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Yuina

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Everything posted by Yuina

  1. Ah, it's my map mod, then. That makes total sense -- thank you so much! What a delight to get Skyrim looking so beautiful with your tools.
  2. After going through the various grass mods that make up QW's Patch in the Creation Kit and recalculating bounds, I think I have much better results. Thank you so much to sheson and z929669 for your help. I am seeing something weird when I go up to the Throat of the World, and I don't actually know if it's a DynDOLOD issue, an xLODGen issue, or something else. There's a large square around the mountain with a different terrain color than the further cells. Does this look like a familiar issue to anyone? Edit: forgot logs. TexGen_SSE_Debug_log DynDOLOD_SSE_Debug_log LODGen_SSE_Tamriel_log DynDOLOD_SSE_log_truncated.txt
  3. When I was posting I was thinking, be sure to include all the logs so sheson doesn't have to tell you to read the first post, and yet... I don't have a ..\DynDOLOD\bugreport.txt. DynDOLOD_SSE_log DynDOLOD_SSE_Debug_log TexGen_SSE_log TexGen_SSE_Debug_log LODGen_SSE_Tamriel_log I actually find the TexGen_SSE_Debug_log to be a bit suspicious -- tons of the "Ignoring Meshes\path\to\mesh.nif bounds volume 0" messages that you mention. I'm going to read the TexGenConfiguration doc and see if I can get smarter. You were very correct that my NGIO was messed up. In fact, it wasn't working at all, due to a snafu up the dependency chain that I'm incredibly glad to be aware of now. Things look much better with it working! Thank you so much.
  4. Ah, yeah, it's in this link. I thought that setting was necessary for grass LOD to be generated after reading the GrassLOD help file. Are certain grass mods incompatible? I use QW's Grass Patch.
  5. Oh, I can totally upload my DynDOLOD_SSE_Debug_Log and LODGen_SSE_Tamriel_log on ufile, can't I? Hope that works.
  6. Hi, first of all, thank you so much for DynDOLOD. I've spent the last few days trying to generate grass LOD and I think something is just not working. I can see a clear cutoff line for grass in these screenshots. Here is my GrassControl.config, fwiw. I'm trying to make this work with DynDOLODGrassMode = 2, so I have GrassLargeReference=1 in my \Edit Scripts\DynDOLOD\DynDOLOD_SSE. Thank you for the checklist, btw. Check in the mod manager that there are ..\Data\Grass\[Worldspace]*.cgid grass cache files for the worldspace in the load order. Yes, the grass precaching finished successfully; I have about 7500 .cgid files at around 1.15 GB Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt. Pay attention to error messages and fix them. No errors that I can see; a ton of messages like Creating billboard C:\Modding\DynDOLOD\TexGen_Output\textures\terrain\lodgen\folkvangr - grass and landscape overhaul.esp\grass_mxgrassdry_marsh_large_0000087a with Meshes\landscape\grass\grass_mxgrassdry_marsh_large.nif Folkvangr - Grass and Landscape Overhaul.esp Grass_MXGrassDry_Marsh_Large [GRAS:FE01F87A] Full log here Check the grass LOD billboards textures in the TexGen output with an image viewer show grass and are not fully transparent. Yes, I see a bunch of these, they're tiny and very pixelated grasses Check the DynDOLOD debug log ..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt contains <Notice: [Worldspace] Gathering grass data for object LOD> Yes, output is too large for Paste.ee but I see the "Gathering grass data" message for each worldspace Check the DynDOLOD log ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt that there were no errors in the LODGen log and check the LODGen log ..\DynDOLOD\Logs\LODGen_SSE_[Worldspace]_log.txt directly that its last line is Code: 0. Yes, no errors in the DynDOLOD_SSE_log and my LODGen_SSE_Tamriel_log is also too big for Paste.ee but it does end with Code: 0 Check the object LOD atlas ..\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_[Worldspace].dds contains some of the grass LOD billboards generated by TexGen. Yes, I have two atlas files for Tamriel, but I think I see the grass sprites in DynDOLOD_Tamriel00. Check the export file ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[Worldspace].txt contains a line like GrassMap=..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt. Check that GrassDensity is not 0. If it is very low, grass LOD may be very thin to non-existent. Yes, the file is too large for me to upload fully, but here's partial output for LODGen_SSE_Export_Tamriel Grass density is 100 and GrassMap=C:\Modding\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt Check that ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_[Worldspace].txt contains lines with grass LOD billboard texture names and paths in it. full file here I find this one a bit suspicious -- is that really all the grass billboards I have? Open ..\DynDOLOD_Output\Meshes\Terrain\[Worldspace]\Objects\[Worldspace].4.x.y.bto and check visually if there is grass LOD in there. The many tiny X planes will be obvious. To find a BTO that contains grass LOD, set expert=1 and verbose=1 in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to start DynDOLOD in expert mode. Select the worldspace and click Execute LODGen. Once its done, check the LODGen log ..\DynDOLOD\Logs\LODGen_SSE_[Worldspace]_log.txt for lines like "Found z grass placements for LOD level 4 coord [x, y]". Check the BTO for the mentioned coordinates. This looks right to my untrained eye. Here's a screenshot of one of my btos in nifskope. I think the little x's are the grass LODs, right? Please let me know if there's any more information I can provide -- I'm missing something dumb, right?
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