
ntluan_vn
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Thank you, I did an "alpha-to-covergage" increase in the texture and it made the distant trees no longer sparse. But still I wonder as you said, Dyndolod will create records to dyndolodxx.dds when they satisfy UV coordinates between 0.0-1.0 but in Alpha 62 version the trunks are written to Dyndolod.dds but not in the latest version, resulting in them breaking when viewed from a distance. LOL. [/img] Anyway thank you so much for all your efforts in answering my questions, you are amazing.
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sorry, I'm not very good at nifspoke and related things but can I ask you a question? Is this what you are talking about? and they have to be within the area of the squares that I circled in red right? I see in the model recorded in Dyndolodxxx.dds within this distance (Aspen Ablaze). In Nifspoke I couldn't find any setting for it to show the parameter you mentioned (>= 0.0 and <= 1.0). Thanks P/s: Sorry about my English, it's really bad
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Yes in the screenshot is HLT
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Thanks So DynDOLOD thresholded alpha-to-covergage at what level? i reduced the native resolution of the texture from 4k to 2k and set the threshold alpha-to-covergage to 127
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Thank you, is there a way I can test and modify them myself? This seems to affect my LOD, their dozen leaves look sparse compared to the leaves assigned to Dyndolod_xxx.dds.
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Can I ask you a question? I noticed that some of the textures of leaves and stems are recorded in the file "dyndolodXXX.dds" but some are not, they are taken directly from the path "textures/***/***". I've noticed with trees where they get their textures from the path from "textures/***/***" they will be a lot more sparse than the textures recorded at "dyndolodXXX.dds". So is there any rule for DynDOLOD to write those textures to the "dyndolodXXX.dds" file? I see in version 2.98 all those textures are listed at "dyndolodXXX.dds" but not in 3.x. Thanks for reading, sorry about my English, it's really bad.
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I just want to run xLODGen for the Whiterun tundra area. So how do I set it up? Thank you https://i.postimg.cc/PrYgYb0K/xLODGen.png
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"You can try to CLAMP the UV in the shader of the tree LOD model. If the UV is just a bit beyond the 0.0 / 1.0 limits, the difference can not be noticed in the the distance." Thank you, so I will have to correct it with NifSkope right?
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Is this what you are talking about? P/s: I try to compare it with 2.87 version
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Thank you for the reply. When I was far away, it was almost impossible to see the leaves but only the trunk and large branches (as in the photo I took earlier) and as. I approached them they gradually appeared. The closer they are, the more visible they are, which is proportional to the distance I approach them (the closer I get, the more blurry) Here is the photo as I approach the full model
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Yes, in the area I marked them in red are all the LOD 3D models. I created myself using the instructions in DynDOLOD \ docs \ trees.ultra so it sure matches the full models. I use the settings when creating them: LOD 4 = Static LOD4, LOD 8 = Static LOD8, LOD16 = Billboard So I just need to increase AlphaCoverage = to increase the density of 3D LOD right, is it bound to ObjectLODGenerateMipMaps / TreeLODGenerateMipMaps or not? Sorry about my English, it's really bad.
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@Sheson Do you know why my trees, when seen from afar, are very fragile and their foliage almost invisible. https://i.postimg.cc/kG9G4Ztd/Screen-Shot85.png In DynDOLOD_SSE.ini I did not change any settings except set Grass = 1 and GrassLargeReference = 1. I also posted pictures of v2.87 and v3.0 Alpha 4 for comparison. Thank you
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Are you installing MO2 or DynDOLOD on the Windows drive. I also suffered from MO2 installation at the drive containing Windows. You try to check it again
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Can anyone please confirm for me the performance of generating LOD Grass compared with setting ExtendGrassDistance = True (OverwriteGrassDistance = 1800) in No Grass In Objects. I tried but LOD Grass generation didn't work for me even though I successfully generated Grass Cache with no error. If it doesn't improve then maybe I should use ExtendGrassDistance = True and wait for DynDOLOD v3 to complete. Thank you
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I have some problems with the new version. I. Big cities seem to disappear on the world map https://i.postimg.cc/B6HKjRFt/screens3hot.png and when viewed from afar https://i.postimg.cc/Pqt6dzvg/saaacreenshot.png I've set uGridsToLoad = 5, uLargeRefLODGridSize = 5 and uGridsToLoad = 7, uLargeRefLODGridSize = 11. But the problem persisted. II. About LOD Grass https://i.postimg.cc/yNGs9dK8/screenshot.png I have set DynDOLODGrassMode = 2 in GrassControl.config.txt and Grass = 1, GrassLargeReference = 1 in DynDOLOD_SSE.ini. It seems that the grass does not load at long distances. I also successfully created Grass Cache as instructed by meh321. I send you a diary DynDOLOD_SSE_log: https://pastebin.com/vXCmzZ3L TexGen_SSE_log: https://drive.google.com/file/d/1pLf0vFoNeZ_QEk8nOXfEpiY38gigHLJP/view?usp=sharing TexGen_SSE_Debug_log: https://drive.google.com/file/d/11618JqxlB5h1UygqJkmzhgumXxtGy6rk/view?usp=sharing GrassControl.config.txt: https://pastebin.com/MCC6T7z9 Skyrim.ini: https://pastebin.com/WZ6Zkfqm SkyrimPrefs.ini: https://pastebin.com/nz7cQ7sC Complete diary of DynDOLOD: https://drive.google.com/drive/folders/15pjSq4epr83DeyjXr9GihJDLMRj-Idj7?usp=sharing I have no problems with version 2.87. Maybe I was wrong somewhere in version 3.0 Thank you very much.