KRZ
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Got it, I'll do just that then. o7
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Thanks for pointing that out, I think I understand now what's going on. That might have been it! I've removed the DeadShrubs rule because I disliked how they look on snow, but it's exactly those still showing up in LOD level 16. I pressume my options are either adding their rule back in so they're limited to LOD level 4/8 or remove them from the DynDOLOD_SSE_TexGen_Billboards_Skyrimesm.txt to prevent billboard generation all together cause otherwise the tree rule catches them? For sake of completion, though probably no longer necessary: Export_Tamriel Image Active Cell Image LOD level 16 Just completed another run with the rule for DeadShrubs added and there are no more shrubs in LOD level 16. Thank you for your help and patience sheson, this has been very insightful!!
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I'm sorry, that was a stupid mistake on my part. They're present for LOD now, however they also still show up at LOD16 Logs
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I've already done those checks before to make sure I'd only get LOD for the shrubs I want. Object_Report.old is included with the logs below There is LOD for thicket01.nif now, otherwise all shrubs are gone. But thicket01.nif also appears at LOD16 Logs.
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Hi sheson, I tried adding certain \landscape\plants\ to my lod levels 4/8 with little success. Either I add them before the tree reference rule and they don't show at all, or I add them after the tree reference rule and they even show in lod level 16 (which I don't want). These logs are for the second case. If you need them for the first case, I don't have them at hand so I'll have to re-run DynDOLOD first. Where am I messing up? Thank you for your help!
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Thank you very much!
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Hi sheson, Water for ENB has been updated to v2.05 and the list of "LOD model contains Controller block" has grown. I'm not sure whether more LOD models require updating so if more info is required, please tell. Logs
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Pardon, the logs: https://mega.nz/file/Jfk1CKKa#u9AU9XrI8p6IPfQJmgSNG7vlMkT12JHyv90RH8eR5W4 Yes, both mods are in their newest version. I've chosen the 'Transparent' option in the Waterfalls and Effects Add-On FOMOD selection of 'Water for ENB'. fxwaterfallbodyslopepassthru_lod.nif, fxwaterfallbodytallpassthru_lod.nif and fxwaterfallbodytall02passthru_lod.nif included with 'Water for ENB' overwrite 'DynDOLOD Resources SE'.
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Hey sheson, been trying to clean up the remaining few DynDOLOD warnings I got: I'm using water for ENB and TMD's Waterfalls. On Dyndolod.info I believe to have read everything about the warning, waterfalls and the suggested mesh rule for AnimatedModel01.nif. In my Skyrim.ini is set: uLockedObjectMapLOD=8 This ran with stock DynDOLOD_SSE_all_dynamic.ini What would be best practice to get rid of the warnings? Downgrade the LOD-model to a non-animated one? Thank you for your guidance!
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I do use those, but a dev on CS' discord is working on a shader and considered extending it to LOD, which brought up the question. Thank you though! To sheson as well for the explanation and not entirely ruling out the possibility.
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Good day, would it be within the realm of possibilites for xLODGen to apply some form of stochastic texturing during terrain lod generation to prevent obvious tiling or is that impossible due to how textures are being processed? Thank you very much for any explanation!
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Apologies, then I must have misunderstood something. I've been using ComplexGrassBillboard=5, so it is no surprise that it happens. I just fail to understand what gets modified. DynDOLOD_SSE.ini states a 4x4 pixel grayscale texture is generated for values other than 0 or 100. But where is stored? Cause that makes it sound like it could be part of the Atlas texture. But changes I made weren't reflected when 'Rebuilding Atlas'. From your explanations I now understand such data can also be stored in the mesh. Am I correct to assume grass object LOD billboard NIFs (what a word, holy hell) of type alt2 just dim a white.dds depending on the ComplexGrassBacklightMask value chosen and I should be 'Executing LODGen' instead for an quick and easy update? In case anyone ever comes across this searching for the same answer, the texture is textures\DynDOLOD\maps\gray_*.dds. * is equal to whatever has been set in DynDOLOD_SSE.ini for ComplexGrassBacklightMask/GrassBacklightMask and probably works similiarly for GrassGlowMap/ComplexGrassGlowMap. Example: ComplexGrassBacklightMask=25 -> textures\DynDOLOD\maps\gray_25.dds The texture can be edited (don't rename) and doesn't require re-running DynDOLOD. In case a suitable value has been found, update the value in DynDOLOD_SSE.ini for future runs.
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Guess I got it backwards somehow, thank you for clarifying! That makes it slightly more confusing. If I got that right, it's supposed to be a regular texture that does or doesn't come with grass mods? I've just checked some of the meshes used in the grass mod and it doesn't seem to have a backlight/glowmap texture nor flag set. Yet I'm still seeing an effect applied when changing backlightmask values, did I misunderstand something? It's gotta be scaling something, when the grass seems to changing when using backlightmask (even though no texture seems to be set).
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Hey sheson, I have been wondering whether it'd be possible for the Preview feature in TexGen to make use of certain configurations set in DynDOLOD_SSE.ini (BacklightMask, GrassBrightness*, etc). I get they're two different tools but figured it'd be of great assistance if Direct/Ambient Light changes would already resemble what would be shown in the game. Am I mistaken? Also I checked the Updating Grass LOD section on dyndolod.info and couldn't find a word on how to update the BacklightMask, is it simply part of the Atlas texture? Thank you for your response!
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Had a feeling it'd be a performance issue but had hoped not. Also been wondering whether it'd be possible to gather all grass data (location, color), create an overlay texture + unique noise and slap that on top of terrain LOD to fake grass fields. But that's pretty much exactly exactly what you suggested should be done via baking. Sounds like mixing landscape textures and grass mods is a lot more disencouraged or trouble to get right for visual consistency than I thought. But that answers my question. Thank you for the insightful answer, sheson!

