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captaingabi

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  1. So I now set up my own rule for vanilla LODs for mountains, and of course, having all level1 or level0 makes the pops disappear. Furthermore, the level0 seems to be good quality lod, as the transition between that and the full model is also very good. The textures these nif files are using: elfxmountaincliff02*: lod0 textures\landscape\mountains\MountainSlab02.dds lod1 textures\lod\MtnCliff02LOD.dds lod2 textures\lod\MtnCliff02LOD.dds (even its the same as lod1, it still looks different) So this is how bad vanilla lod nifs are? I also went ahead and checked majestic mountains, and the lod created for that by you. Thx for that BTW. Here, lod1 and lod2 actually are very nicely similar to each other, but lod0 is differnet. https://ibb.co/PFB0Lvh lod0h textures\landscape\mountains\MountainSlab02.dds (textgen does not touch this one BTW) https://ibb.co/1bV8sWy lod1 textures\lod\MtnCliff02LOD.dds https://ibb.co/6t8gqM3 lod2 textures\lod\MtnCliff02LOD.dds And of course there is the pop between level0 level1 transition because of that. So why lod0 is different here? Shouldn't that look similar to lod1 and lod2? Or this is expected? And that is because lod0 uses the full model textures while lod1 and lod2 uses the textures/lod ones? I also noticed that vertex color is on for lod0 in both vanilla and majestic mountains, but off for lod1 and lod2.
  2. Hi, First, thank you doe this great lod generator. I was able to set up everything nicely, went through all the info on https://dyndolod.info/. My tree and grass lod are awesome. Now I am trying to make the mountin cliffs/peak good to. Unfortunately, they are popin-popout as I go closer to a mountain on lod transitions. And every transition, not just between fullmodeI-LOD4 but between all LOD transitions too. Is like they use different textures, or same but differnet/wrong uw maps. "Object LOD uses the single texture in case the UV coordinates of a 3D shape do not allow the use of the object LOD texture atlas. Sometimes this is done on purpose, like for the mountainslab rock textures, so LOD for mountains in the nearest LOD level uses the full textures." I aslo saw that there aer lods created for Majesit mountains. "Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures." Then I checked the differnet lod level nif files added by the DynDoLod: Resources SE 3.00 alpha 24: https://ibb.co/LvGmZ3r https://ibb.co/jbYhDG7 https://ibb.co/wR2ZhQK https://ibb.co/p3BMK9k So the lod files are a little bit different from each other, and I guess that explains the pop effect. And lod0 have different textures than lod1 and lod2. Is this how they supposed to look like? Or am I missing something? About mitigating the problem: - AFAIK there is no fade in fade out possiblity for LOD transition, so if they not seem identical, they will pop right? - Can I add somehow a mesh mask/reference rule for mountains and use lod_0h for LOD4 and lod_0l for LOD8 and LOD16? (and see if my rig can handle it...) - I guess I also can use fSplitDistanceMult, but I still will see the pop effect, just further... [TerrainManager] fTreeLoadDistance=327680.0000 fBlockMaximumDistance=327680.0000 fBlockLevel1Distance=32768.0000 fBlockLevel0Distance=16384.0000 fSplitDistanceMult=1.0000 (low values as the LODs are pretty good, and gets me high fps) Visual Mods: Realistic Water Two SMIM Regards, CaptainGabi
  3. Improvement idea: Add support to iAdapter (under [Display]), so we can choose which monitor to start on. Also based on chosen monitor capabilities, offer available resolutions.
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