
Mirari
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Everything posted by Mirari
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Thanks for the help. I'll do some reading to better understand the details of how DynDOLOD operates.
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Looking in the right panel, yeah I see them now. There are billboards for these plants added by the 'HD LODs Textures' mod from Nexus. I believed that mod almost entirely covered architecture. I recently updated it, perhaps there were no plant billboards before and that's the reason DynDOLOD never generated object lod for them before. So if I hide these billboards, will DynDOLOD omit the plant models in object LOD generation, or will it continue to generate them with billboards created in TexGen? Considering all these 'plant' models - shrubs, ferns, etc. - are technically tree records?
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TEXGEN_SSE_LOG.txt : https://ufile.io/ljcywfpb TEXGEN_SSE_DEBUG_LOG.txt : https://ufile.io/6rth5lgb DYNDOLOD_SSE_TREE_REPORT.txt : https://ufile.io/w6fijfp8 DYNDOLOD_SSE_TREE_EXPORT.txt : https://ufile.io/nnp354w9 DYNDOLOD_SSE_TREE_LOG.txt : https://ufile.io/7czr83n6 One of the plants receiving 'flat-cross' static lod, followed by the lod object itself: Zoomed in picture of the Tamriel texture atlas showing billboard plant textures: I am not aware of any plant mods I have that include billboards. I've checked the Skyrim 3D Plants folder, as well as Veydosebrom. These are my only plant mods and they do not have billboards.
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Logs: DYNDOLOD_SSE_LOG.txt : https://ufile.io/awmwmr74 DYNDOLOD_SSE_DEBUG_LOG.txt : https://ufile.io/vm1ynv89 LODGen_SSE_Tamriel_log.txt : https://ufile.io/ngza7pv9 DYNDOLOD_SSE_TREE_REPORT.txt : https://ufile.io/ngza7pv9 DYNDOLOD_SSE_TREE_EXPORT.txt : https://ufile.io/ngza7pv9 DYNDOLOD_SSE_TREE_LOG.txt : https://ufile.io/ngza7pv9 Issue: Beginning with Alpha 89 and now in Alpha 92, generating ultra trees on medium settings now includes plants as 2D billboard LOD. Some look good, but most are short and wide resulting in these large crosses dotting the landscape. I am using default Medium rules, and changed the rules for 'tree' to use Level0 for LOD4, Billboard4 for LOD8, and Billboard1 for LOD16 with Ultra Trees checked in the wizard. These settings did not generate 2D plant lod when I used previous versions of Dyndolod 3.0. Wondering how to deactivate this feature, or if the very low and flat crosses are an issue on my part. LODGen_SSE_Tamriel_log.txt
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I was using Alpha 88 (Download Name: DynDOLOD 3.00-32382-Alpha-88-1649940503.7z). Here are the logs. I had attached them in my 2nd post. Figured out how to share them and had edited the post a few minutes after after posting it:
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Just following up to this issue. Yes that was exactly the problem. treepineforestsnow04_232C0CDBpassthru_lod.nif has an alpha threshold of only 1, where the rest of the hybrid trees in the Happy Little Trees Add-On pack have an alpha threshold of at least 30. So I assume DynDOLOD was compensating by adjusting the TreePineForestSnow04.dds texture to have an almost nonexistent alpha channel. When I changed the alpha threshold of treepineforestsnow04_232C0CDBpassthru_lod.nif to 30, running DynDOLOD again produced a DynDOLOD_Tamriel.dds atlas with the TreePineForestSnow04.dds texture now looking normal, transparency/alpha channel intact. No need then to edit the atlas and ruin the mipmaps. Thanks Sheson!
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Sorry, first time on this forum, getting the hang of what info to include. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Requested Logs : DynDOLOD_SSE_Debug_log.txt https://ufile.io/lmx580r2 DynDOLOD_SSE_log https://ufile.io/mr94fb12 LODGen_SSE_Tamriel_log https://ufile.io/ti0l6cvu ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The texture with issues is 'Pineforestsnow04.dds', located in 'textures\lod\HappyLittleTrees\Pineforestsnow04.dds'. It is used as branch textures for the 3D Hybrid tree passthru LOD 'treepineforestsnow04_232C0CDBpassthru_lod.nif', located in 'meshes\DynDOLOD\lod\trees\treepineforestsnow04_232C0CDBpassthru_lod.nif'. The texture displays correctly when viewing the 3D Hybrid Tree LOD model in isolation: When running DynDOLOD with ultra trees enabled, treepineforestsnow04_232C0CDBpassthru_lod.nif is placed in level 4 LOD all over Tamriel, Solstheim, and Forgotten Vale, and these placed trees draw their textures from the respective worldspace DynDOLOD texture atlases. All branch textures from 'textures\lod\HappyLittleTrees' are therefore being imported directly into DynDOLOD_Tamriel.dds, DynDOLOD_DLC2SolstheimWorld.dds, and DynDOLOD_DLC01FalmerValley.dds to be used by the placed 3D hybrid trees. Their trunk textures are generated in TexGen. (See image below of Tamriel object LOD Tamriel.4.0.-12.bto) When Pineforestsnow04.dds is copied to the atlas during DynDOLOD generation, it is heavily distorted, though all other branch textures from 'textures\lod\HappyLittleTrees' are imported normally. Here is Pineforestsnow04.dds on the right, and its representation in DynDOLOD_Tamriel.dds on the left. All the other correctly imported branch textures from 'textures\lod\HappyLittleTrees' can be seen in the picture of DynDOLOD_Tamriel.dds I included in my previous post, next to the distorted representation of Pineforestsnow04.dds. The in game issue can be seen in the image below. Strange looking LOD for TreePineForestSnow04 can be seen on the left, with normal looking LOD for TreePineForestSnow05 on the right. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As for the mipmap issue, All the Happy Little Trees 3D Hybrid Trees are drawing their branch textures from the DynDOLOD Texture Atlases, not the original branch textures from 'textures\lod\HappyLittleTrees'. So the issue of invisible distant tree branches is drawn from DynDOLOD_Tamriel.dds, etc. However, after some testing, this appears to be an emergent issue from my attempt to fix the Pineforestsnow04.dds within DynDOLOD_Tamriel.dds. Using Paint.net, I copied and pasted the original Pineforestsnow04.dds over its representation in DynDOLOD_Tamriel.dds, and resaved the texture with BC7 compression. This fixed 3D Tree LOD for TreePineForestSnow04 in game; however, 3D Tree LOD for dead pine trees started showing invisible branches from a distance. They were visible before resaving DynDOLOD_Tamriel.dds Something detrimental therefore seems to be happening to the mipmaps when resaving, but only for a few select tree branch textures within the atlas. These were my settings for resaving the texture: Perhaps these settings are incorrect, or a program with more specific options/parameters is required. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TLDR, any help figuring out these issues would be greatly appreciated: 1. Why DynDOLOD is distorting Pineforestsnow04.dds on import to the texture atlases 2. Why my edits to the texture atlas to fix this problem cause invisible distant branches Much thanks
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Running DynDOLOD with the Happy Little Trees Addon, Performance Edition. The included 3D Hybrid Tree Lods use an array of prebaked branch textures included in the addon download. DynDOLOD copies these textures into its DynDOLOD_Tamriel.dds texture atlas. Most of the branch textures are copied over just fine with transparent backgrounds. But as can be seen in this picture, the LOD branch textures for TreePineForestSnow04 are copied over with very strange artifacts and a colored background, resulting in some crazy looking TreePineForestSnow04's Lods in the game. I cannot for the life of me figure out why DynDOLOD is messing up this texture specifically. Additionally, a few of the other LOD trees appear to have invisible branches in game, which reappear when zooming in, indicating the mipmaps are not displaying properly from a distance. But the other trees are fine, and all the branch textures come from this same atlas, which should have one collective set of mipmaps being applied to every LOD object referencing this atlas. So again, cannot figure out why only a few trees would have this issue. Is this an issue with how the original LOD branch textures are saved? I tried resaving them using BC7 Compression (Linear, DX 11+), with a Uniform Error Metric and Super Sampled Mipmaps, but to no avail. Any help appreciated. Currently using the latest DynDOLOD 3 from Nexus.