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prustr

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Everything posted by prustr

  1. Thank you for the answer. Reminding me the quad covering gives me a clearer picture over subject. May I return to my expaction with mesh rules to understand it better? IF (not when) there is a rule for a grass which defined as "L1/Bb1/none/none VWD Nearlod" and since Nearlod=11 its border at 6th cell from PC's location, may I assume grass LOD would ends on the border of 3rd 4x4 from my PC's location at maximum. From corner of PC's 4x4 to another 2 4x4 or safe to say 8x8 since NearLOD gives me a coverage of 6 cell on direction. I hope I ask clearly. And under this circumstance, do you have or can say a calculated guess on performance? Or, From my current ini: [TerrainManager] bShowLODInEditor=1 fBlockLevel0Distance=46443 fBlockLevel1Distance=69665 fBlockMaximumDistance=92887 fSplitDistanceMult=1.089 fTreeLoadDistance=75000.0000 So even with a grass mesh rule, since "fTreeLoadDistance=75000" which approximately 18cell in this case and being grass lods placed in *btt files with trees, different distance for grass and tree lods cannot be define but only how grass lod would be seen. Can you correct me on this? ---- About the occlusion, I generally prefer different steps for a fail-safe and easier to intervene in case of user error which "height:100" in my case. This is why I stayed with xlodgen's occlusion. Since I created my terrain lods only for Tamriel and DLC2SolstheimWorld with xlodgen and if it matters I also use Open-Cities, please mind me to say this I wouldn't bother using different worldspace settings for occlusion of dyndolod. My assumption is if the result of creating a terrain lod for a worldspace is negligible then not bother with its occlusion and I consider dyndolod's different occlusions for different worlspace setting as a proof of concept for a great tool. So does creating occlusion for other or all of the worldspaces and also using dyndolod for this has current advantages? --- Let me declare this as a note: excuse me if I misspoke or sound rude on 2nd part. This isn't my intention and English isn't my first language.
  2. Hi , thanks for the answer. Previously I was using 2.88 and creating my occlusion with these directions. The only thing I've added was a +TVDT switch because of Sheson's OP on "Skyrim TVDT - Occlusion Culling Data" topic. Due to my lack of understanding on occlusion, I'm not sure but believe it's working as intended since I don't have anyd error during creating process or in-game.
  3. Hi, I would like to ask a question about mesh rules. Is it possible to create a rule for grass? I tried as "level0/billboard1/billboard1/none VWD NearLOD" before "tree" rule but that cause the grass lod dissappear. I know it's stated some performance loss occurs with grass lod but I'm aiming some performance gain by this. So, if the effect of a mesh rule would be neglectable or irrelevant, I understand. If this gives you some idea about my grass density, I did create my grass cache while my settings are "iMaxGrassTypesPerTexure=8" and "iMinGrassSize=40" then my lod with "GrassDensity=30" --- Also a question about occlusion if that's ok. Do occlusion created by xlodgen and dyndolod are interchangeable or do I need to create it by dyndolod to have a better one. I guess my understanding on this is not correct. After dyndolod process I updated my xlodgen's occlusion with the settings of Quality:3 Height:100 radius:100 mode:"+TVDS-flat+Border" with the expectation of grass/tree lod objects won't be placed behind a hill or similar type of terrain if can not be seen by PC. But when I checked with TFC, these objects are there. Is it because this objects are placed onto whole cell or not, so if a cell is partially seen then objects are placed onto whole cell. Also while I'm on TFC on these distant cells I see some of them flickering. Part of these object's textures are turning black and back, part of them just appearing and disappearing and rest of them are placed correctly which my guess is shouldn't be placed. Can someone also correct me about occlusion?
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