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AiElias

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  1. Good call, I'll give this a go. I'm not entirely sure how the distance calculation is handled by the game but assuming fGrassStartFadeDistance and fGrassFadeRange are both distances in radius from the player, with uGrids 7, those can both be set to 12288? Or is it like uGrids because grass is also rendered in squares so fGrassStartFadeDistance == L/W == 28672? I don't really see a reason to use fade with grass LOD.
  2. Setting GrassMode to 2 seems to be working much better though I'm still not convinced it's working correctly with both full grass and lod grass sometimes being loaded at the same time. I have opened up a bug report on the NGIO page, hopefully meh321 will get back to me. If not, I might bug him on Discord. XD Thanks!
  3. I still think this is important for LOD testing regardless. Player speed is much slower than this and depending on the load on a system, it can result in the player being closer to the transition that would normally be possible. Furthermore, because of the distant shadows in ENB, trees appear different from above than below and thus should be assessed from the perspective they're seen most, below.
  4. Good to know the specifics of Sheson's methodology. I've been testing all sorts of different ways. I've found that at ground level with collision enabled (as the lighting is different compared to when you're flying around) with a speedmult of 400 seems to be the sweet spot between efficiency and accurate gameplay representation. Sounds like I've been on the ball.
  5. I've been testing with with this setting active. The shadows appear to be different enough to where the buffer zone between ENB shadows and game shadows is still necessary for seamless transition. At least with Manty's 3d trees. I can't speak for the card pines most people use.
  6. This is in fact the case, I've ensured both were set to 1. I will give this a go and see if it resolves the issue. Normally I would agree with you, unfortunately to get the ideal transition between LOD trees and loaded trees there needs to be a small amount of space in the loaded cells where shadows are not applied. Otherwise, when the full model gets loaded over the lod, there will be a sudden fade to dark when shadows are applied. Given that uGrids update when the player is past the midpoint of the adjacent-to-center cells, a setting of uGrids 5 leaves a minimum distance of 6144 units between player and LOD. Given that the default fShadowDistance = 8000, this is unideal. Therefore, I see two possible solutions to this. 1) Reduce fShadowDistance to 4096 (2048 units seems to be enough distance under most circumstance to facilitate the transition from lod to full unshadowed model). Unfortunately, this is really ugly, and the unshadowed trees in the distance are really noticeable. 2) Increase fShadowDistance to the maximum distance the player can be away from LOD terrain, then manually blend LOD textures to the full lods with applied shadows. With uGrids 5, that distance is ~20275 units (diagonal measurement of cell x 3.5). Unfortunately fShadowDistance scales up the fShadowMapResolution and makes shadows look ugly. Not to mention issues like shadow acne and flickering. Given these two options, increasing uGrids to 7 seems to be the better approach. Unless of course there's something I'm missing.
  7. What do I need to do to remove this void space between grass and grass LOD with uGridsToLoad = 7 ? I'm assuming there's an ini distance setting I'm missing but for all I know it may very well not be possible. Edit: BTW, I'm using grass mode 1, and the cells without grass are not far grids, they are fully loaded by the game. So it looks like there's some terrain blending going on in the game.
  8. Ok so because these are Hybrid LODs am I correct in my understanding that they use the full texture for their crowns rather than an Atlas? If so, how do I go about resolving this in the textures so that the Hybrids lods blend into the Billboard lods?
  9. I'm still having some issues with LOD Mipmap alphas and Skyrim 3D trees. In the vanilla mod, there are a total of 16 trees I'm aware of which have crown transparency issues with DynDOLOD 3.00 Alpha 44 generation. These are as follows: S3DTrees_DLC1TreeWinterAspenSnow01.nif S3DTrees_TreePineForestAsh01 - 05.nifs S3DTrees_TreePineForestAshL01 - 05.nifs S3DTrees_TreePineForestDeadAshL01 - 05.nifs Here's an example of what that looks like. I have omitted the trunks for the purposes of testing in this instance. These tree's and their respective LODs point to the same texture, the original one from the mod. So unlike before there's no texture replacement done on my end. The NiAlphaProperty value for all the crowns of these trees is '16'. Since I've noticed the issues, I've also tested resaving the textures and regenerating mipmaps with the Nvidia Texture Tools Exporter PS plugins with various kaiser and box mipmap generation techniques and cutout alphas then regenerating DynDOLOD from those. I do recall however that you said that DynDOLOD generates it's mipmapped textures. Is there something I'm missing here or is this infact a bug? Debug Log Link: https://cdn.discordapp.com/attachments/610980524818694191/890219634308022272/DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt
  10. Yea I always forget. Here. The Debug_log was too big and I couldn't truncate. Here's link. https://discord.com/channels/525782915028877323/610980524818694191/883824313717882920 DynDOLOD_SSE_log.txt
  11. I can tell you for certain that the base records of those trees definitely had their lods defined because they were generated elsewhere in the worldspace.
  12. Ok great that was it. I also think I discovered a potential bug. I'm not getting my tree lods being created in my flat test world at cells (0,0) and (X,-Y). (X, +Y ) seems to be generating correctly. Anything I could be doing wrong on my end?
  13. Ah I think I see the issue. I deleted the NiAlphaProperty entirely from the hybrid nifs.
  14. I'm probably not understanding something here but if this is the case, why does using the same diffuse on both lods result in a variation? It's because the diffuse crown of the loaded model for snow01 doesn't have alpha-to-coverage mipmap generation? Is there an option in Dyn 3 at the moment to downscale crown textures? I see no reason that they should be their native 2048x2048 resolution.
  15. So going one step further and copying the texture from the leaves of Pine01 and replacing the leave texture of Snow01, I'm still seeing the same issue which seems counter intuitive if it was an issue with the texture. Yet it is the case.
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