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Posts
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Everything posted by leostevano
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[WiP] Community shader PBR support
leostevano replied to Exist's question in DynDOLOD & xLODGen Support
- 111 replies
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[WiP] Community shader PBR support
leostevano replied to Exist's question in DynDOLOD & xLODGen Support
- 111 replies
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[WiP] Community shader PBR support
leostevano replied to Exist's question in DynDOLOD & xLODGen Support
I have this red lods with the latest dyndolod. I cant click on them with more informative consoles, but I can do it with the full model Lod : https://postimg.cc/G4QfyX95 Full model : https://postimg.cc/94gNxzdP Logs : https://fastupload.io/0cd3fec4e245a6ba I know that vanilla is using "icewall01_p" for the diffuse, but we use them as parallax and compress them with BC4. That might explains why its red.- 111 replies
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[WiP] Community shader PBR support
leostevano replied to Exist's question in DynDOLOD & xLODGen Support
- 111 replies
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[WiP] Community shader PBR support
leostevano replied to Exist's question in DynDOLOD & xLODGen Support
- 111 replies
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[WiP] Community shader PBR support
leostevano replied to Exist's question in DynDOLOD & xLODGen Support
- 111 replies
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[WiP] Community shader PBR support
leostevano replied to Exist's question in DynDOLOD & xLODGen Support
Here's the logs and screenshots of some purple lods issue. Logs : https://fastupload.io/8385ab0190fd9a10 Screenshots : https://postimg.cc/VJhTbGL4 https://postimg.cc/njbP3XmD https://postimg.cc/CBG6XwC6 https://postimg.cc/f30P7cVs- 111 replies
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Yes that fixed it, thanks sheson.
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The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.
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So far I've only noticed it on this glow map. Also when previewed on MO2, strangely the texgen output is brighter on the dark part compared to the original (Rustic Windows).
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Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this. With texgen output : https://postimg.cc/xq7wb3XR Without texgen output : https://postimg.cc/qz39c6nd
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Sheson, i have an issue with texgen output causing buggy glow. full logs : https://ufile.io/uthes8n3 the texture : wrwindows01_g.rar
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Hi sheson, I have an issue with bruma. I've generated lods for it but it seems the lods are stuck with the full models. Logs : https://ufile.io/7nev8wey Edit : Okay I should've done more research. I didn't remove bruma from dyndolod's ignore list, my mistake.
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Yes it seems this particular window will be tricky, so I've removed it instead. Thank you for the help
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Hi Sheson, so I made a Complex Material support for Skyland, and it seems TexGen tried to copy FarmWindowInterior01 in a vanilla way. Complex Material has height map in the alpha channel, while TexGen has white alpha like vanilla. So this made the farmhouse window green. Here's the logs : Logs.rar Edit : It seems with the TexGen and Dyndolod output disabled, they are still green. My mistake.
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Sorry for the late report, it worked! But it still threw this at me : <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CB800]> Full logs : https://ufile.io/0wo9iy9u
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Sheson, I just installed this mod Ships on the Horizon and ran DynDolod, but it seems DynDolod ignored the mod and threw this at me : <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> Loading High rules <Warning: Ignoring STAT Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> Here's my log : https://ufile.io/sflfnkrs I tried to set custom rules for it and it threw me this error : [01:21] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:21] [MarkarthWorld] Processing 2162 references [01:22] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:22] [WhiterunWorld] Processing 3136 references [01:23] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:23] [WindhelmWorld] Processing 2525 references [01:24] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:24] [RiftenWorld] Processing 2208 references [01:25] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:25] [SolitudeWorld] Processing 2820 references [01:26] <Error: Can not resolve cell or worldspace for Ships on the Horizon.esp AAGMKatariahAnimated [STAT:FE0CA800]> [01:27] [Tamriel] Processing 296049 references
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Wow I didn't know that, I guess I'll recalc the bounds on CK, thank you!
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Yeah I ended up creating the settings instead, because apparently lowering the volume creates unnecessary lods like the ironwood trees from a CC mods that's located inside a cavern. I'm trying this new tree mod and strangely the author made TreeAspen04 to be the tallest aspen tree, so it really caught me off guard when trees started popping in without lods.
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Alright, thanks for the help Sheson.
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okay, so I just need to lower it in the INI then? One more thing, when I check the content of dyndolod resources, no nifs/textures for TreeAspen04, is that intended?
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Sheson, I have a really weird situation. Somehow texgen and dyndolod doesnt generate TreeAspen04 for me, so no LOD for that tree. But no error were thrown during or after generation. Log : https://ufile.io/9amwiuzg Screenshot : https://pasteboard.co/7PODWRaNITwW.png https://pasteboard.co/Okm4Qt2FoVMx.png https://pasteboard.co/kpimglVB5TSQ.png
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Sorry I just made a new bashed patch, and usually I manually patch certain things and I remembered those records were forwarded before, I thought I messed up something during my output generation. Thank you for the assistance.
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I just noticed both dyndolod.esp and occlusion.esp doesnt carry over worldspace records. Is this intended?
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That was fast, many thanks!