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ntluan_vn

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  1. 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.
  2. 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
  3. Yes in the screenshot is HLT
  4. 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
  5. 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.
  6. 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.
  7. 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
  8. "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?
  9. Is this what you are talking about? P/s: I try to compare it with 2.87 version
  10. 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
  11. 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.
  12. @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
  13. 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
  14. 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
  15. 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.
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