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Posts
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Everything posted by Phlunder
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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.
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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
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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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Hey sheson! Currently working on some additions for Enderal's LOD, and ran into 2 issues I wasn't able to figure out. First thing is a 3D tree LOD mesh for a particular crooked dead tree, that doesn't work well with billboards. Even if the model is solid, and its UVs are within the 0.0-1.0 range, it has a tears in it. Screenshot attached. The other is a variant of the Sovngarde statue (01) that is used in the Powder Desert. I made a unique LOD mesh for it, unique textures, UVs again within correct range, but DynDOLOD seems to create some other texture for it, that is not the one I assigned in the mesh. Screenshots of that also attached. Also the logs and the work in progress mod. The meshes in question are deadtree01_lod.nif as well as sovngardestatue01desert_lod.nif. Logs Enderal LOD Meshes
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Oh I wasn't aware of that mod. I blended it now visually without separate glow meshes, but thanks anyway! I also noticed that the Dwemer roads used in Blackreach are missing LOD, but I might just reuse the road LOD meshes from the DynDOLOD resources for that, changing the assigned textures to Blackreach road textures. Or maybe sheson could include them in the resources? They seem to be carbon copies of the regular road meshes, just with blackreach road texture assigned.
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Sorry, it was right in front of me and I just overlooked the main shader type was still MultiLayer Parallax. So if I change that to Glow Shader it should work, thanks! For now, I was just testing how I can match the glow to the rather special setup they used for the full models. I think it would suffice to limit most of the resources to lower LOD levels as you suggested. Should make no difference for the very limited Blackreach worldspace but some mods also add these to Tamriel and other larger worldspaces. Thanks for your input, much appreciated!
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What are the requirements for LOD meshes to be recognized for glow/own emit? I've gone through the DynDOLOD info page about glow LOD, but its not what I am referring to in this case. I am trying to make resources for the larger Blackreach crystals. This worked fine for the Blackreach mushrooms, they are automatically added to the DynDOLOD_Blackreach_Glow atlas and also get the shader properties for glow. Somehow the crystals are ignored, even though they have exactly the same shader settings as the mushrooms. But maybe I missed something. If you have the time, its about blackreachcrystall01-05, wip resources are here.
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Thanks for looking into it! My result is actually the same as yours, I just uploaded the wrong tree billboard normal map. I assumed its just how the model is built, that the parts facing away from the viewpoint are darker. The full model doesn't have that kind of shadowing from the same angle right when the cell is loaded. I guess it just comes from the size and shape of those models, they are much less uniform compared to vanilla tree meshes.
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Another question regarding the TexGen billboard renderer. In some of the prior updates, the appearance of normal maps changed slightly. Since then, some of the billboards generated for Enderal specific trees are showing dark spots on the crowns. When checking the normal map of those trees in question, these spots are very bright, almost white. I am aware that the Enderal assets are kind of all over the place in quality/execution, so maybe that's just an issue with the meshes themselves. Some screenshots of the issue, logs are here.
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Hey sheson! No logs today, I just wanted to report something with the latest DynDOLOD Resources 3.00 Alpha-43. The packaged impextbridge01_lod.nif is missing the Z-translation of the vanilla LOD resource, causing the LOD mesh to be offset on that axis and in relation to the full model.
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Its less visible than before, but the issue itself persists. Edit: Its definitely better, and only visible in higher mip map steps.
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Testing it now, but this executable won't be used if I'm running the 64-bit version of DynDOLOD? Even if I use the 32-bit version of DynDOLOD, it lists the LODGen.exe as external tools.
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No update that caused the issue to appear to my knowledge. I'm always using the latest Nvidia driver, which is currently 546.33. But thank you for making me look into other causes. INI settings for mip maps are default, but I found that the issue is caused by using the default ingame AA (I believe its MSAA), when I switch to FXAA the issue is gone. I also don't have this issue in my modded setup that uses ENB and its built-in AA methods. Edit: Changing the Texture Clamp Mode to WRAP_S_WRAP_T didn't fix it. I guess its just something with the games built-in MSAA that causes issues. Not sure if its worth rolling back drivers for it, I am fine with using FXAA if I want to jump into my vanilla setup.
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I couldn't find any inconsistencies in the atlas layout/placement either, that's what I checked first. Here's an example reference: Here is the BTO file of that cell cluster. Tamriel.4.4.-12.bto I am not entirely sure how to check the UV sets. I found many, some say 0.25 on the Y axis, others not.
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I'll do so once I'm at home.
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It is hard to make close up screenshots of it, because those lines are mainly visible in far away mip maps. All trees are affected. Here are the full logs and alpha atlas: Logs + Alpha Atlas LODGen_TES5_ObjectAtlasMap_Tamriel.txt
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Hey sheson! Since some of the latest updates, tree LOD (ultra using Billboard4 in all stages) is showing a small cross at the top. Like UVs were very slightly out of range for the billboard, or there was some other offset in the atlas. I only ran into it testing with my vanilla profile. Everything was generated fresh with Alpha 165. Logs
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That fixed it! I also removed the passthru before generating.
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Yes that's clear to me, I was just wondering why it does that even though the emit settings are different. Here are all the meshes used, the only thing I changed for the correct emit settings to be applied was hiding everything else but the epic mushroom LOD mesh, and I added "passthru" to its filename: Blackreach LOD Meshes As soon as I use them together, it applies the emit settings of the other mushroom LOD meshes to the epic mushroom.
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Thanks for testing! I edited my post above with a link to the BTO Mesh. It seems to work as a singular LOD mesh, but in the Blackreach worldspace, it combines it with all the other smaller glowing mushrooms, and also uses their different emit settings. Is it because they use the same texture? Edit: Just wanted to confirm my theory. When I remove the LOD resources for all the other glowing mushrooms, the correct emit settings are used on the epic mushroom LOD mesh: Already tried the passthru for filename/shapes as well without any luck.
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Sorry, the epic mushroom in question has the base ID DB9CE, ref ID DB9CF: The LOD mesh has exactly the same emit settings as the full model, it mostly still is the full model, so far I just removed some small parts inconsequential or unsupported by LOD. I wanted to check how the glow matches before reducing the mesh further/merging the shapes etc. WIP LOD Mesh I'll try adding passthrough to the relevant shapes/filename. Dynamic LOD would be an option as well for this specific case, and maybe the Blackreach sun too, thanks. Edit: I checked the BTO and the epic mushroom indeed uses the same emit settings/color as all the other mushrooms, and not his own: BTO Mesh
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Hey sheson! I have a question regarding the glow/emit effect in object LOD. I made some resources for Blackreach assets that were lacking LOD so far, to reduce the jarring pop-in of large glowing objects in that small worldspace. As its not possible to directly use the layered effect shaders that are used for the full model, I attempted to manually adjust the glow so it matches the full model good enough. This worked for all of the regular mushrooms and tendrils hanging from the ceiling. But for the big/epic mushroom in the middle, it seems to ignore the different color of glow/emit effect. I attached some screens and relevant logs if it helps. Maybe I am just misunderstanding how exactly the emit effect is even supported in LOD, it just seemed to have worked for all the other assets: Logs General overview how LOD meshes with glow/emit are displayed in LOD (still needs some adjusting to match): The difference of the epic mushroom, that seems to not use the glow/emit color as set in the LOD mesh:
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That fixed it, thanks!
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Editor ID is: skyrimesm_01B1F1_WhiterunMainGateRef_WhiterunWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD