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RainingTacco

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Everything posted by RainingTacco

  1. Ahh great that's why it's not working, another counterintuitive thing... Why are there separate settings file, and why i can't just use dyndolod_sse.ini master file if i choose so? Great, split settings into thousand files that overwrite the default file...is there a switch for default file to be a master file and stop with the annoyances like these? Also why does DynDOLOD can't run with screen turned off, it seems it can't handle forcing gpu to work when the screen is disbled? I usually turn off my screen when im not at pc, and just run some computation.
  2. I've executed lodgen with 1,0,0 settings for grass brightness and couldn't see any increase in redness. Are there any comparison photos definitely showing red, green and blue grass when each channel is set to 1, and the rest to zero. I feel like the setting doesn't work properly, or maybe me selecting only object and then grass tickbox in dyndolod and run execute lodgen is not the proper way to do it. i wish there was a preview button like in texgen.
  3. Thanks, i think it should be written in this part https://dyndolod.info/Help/Object-LOD that the color/britghness settings influence vertex colors in nifs, and not teexture atlas, hence it would avoid the confusion. I think most people would never guess that this happens, and then would get confused why after rebuilding atlas nothing has changed. Edit: Regenerating LODs takes too much time and make no sense for me, so i've just opened texture atlas, selected the grass lod subtexture and used channel mixer in photoshop to adjust these. Faster and it works for me.
  4. I don't really understand how this settings work, here are the multipliers, i've upped red brightness a little: ComplexGrassBrightnessTopR=0.8 ComplexGrassBrightnessTopG=0.75 ComplexGrassBrightnessTopB=0.75 How should i change them to increase the redness of the grass LOD? This is just brightness increase, and increasing brightness of red channel had opposite effect in my game, it didn't increase redness. So how to proceed? I wish dyndolod had not only brightness mixer but also just color mixer. And also what does execute lodgen and rebuilt atlas do? The guide is not very helpful at explaining things https://dyndolod.info/Help/Expert-Mode Should i run execute lodgen or rebuild atlas to only update grass lod with new above multipliers applied? Edit: I've literally set this ComplexGrassBrightnessTopR=1 ComplexGrassBrightnessTopG=0 ComplexGrassBrightnessTopB=0 ; make bottom darker to fake shadowing ComplexGrassBrightnessBottomR=1 ComplexGrassBrightnessBottomG=0 ComplexGrassBrightnessBottomB=0 According to the setting you would expect every grass lod texture to be red. but i've rebuilt atlas, compared the DYNDOLOD_tamriel.dds grass subtextures and there's no change of color, brightness, anything. How does this work then?
  5. Thanks. How can i know which object uses dynamic lod vs object lod, so i will know where to add LOD32 rules and where to left it as "none"? I already use "/" and "tree" lod32 rules from ACMOS nexus guide.
  6. Im just telling you, that if the user choose to use LOD32, the applicable rules of low, medium or high, should be updated to account the user decision. Just as low, medium and high have some optimum settings chosen by you as a template, so should lod32. If the user decide to use LOD32 by intentionally going to dyndolod_sse.ini and switch the variable, then he or she knows what is doing and want and expect good lod32 generation with applicable and desirable settings. So i would propose if LOD32 is toggled on, for the low settings to use billboards6 and for high settings to use Level0/12 for LOD32 objects. But it's your software and your decision anyway. BTW, the standard dyndolog log has not much of valuable information beyond what you get in summary. It's the debug log that had valuable information for me, but i won't obviously upload a 150mb log here, as its too much hassle for my internet. From what i can tell, dyndolod uses the ivy mod .SWAP inis which use Base object swapper, but then can't find the matching lods[this was not stated anywhere in the both logs, its my guess]. Problem is it never gives an error, neither in summary or in the standard log. Thus i had to use my own knowledge and guesstimate what was wrong.
  7. Ok the culprit was found it was this mod https://www.nexusmods.com/skyrimspecialedition/mods/82469 Removed it and voila, lod32 working fine again. It seems the dyndolod swaps the meshes for the mod's meshes, but can't find appropriate LODs for these. Also due to the fact that the tree/static entries were broken in dyndolod.esm/.esp, no amount of "execute lodgen" would help, so if something like that happens YOU HAVE TO redo the whole dyndolod thing with new plugins. And btw, why when i use expert mode and lod32 enabled, the high dyndolod rules are really poor and i have to add a lot of lod32 to many objects, like for example the gildergreen tree in whiterun had no lod32 rule, windhelm bridge and so on. I think when users enable lod32, dyndolod should by default add rules to add these, most users wont know about it as "a clear map of skyrim" mod advise only to add rules to "/" and "tree" lod, and some specialized objects like those above i've mentioned will be missed due to that.
  8. Didn't help, and i regenerated completely from scratch In "file not found textures" i get this messages Then in "textures do not match" i get these: That's all the errors i get. I use happy little trees with quality lod meshes, i also use happy little trees ivy on meshes. Everything worked fine when i did this month ago, and i haven't really changed much in my load order. How to speed up the process of searching whats the culprit? i assume execute lodgen will be useless same as rebuild atlas, and the only way is to rebuild the plugins itself too, which means disable some mod and rerun dyndolod completely, not just lod 32 by execute lodgen right?
  9. Anyone had a situation after generating lod32 that one holds had trees and others didnt in the world map? Wrong texgen generation, wrong lod meshes, or else? Dyndolod generated lod32 trees in riften and solitude but not in falkreath, reach and whiterun. Dyndolod summary doesn't point in any way to tree meshes/textures having problem so im at a loss. What i understand: Execute LODgen = rebuilds object lod Rebuild Atlas = rebuilds textures OK = what does ok does if i already select LOD32 from dropdown? It does both of above things at once?
  10. What can cause dyndolod to be activated and after some time deactivate itself? Dyndolod deactivates itself when i arrive to Solstheim, despite working in skyrim. Im sure ive generated lods for all worlspaces.
  11. Any good photo op comparisons with complex grass lods between 118 and 119? Worth rerunning?
  12. Skyrim with its AI was never intended for real night time gameplay, so theres no such thing as "how dark it should be", tailor it to your own tastes and AI detection. For gameplay purposes dark nights make no sense, unless you will roleplay sleeping at nights.
  13. Remove this mod EVG animation variance It is known for skeleton crashes.
  14. When i had my own 5700 XT like two years ago i remember dyndolod running fine, maybe a little longer than my 3060 ti right now. Sad to see AMD broken something. Anyway, when will 119 release?
  15. Now use ENB with complex grass and see how well that lod grass will fit lol during all times of day and weather. You will come back here in minutes
  16. Does xlodgen works properly with terrain textures which use complex parallax? I assume that xlodgen doesn't take alpha channel of terrain texture into account?
  17. Thanks for thorough explanation. So in the end its yet another bugthesda fault.
  18. Thanks, seems that some old post got added to my earlier post, sorry for confusion!
  19. Hmm is there a way to make snow on rocks/object lod generated by dyndolod in world map bright, without making it very strongly bright in player/ingame/active cell view? When i up the brightness of snow01 and projecteddiffuse.dds and set shader in xedit to 255,255,255 it gets quite nicely bright in world map, but then it gets insanely bright in actual gameplay in third or first person. How to remedy this?
  20. Thanks, the chunk wording made me thought i can only generate only certain world cell/part.
  21. Ok thanks for explanation, so it is an intended effect. I thought that that the noise textures presented were a suggestion and not something that is mandatory to have a similar color of lod brightness ingame as in the vanilla game when using xlodgen. Is there any setting in xlodgen, or planned feature to introduce things like brighter snow LOD, without brightening the overall LOD? I would for example want to leave the lod generated by xlodgen as it is, except for snow, which i would like to make brighter. I know that i can always use photoshop and do it by hand, but its very time consuming, and the process could be better off automated. Right now its impossible to do that, if you use brighter noise.dds every part of terrain gets brighter, not only snow. Similarly if i use brightness setting while generating LOD it will brighten WHOLE texture and not just snow. So an option to make snow brighter without brightening the rest of terrain would be most welcome in new xlodgen versions if possible! And no, you can't use contrast for that without messing other stuff, even if you decrease brightness it still is off. Also, the very knowledgeable user of yausd in reddit claimed that lod 8/16/32 dont use mip-maps and its a waste to genereate them. Is that true?
  22. Can you upload the screen of your world map with ACMOS + cathedral landscapes? I want to know how it should look right.
  23. Removed both mods, ran completely vanilla, same issue. Im not talking about comparing textures ingame, im talking about comparing them in photoshop, albeit in game they are also darker, even when i apply the fully white noise.dds the textures are similar to vanilla or slightly darker, and you can't go whiter than white, so even with white noise.dds you still get slightly darker textures at least in lod 32 in game from my tests. IM NOT TESTING WITH CL, HOW MANY TIMES I HAVE TO REPEAT THAT LOL? Ive tested with CL earlier, since the last three posts im talking purely about vanilla stuff, because this xlodgen thing started to annoy me and i want to get into bottom of this, since my lods were being produced consistently dark[they are not so dark in lod 4/8/16 ingame, at least thats my feeling after playing, which might be due to not seeing lods as often because of grass LODs extending to horizon, but its best visible in lod 32], so i embarked into setting vanilla profile, and unpacking vanilla lod for comparison.
  24. Even with completely white noise.dds, generated lod from vanilla textures by xlodgen will yield darker lod ingame when checking world map. Edit, removed whole xlodgen folder, unpacked again, ran it again with default settings[funnily enough similar to step ones, does xlodgen save somewhere its settings even after i delete whole folder?]. Is there a way to make sure i run default settings? I dont see reset to default anywhere, i thought removing whole xlodgen folder and unpacking new would load default settings, but it seems it loads my settings from somewhere? Where is that "somewhere"? appdata? Edi2: Ok it's appdata, i prefer to have my settings in the same folder as the program executable, but i guess this is easier when upgrading to new version. edit3: Same thing happening after removal of setting files from appdata, the DXT1 textures produced have the same exact issue of being darker than vanilla lods, while using same base textures/terrain/vanilla game for generating. So i repeat again - what is happening? I have RTX 3060 ti with latest drivers.
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