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Clemus

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Everything posted by Clemus

  1. Many thanks !! I think I have all the answers I need to move forward now.
  2. Hi Sheson, Following up on our previous exchange — I just want to confirm if I now fully understand what would be considered the best approach. If I want to provide LOD models for variants of the same mesh (for example, different bridge models using different textures or mesh edits depending on the region like FallForest, Snow, etc.), is it correct that the recommended solution is to: Give each full model a unique filename (e.g., bridgenarrow01_fall.nif, bridgenarrow01_snow.nif, etc.) Then name the corresponding LODs without using CRC32, just following the pattern: bridgenarrow01_fall_lod_1.nif, bridgenarrow01_snow_lod_1.nif, etc. That way, the automatic matching works without ambiguity and there’s no need to use the CRC32 in the LOD file name — right? Thanks again for your time and explanations.
  3. Hi again, I'm currently preparing a new update for Simply Dirt Roads, and this time I’d like to properly fix the issue with the bridges LODs, which previously didn't work correctly due to shared filenames across variants (e.g., snowy, fallforest versions of bridgenarrow01.nif). From what I understand, I need to include the CRC32 of the full model in the LOD mesh filename, like so: bridgenarrow01_[CRC32]_lod_1.nif However, I have two main questions: How exactly can I calculate the correct CRC32 that DynDOLOD expects? I’m aware of crctool.exe, but I want to be sure that the CRC32 it gives matches the one DynDOLOD would use internally. Is it based on the file's binary contents, or on specific parts of the NIF (e.g. node names, structure)? Do I need to add anything to my plugin (.esp) to make DynDOLOD use the correct LOD mesh? Since STAT records support MNAM entries, is it better to define the LOD model there directly (with the CRC32-named file)? Or is it sufficient to rely on DynDOLOD’s automatic scanning and let it match LOD files via filename and CRC32 without touching the plugin? I think I’ve grasped most of the system, but I want to be 100% sure before finalizing this update. Thanks in advance ! I was also wondering if I should create a rule for Texgen so that it generates the landscape texture instead of the roads ? Clemus Links to my wip update https://drive.google.com/file/d/1tHemDDLtk8VYR_bai4iPwdnRL9Xf9N_8/view?usp=drive_link
  4. Wow, I understand much better the problems and the solutions I can bring to all this. Yes, I suppose it was a bad idea not to change the names of the meshes for the snowy roads... I didn't think it would have caused so many problems... I think I'll be able to solve this problem soon with your help. Many Thanks Sheson. Thank you for taking the time to reply and help me. I'll get back to you if I run into any more problems. and if that works too. Have a nice day !
  5. It worked ! Thanks so much ! So I created the ini for the high, medium and low values. I'll be able to publish this. I'll take a closer look at the bridges.
  6. Thank you very much for your reply ! I hadn't understood that an .ini file was required in addition to the Mesh Mask Reference Rules. However, I have one last question. My mod also includes a bridge modification. Would the safest way to have corresponding lods be to create them for each region and add them to my esp via the statics object edit in a Meshes/Lod/SimpleDirt/Bridges folder ? ( I don't think this would take very long to do, I'd just like to make sure I'm not doing anything wrong ). I've made another road mod called Real Dirt Roads, which includes road textures. As for the snow-covered roads, I proceeded in the same way as Simply, removing the cobblestones completely and creating a new folder with the new meshes (as it also includes modifications to be compatible with Footprints and the sound of footsteps). I guess I couldn't do it the same way. ( And I wouldn't want to bother you once again with a similar problem before your next alpha release. Thanks again for your answers, I'll try to find a solution for Simply first. I'll get back to you to tell you what worked. And I have no problem adding it to your next alpha release. Maybe it'll be easier for users of this kind of mod.
  7. I've removed the cobblestone path on Nifscope. So all that's left is the "Landscape" part. On esp, I had to touch up the texture sets and texture paths on the meshes, but nothing more. I've just tried Texgen and it still generates the vanilla road textures.
  8. Hello everyone ! I am the author of the mod Simply Dirt Roads. It’s a fairly simple mod that modifies the vanilla road meshes by removing the paved sections, leaving only the Landscape textures visible (a sort of alternative to Northern Roads). A user noticed that after generating LODs with DynDOLOD, the roads still display the vanilla road textures. I have tried reading several topics and posts on this forum, but I can’t find anything conclusive... Especially since I am French and might not understand all the nuances of your language... Currently, I don't know if I need to create "_LOD.nif" models for each mesh and region, or if I just need to create a Mesh Mask Reference Rules. I haven't changed any data regarding the LODs of roads and bridges in the Creation Kit, but maybe I just need to modify something in my ESP ? Or maybe I just need to change the Road01 textures, etc., to dirt02, fallforestdirt01, reachdirt01, and snowlandscape01 ? Sorry for all these questions. I’m attaching a screenshot taken by the user which clearly illustrates the issue. If anyone kind enough could help me out, it would be really great ! Thank you ! Clemus.
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