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Phlunder

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  1. Thank you for the detailed explanation. I force Level0 mountain meshes in all LOD stages with a custom rule already, because I personally can't stand the vanilla Level1 and Level2 mountain meshes. Its not a performance concern, just wanted to err on the side of caution regarding optimization. Regarding automatic detection of LOD meshes, looking forward to future improvements. Its already impressive how much stuff is simply auto detected.
  2. Sorry, already another mesh mask/rule question. I made Level 8 meshes for mountains, that still have the full texture assigned and differentiate between heavy and light snow coverage with the vertex alpha values. How can I make DynDOLOD recognize them with rules? Or is that only possible with a plugin? For example, instead of mountaincliff01_lod_1.nif I now have mountaincliff01_lod_1h.nif and mountaincliff01_lod_1l.nif and so on.
  3. Yea I already have a text file to paste some of my mesh masks from. Found another way to filter out 2 meshes of a path that already has a rule applied, by creating a rule right above that acts like a filter.
  4. Would it be possible for the Mesh Mask / Reference FormID field to allow multiple entries? Maybe its already a thing but I didn't find a way.
  5. Apologies for getting back to you so late about this. Just wanted to report that changing the shape name in NifSkope to SovngardeStatue01Desert fixed it indeed!
  6. Thanks for the resources Alpha-44 update! Just wanted to inform that sstuccowallint01.dds is missing. I copied it from the previous resources Alpha-43 and everything generated just fine otherwise.
  7. Yea its like they faded it out for higher mip map steps to eventually make it completely flat. If you happen to update the resources for LE because of the lakesnow01_lod.nif, maybe you could also include the fixed impextbridge01_lod.nif? It still missing the Z translation in the resources for LE. Edit: Sorry just realized the resources weren't updated yet since I reported it. Referring to this:
  8. Looks perfect now, thanks for looking into this! I assume this affected all rendered textures, also billboards for example?
  9. Hm that is strange, apart from unofficial patches/engine fixes my game is 100% vanilla. I'll investigate further if its something on my side. Edit 1: textures\landscape\Snow01_n.dds is provided by vanilla BSAs. Edit 2: Wait, in the preview, it looks perfectly normal. Just when its rendered and saved, the normal map looks that intense: Edit 3: Here are the TexGen logs: https://drive.google.com/file/d/1orujy8PfMtcqrZ4OtPfvoGC-_Q2G64jr/view?usp=sharing I have the feeling all rendered textures are bumpier than they should be. They look fine in the preview, but not after they are generated and saved.
  10. Yes that fixed it! DLC1IceSnow.dds was correctly generated as well. Only thing that is noticeable is some tiling, which turns out is due to the rendered normal map. It may be correct like this though, just not visible as much in the full model, as seen here: Thanks for looking into it!
  11. Hey sheson. Ran into another issue recently. With the latest DynDOLOD Resources 3 Alpha-43 and DynDOLOD 3 Alpha-196, the snowdrifts on the ice lake in Forgotten Vale are just squares. Couldn't figure out what the issue is when looking at the LOD mesh in question and the record of the full model. Base ID of the mesh in queston: 02004BE2 Logs: https://drive.google.com/file/d/1n5dLqYCRYnyNnWr3wAuZI7gIaDbDbZ82/view?usp=sharing
  12. Thanks for checking the mesh, I will apply the suggested tweaks to it. In this case, the shape name really matched. Sometimes its a generic name from Blender instead. Ah yes, I also noticed that standard for the vanilla LOD resources, regarding the _LOD in the shape name, appreciate the explanation.
  13. Thanks, I had no idea about that entry in the shader settings! Here's the object report: https://drive.google.com/file/d/1o3y9Wm0bnC9EG7LHm_x3346YTMPablv8/view?usp=sharing
  14. First problem, yes it fixed the seams, but the UV is very messed up otherwise. Can't see it in Blender or NifSkope: Second problem is exactly the same:
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