantly impact pop in/out as well.

