
tamrieltwo
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I'm getting an error when using Base Object Swapper to swap trees. The DynDOLOD_SSE_Debug_log.txt says: However I'm using a correct and deterministic Base Object Swapper configuration: The chanceS function in BOS is deterministic via a fixed seed and doesn't vary from one run to the next. It's similar to doing this: except it allows for more fine grained control over the relative frequencies of each swap, and it allows us to customize posR settings on a per-swap basis. BOS: https://www.nexusmods.com/skyrimspecialedition/mods/60805 Thank you
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I'm getting an issue: DynDOLOD is choosing the wrong passthru_lod file. It's choosing pinus04_599919f0passthru_lod_80pct.nif (an old file in the same folder that I renamed) instead of pinus04_599919f0passthru_lod.nif. Why's this? This is my 3D LODs folder: pinus04 in Tree Report: Full logs: https://file.io/fS0zu3pc2CvD pinus04_599919f0passthru_lod.nif: pinus04_599919f0passthru_lod.nif pinus04_599919f0passthru_lod_80pct.nif: pinus04_599919f0passthru_lod_80pct.nif
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Yeah, CLAMP_S_CLAMP_T on the crown works perfectly, it only fails with the trunk. I'm using Simplygon now. I'm trying to constrain the trunk UV between [0,1] so that I can use CLAMP_S_CLAMP_T. Do you know what option I should try? Basic options: Advanced options: I tried the ReductionPipeline. It decimated the mesh (50% less polys on trunk), but the UV mapping still appears to be the same as before (i.e. not in [0, 1]). Btw, this is the original full model before decimation of the tree Im working on from NOTW: pinus04.nif
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I will check out Simplygon, ty. So, I got it to work just leaving shader clamp as WRAP_S_WRAP_T. Can I ask what the downside of WRAP_S_WRAP_T is? As far as I can tell, it looks like it's working. Regarding the decimated mesh: I use Blender, the automated decimate modifier, to reduce polys by 75%. The decimated looks similar to the full 3D model trunk from LOD4 distance.
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I'm trying the 3rd option: decimated 3D trunks. However I'm struggling to get Texture Clamp Mode of CLAMP_S_CLAMP_T to work. Ingame, the trunk becomes partially invisible if I use CLAMP_S_CLAMP_T . Here's how it looks in Nifskope: The UV map looks like this: 3D LOD with decimated 3D trunks: pinus04_599919f0passthru_lod.nif Trunk texture, bark_4.dds: https://file.io/j6TSLL8b7irl Thank you
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I can't figure out why the leaves of my 3D Hybrid LOD use a bark texture. About 50% of my LODs look wrong like this (however the other 50% look completely correct). Original Full Mesh: betula02.nif 3D Hybrid LOD Mesh: betula02_c36d6757passthru_lod.nif Bugreport: bugreport.txt Logs: Logs.rar In Tree_Report: It's using branches.dds for leaves, but when I directly open the texture branches.dds, it just looks like normal leaves. Branches.dds: https://file.io/Ji3SwxeP7wFQ Trunk billboard textures: https://www.file.io/ It appears as though the billboard trunk texture somehow got applied to the crown of the tree? It's the same white/grey color.
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I have this 3D Hybrid LOD where the size of the gap doesn't vary linearly, so it can't be corrected properly with a simple x/y/yz Translation. If I eliminate the large gap in the middle via Translation, then the top parts of the trunk will crossover. What would your advice be?
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Amazing, works perfect, thanks
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Here's one example of a 3D Hybrid LOD that I made. There's a gap in the tree trunk. This gap looks the same in Nifskope as it does ingame. Trunk LOD textures from texgen: picea02_trunk_textures.rar 3D Hybrid LOD mesh output (above screenshot): picea02_0889f3e2passthru_lod.nif Crown 3d model: picea02_0889f3e2passthru_lod.nif Trunk 3d model: picea02_0889f3e2_trunk.nif Full original model: picea02.nif I used this guide to make the 3D Hybrid LODs: https://dyndolod.info/Help/3D-Tree-LOD-Model My hybrid.txt: Is this a problem with LODGenx64.exe or template4.nif, perhaps? Or maybe a problem with the trunk textures?
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How to revert to Full if Level0 (3D LOD) doesn't exist?
tamrieltwo replied to tamrieltwo's question in DynDOLOD & xLODGen Support
Thanks for the corrections. I can't find the "Large" checkbox anywhere in the DynDOLOD 3.0 Alpha gui? Reading https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Settings, the image there has the "Large" box, but my DynDOLOD doesn't. -
How to revert to Full if Level0 (3D LOD) doesn't exist?
tamrieltwo replied to tamrieltwo's question in DynDOLOD & xLODGen Support
One solution (from sheson) is to have LOD4=Level0, then define TreeFullFallBack=0 in config, so that if 3D LOD doesn't exist, it will automatically fallback to LOD4=Full. So it's "easy", but my 32GB of RAM is struggling to run DynDOLOD with these settings, I keep getting C0000005 error during the lodgen step, probably due to running out of RAM. So, now what I want to try is ticking the "Large" box in DynDOLOD to upgrade trees to large references. However, my DynDOLOD 3.0 Alpha (newest version) lacks the "Large" box. Was it removed in a current version? This is odd, because in DynDOLOD_SSE.ini (from the newest release of DynDOLOD 3.0 Alpha), there is a setting that refers to the Large checkbox: -
How to revert to Full if Level0 (3D LOD) doesn't exist?
tamrieltwo replied to tamrieltwo's question in DynDOLOD & xLODGen Support
Should I use LOD4=Full, or should I upgrade trees to Large reference using an older version of DynDOLOD? I know that both approaches are considered bad as a generality, but if I have to choose between one, which is better? -
What can cause tree trunks to be split like this? I get it with Billboard3, but if I use Billboard4 it is a lot less noticeable. Also, I have ticked "Ultra".
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Thank you. The mod author had out of date CRC32 values in the passthru_lod.nif filename. I have alerted them.