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mostwanted11

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Everything posted by mostwanted11

  1. Fixed. Many thanks
  2. Tried with your file + the vanilla remastered snow branches - same issue Tried with your file + vanilla snow branch - same issue
  3. the provider for it is https://www.nexusmods.com/skyrimspecialedition/mods/134352?tab=files Vanilla (Remastered) Part 3 Enhanced Vanilla Trees SE-Custom Trees 2K (ver 2.2.2) The options are Default > Custom Trees Large > Vanilla ie None, Vanilla (enhanced), SFO Aspen unticked > Realistic aspen trees unticked, SFO Snowy Pine Trees unticked, Custom trees options unticked
  4. another issue though, TreePineForestSnow05 and TreePineForestSnowL05 seem to have very dark 3d lods while the others are fine. Using EVT Lush Custom. https://limewire.com/d/7pHDM#K5E4n0W7dr https://imgur.com/a/FLAJJN7
  5. creating a bunch of rules in dyndolod using the nomat flag fixed the issue, thanks a lot
  6. Not sure how to proceed now. Do i remove the snow flag here in xedit or do a mask rule like you mentioned
  7. My glacier lods keep receiving an ugly snow shader even though I have disabled the snow shader on them with BDS 3 https://limewire.com/d/5FJbb#yfNtr8EwNx
  8. https://imgur.com/a/2RYgrPo Fixed, thanks!
  9. can i just regenerate a new output with this? it takes like 5 mins tops to generate and test sovngarde world anyway, and if it works, i'd like to use it for all the worlds
  10. https://easyupload.io/pil0al https://imgur.com/a/tcPL72c The two pictures I am attaching here are LOD models, just far away and up close. They are visibly MUCH skinnier from far away than up-close. I am wondering why this happens to me when the rendered full tree model is completely fine mipmap wise. The mod's name is Nature of the Wild Lands.
  11. Off the top of your head, what could be making 3d lod tree mipmaps look significantly worse across two setups using the same tree mod?
  12. https://ufile.io/kxe8o99l https://www.nexusmods.com/skyrimspecialedition/mods/139896 if i crop the complex textures, they dont get skipped anymore and the file i made i put in the logs, but i put it in mo2 in data/dyndolod/
  13. What causes texgen to skip over some grasses when creating billboards? The result is that these grasses typically don't receive any lods. This issue only happens with this mod https://www.nexusmods.com/skyrimspecialedition/mods/139896. I have recalc'd bounds and i made a txt file in my mods folder and set the specific mesh to true, but the file that gets generated in texgen turns them to false like this "groundcover.esp;0000030A;r_curly_grass01,True,False"
  14. Ok I'll do it in a bit, should I do it with the PineAtlas I provided or with the default one? EDIT: the experimental dyndolod doesnt do anything beyond "Gathering LOD Assets"
  15. Here are the additional files I forgot to upload, I am generating stuff in sovngarde because its quicker LODGen_SSE_AltTextures_Sovngarde.txt DynDOLOD_Sovngarde.rar
  16. Logs: https://ufile.io/2z3lkhiv Texture: https://ufile.io/0yz92zcr Screenshot: https://imgur.com/a/E26P8eP So I tried everything including scale 128 again since I was clearly mistaken in its use and the issue still persists, scale 128 has no skinny trees but the lods got black leaves. EDIT: I tried with just HLT and your high quality lods and the issue is there hmmm I think it's unrelated to how I'm saving. Maybe something else is broken but I have no mods running that could mess with it
  17. Okay so I filled the black background but it still has the same issue Lost on what to do next
  18. Holy crap that is insightful. Thanks so much for the thorough explanation. I will try and fill the black center myself then. But I would like to ask, would setting usemipmaps fix this issue or is it unrelated? I didn't understand this part completely sorry.
  19. Currently generating dyndolod so I won't be able to provide the files you ask but it's Happy Little Trees and I'm editing the texture because its colors are way off with my setup. I am recoloring the nearby area as a whole because I think those include mipmaps. What's an alpha channel? you mean scaling Alpha or am I misunderstanding? Sorry not knowledgeable on the topic
  20. Ok I tried 128, 112, 96 and 64. Only 64 had no skinny trees issue but obviously it had the lod issue. Attached a picture of the settings I used because my texture tools is a bit different than yours idk why. Idk what am I doing wrong :/ The skinny trees issue happens with any Pineatlas replacer I've found on the nexus as well. My current workaround is that since I'm modifying only the green pines and the dead ones not the center part of Pineatlas is that I have the trees with lod issues use a basic PineAtlas and the ones I'm modifying use the modified PineAtlas.
  21. I wasn't doing that before, and the issue of skinny trees was resolved (even with my edited texture) when I was using scale 80. I will try to use cutout alpha and let you know. Thanks for your help.
  22. Thanks for the reply, i will try with different numbers but I only settled with 80 because otherwise the trees would appear skinny from afar which bothered me a lot so I figured scaling it to the alpha property is the way to go since it resolved that issue.. Can I somehow land on a number that somehow mitigates BOTH issues? Also my nvidia tools looks a bit different than yours, am I using an outdated version and will that change anything?
  23. Tree lods are extremely dark, namely Treepineforest05 and 04, and only those. I modified the leaves texture to be desaturated on the pine forest ones and they work fine, nothing dark or whatever. But the dead ones seem to be weird when the lod is generated. https://imgur.com/a/SykNhwt https://ufile.io/h0fmpkqw In fact, any modifications to the file causes the lods to be dark.. So is it an issue with how I'm saving it? I'm saving it with PS + nvidia texture tools with mipmap scale 80 to match the alpha node of the mesh which is 80. Or is it an issue with the mesh? Can I solve it somehow myself?
  24. does texgen/dyndolod generate glacier slab lods based on your load order? because it just seems to ignore my actual glacier texture and uses the one provided in dyndolod resources https://imgur.com/a/MMPRndC (i cant select the object with the console for some reason) https://ufile.io/ygax1ofj
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