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Bottle

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Everything posted by Bottle

  1. Okay I think I understand, would it be incorrect then to assume not using mipmaps at all when generating terrain lod would solve the tiling? Or is that just an incorrect/lazy way to fix the issue? I have tested without mips and still noticed the same issue, is the only reason I'm asking. Trying to get lods sorted for when PBR is released but even after reading up it's still all very new territory so I have been struggling a bit, mostly with terrain lod and on the dyndolod side its mainly just dark mountain chunks. Mountain example : https://imgur.com/a/lRlyCCM
  2. https://imgur.com/a/RQ2b3Mw Was talking about PBR terrain lods in the CS discord and someone (Faultier) brought up a good point, it seems like the tiling goes away the further out you go. I've never seen that before and was wondering if you'd know why something like that would happen?
  3. Hi Sheson, I've been messing with PBR terrain lods using xLodgen and have been having kind of off results. Landscape sometimes seems very saturated/bright and very tiled. Using the latest build of xLODGen 128. Here are screen shots of what I'm talking about https://imgur.com/a/C3CCY7i I've tried with multiple PBR landscapes, the one in the screenshots is Cathedral landscapes PBR. All seem to have the tiling/brightness issue that I've never had with regular landscape textures. Here is my LODgen log, seemed to run without error besides the off colored output. Generated with default brightness/contrast and gamma settings. Would it make sense for me to try 2.2 gamma since the PBR textures are sRGB? I saw that xlodgen converts them to linear and was wondering if that had something to do with it. Again I'm sorry if I'm lacking on providing enough info for you. If I am missing anything let me know. Thanks for taking the time on this. Dyndolod seems to work fine though from what I can tell. A bit more flickering during transition than normal but I don't have any video of that right now. SSELODGen_log.txt
  4. Hey Sheson, I think I found another possible bug for PBR lods. Everything for the most part seems to be working properly but I've found that when using Tomato's Whiterun PBR and generating lods, it seems like SMIM textures take priority. Only when I change the file pathing to overwrite SMIM with textures located in the PBR folder it seems to work, https://imgur.com/a/9IR1hTK For example, copying the texture folder located inside the PBR folder and pasting it outside of it to match vanilla or smim structure. https://imgur.com/a/LiECFSF like this. When I do this the lods match and everything works fine like in this photo. https://imgur.com/a/yQYhUxw Everything else, like trees and mountains seem to work fine. This is the only issue I've come across recently. Here is the log (I think this is the correct log to post, if not let me know) https://ufile.io/9c3qrehq
  5. Hey Sheson, no error log or bug report has been generated. I managed to generate lods and terrain lods very well and they look incredible. I am only noticing one issue that I'm kind of unsure how to report because I don't have any log to provide. It is the lod unloading bug that wskeever has provided a workaround for. In the past in extremely rare cases, it would happen. Now for some reason it seems to happen quite a bit, I'm unfamiliar with it and don't really know how to provide more information but it seems to be occurring very often just about every time i enter/exit a cell. Again, I have only begun having this bug happen to this extent while using PBR lods. If there is anything more you'd like me to provide let me know.
  6. Hi Sheson, I was trying to generate texgen using the PBR trees but I can't tell if this means its not picking up the pbr? Or if it means its just ignoring the regular textures? file:///D:/Forge/Tools/DynDOLOD/Summary/TexGen_Index.html Specifically the error says it is occurring with this file path
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