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Eruntinco

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Everything posted by Eruntinco

  1. Thanks Sheson, the new files are considerably better than my own were (for some reason).
  2. I didn't properly phrase that part about trees 6 - 7 cells away having leaves but looking wrong; it is all LOD trees looking off until 6 or 7 cells (maybe more), at which point the transparency problem becomes very visible. I compared the DynDOLOD Atlas texture and the textures used by the static tree meshes and they seem to be identical. Additionally, Mod Organizer is not reporting any conflicts between the files.
  3. Alright, I have run the original, unedited textures from Realistic Aspen Trees through nvDXT on a few different settings, with alpha_threshold set to .3, .15, .01, and 0. There is a small improvement on the smallest values, but trees that are more than 6 or 7 cells away still look terrible (i.e. transparent), and the trees that are 6 or 7 cells away still look rather off.
  4. I have been struggling to generate decent 3D LODs for Realistic Aspen Trees in SSE for some time now. The first issue that I encountered was that the leaves of the aspen LODs were almost invisible. In response, I followed the steps in DynDOLOD_CreateStaticTree.html. I created separate aspen meshes for DynDOLOD using merge.bat, ran the textures though nvDXT with the command "nvdxt.exe -dxt1a -alpha_threshold 0.3125 -file x.dds" (with .3125 gotten by dividing the nifs' threshold by 256), renamed the textures (creating a copy of the normal maps for each texture), and edited the meshes to correspond with the altered textures. I verified that the right meshes were being used by DynDOLOD in the log, but none of this resulted in an appreciable difference in the game. Next, I attempted to use the textures and meshes for Realistic Aspen Trees present in the DynDOLOD SE Resources. I changed the CRC32 checksums of the meshes to the ones determined by DynDOLOD_CRC32Gen.pas.script, ran DynDOLOD, verified that the right meshes were being used, yet the problem persisted. My third attempt involved using the meshes and textures for RAT from Enhanced Vanilla Trees (the Classic version, not the SSE one). This did result in a change; the leaves on the distant trees were visible (at least on the trees a few cells away). However, the distant leaves had these hideous dark "blotches", which are not present on any of the aspens in loaded cells. I think that this problem is a consequence of the "solution"; the leaves in the textures from EVT are "copied" over each other, making the distant leaves more visible, but too dense in some places, causing the blotches. I am at a loss here. I know that this can be fixed, as I found a post on the Skyrim Mods subreddit from 2 years ago containing a download with the fixed files. Naturally, that download is now unavailable. Is there anything that I have missed here? Thanks in advance.
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