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Dimom

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  1. Greetings! Installed the latest version (98) and made settings according to the Manual HD / QHD. In the output, for Level LOD32, the meshes are huge (650MB). For ULTRA trees - LOD32 = Level2. Can you tell me why this is happening to me? DynDOLOD_SSE.ini
  2. Greetings! I continue to deal with ULTRA trees… I'm having a problem generating DynDOLODx64 with the treelod=0 option enabled. At first, everything goes well, but after some time of work in the lodgenx64 window, generation stops happening. It stops at a certain Cell and does not go any further. This can happen for hours… Before generating, I did the following: 1. From the log file dyndolod defined all the necessary tree models for creating static models (210 pcs.). Copied them to a folder ..\Data\DynDOLOD-Source. Using ..\DynDOLOD\Docs\trees.ultra\tools\re-uv\ re-uv.bat created optimized models. Using NifScope, removed parallax (Shader Type to Default, Shader Flag2 – took down the paralax flag, removed the texture parallax effect). Deleted some Shapes (the roots of trees, snow, etc.) Using NifScope from the full models added in the optimized model NiAlphaProperty, where did i find it necessary (mostly foliage) Adjusted NiAlphaProperty – Threshold to 35/80/112 (which fit better) Optimized in NifScope (Spells – Optimize – Remove Unuzed Strings, Spells – Sanitize – Reorder Blocks, Spells – Batch – Update All Tangent Space) Checked the optimized model to Nifscan. Changed the file names, instead of * .nif to *_passthru_lod.nif. Using TES5Edit by script DynDOLOD_CRC32Gen.pas generated static model files. Launched a generation DynDOLODx64 with a flag TreeLOD=1 (to instantly check availability for all models of static trees) Launched a generation DynDOLODx64 with a flag TreeLOD=0. Questions in the following: Are my actions to create static models correct? Is there any way to find out what the generation is "stuck" on? Could it be due to technical issues (I have 8 GB of memory)? Should the Shapes names of static models match the Shapes names of full models? Can delete some Shapes in static models to optimize them? P.S. I apologize for my bad English....
  3. Well, I intuitively (logically) turned off the Lighting and the result was quite fine with me. In extreme cases, I can darken/highlight in Photoshop or use the DynDOLOD Lighting Tree tool.. Good. So far, everything is clear, except for Question 3. Thank you very much.
  4. In my merged file on the environment merged 4 mods for changing trees. There is almost no vanilla left, so your files are not suitable for me (neither the checksum will match, and sometimes the trees themselves), so I decided to create my own 3D static trees (not hybrid ones). I puzzled myself, and now I'm figuring it out .
  5. I understand that. I can't figure out how billboards accurately target tree positions... Well, I'll deal with it. And I understand that. There's no other way to do it. With normal map, billboards are awesome. Thank you very much. I probably didn't exactly ask the question... I had in mind disabling lighting when creating a diffuse map for Billboard . (*.dds, not *_n.dds) In re-uv.txt spelled out a link to re-uv-miniatlas.txt with an example for the example tild.nif and everything works well for this file. That is, treeoaktrunk02.dds changes to treeoaktrunk02lod.dds. For my files, following the example of the test, I was not able to achieve this result. But if you say that it is no longer necessary, very well. Once again, and many more times, THANK YOU ARE. Bow to the ground.
  6. Good afternoon! First of all, I want to thank you for your hard work on improving this amazing game (for me, this is SKYRIM LE). I have been using your app for several years, and it really makes Skyrim more beautiful. Bravo, brilliant work! Now about my questions… I can't understand the math of ShiftX and ShiftY in billboards… X1=473, X2=-378. ShiftX=(X1+X2)/2=(473-378)/2=47.5 Y1=-479, Y=309. ShitfY=(Y1+Y2)/2=(-479+309)/2=-85 Question 1: did I understand correctly? 2. For my billboards, I created normal maps using the program xNormal 3.19.3 (x64). Question 2: Should I follow the rules for creating billboards voiced in the video from GamerPoets, for billboards with normal maps: Or allowed as I did (Off Lighting): 3. Utility ..\DynDOLOD\Docs\trees.ultra\tools\re-uv\re-uv.bat optimizes meshes very well, but removes the alpha channel from the leaves. Question 3: is it possible by editing the re-uv.txt avoid deleting the alpha channel from * _passthru_lod.nif files? 4. I can't figure out how to create rules for trees... When using re-uv.bat files in meshes are not changed *.dds and *_n.dds on *lod.dds and *lod_n.dds. Question 4: Is there more detailed information (the one that you have in the set of DynDOLOD I studied) on creating rules for trees. Perhaps you have already discussed this in detail on the forum? P.S.1. English is not my native language, so there may be spelling errors. P.S.2. I've been doing modding for a long time, but I haven't reached the level of 3D modeling yet, so I apologize if my questions seem stupid to you…
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