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tmwd

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  1. Sorry for the delay on getting back to you on this, and for jumping in while you're helping with another issue - I needed to step away from trying to resolve this for a bit. Here are the jsons used for the branches and bark:treepineforestbranchcompsnow.json treepineforestbarkcompsnow.json And just for the sake of confirming ahead of time - I did try without using the rename function in the json, and it did still result in the same issue with the purple snow. Without the rename, it did use the correct bark, that was the only difference. I also did try with setting the subsurface flag to false, and it had the same results. Do you see something that'd cause this issue? My understanding is that PG should patch the meshes, and the ParallaxGen_Diff.json *should* mean it won't have any issues creating lods the standard way. With the goal of this mod, it's not really feasible for me to create and ship lod meshes, because the goal is for this to just be a vanilla pbr texture replacer, shipping lod meshes would mean that I'd need to create them for any mod that replaces the vanilla meshes, but keeps the vanilla textures, as well. So if there is a way to resolve this without doing that, that would be much more ideal.
  2. Link to files, generated using "rename" in PG Json (same as before) on test version of TexGen: https://mega.nz/folder/rYtE2RyA#PYjJDeAF2ZTdMq9CsM1LCg Rename results: Exact same results as before (I didn't expect it to change, based on what you said, but I figured it didn't hurt to check anyways.) Link to files, generated using old texture names on test version of TexGen: https://mega.nz/folder/OVtDCTxD#rTNS8z-XdzHYDkXqO1JEtw Old name results: This test with the old texture names did indeed use the correct bark on the lods, but the issue with the snow of the branches being purple on the lods is still present. I'm not sure if this would be too tall of an ask, but is there a way to have the "renamed" textures be used for the bark? With the way my pbr textures are set up currently, I'd need to include 3+ copies of the same bark texture + normal + rmaos, just renamed, if I were to do it this way. The goal of this pbr mod I'm working on is for it to be used with any meshes (including plain vanilla trees)/mesh replacers that use the vanilla textures & texture paths, so I can't really include pre-patched meshes. Are there other situations where it wouldn't use the renamed textures or does this only apply to the vanilla tree meshes? Sorry, I forgot to include in my previous message that when I generated lods using the textures as entirely vanilla replacers, no PG patching, no pbr path or anything, just right into the vanilla tree texture path, the snow was not purple on the lods.
  3. Having an issue generating LODs for pbr vanilla "pine" trees. LODs are not using the correct bark texture, and the snow is turning purple instead of being white. Example of LOD issue Non-Lod Trees with mesh path from More Informative Console Non-Lod Trees with texture path from More Informative Console Link to TexGen/DynDOLOD Logs, PBR Textures & PG Diff.json + Patched mesh: https://mega.nz/folder/qUtEAAaC#kVKBqxaccHEjsdR5aVhZxg If there's anything else I can provide, please let me know!
  4. The test version seems to work great for the issue I was having. I'll have to tweak the colors a bit so it matches up better, but thats an issue with Aspens Ablaze PBR, cause the NoTWL PBR that I'm using matches up nearly perfectly now and it was also having this issue before. Thanks for looking into this!
  5. Sure thing, Here is a file with the newly generated logs (created using the steps you said previously), as well as the textures & model in their correct file path. It is the PG Output model, and the textures from Aspens Ablaze pbr are indeed what it seems to be patched for, so those are the textures I included as well. If anything else is needed, please let me know
  6. There seems to be some weirdness with how my pbr conversion of Aspens Ablaze is getting handled by TexGen/DynDOLOD, causing the trees to be super washed out. Example Image Example of TexGen Preview, showing the issue there as well TexGen Settings: Stitched Object LOD & Rendered Object LOD Textures, 256 Units per Pixel: 11, Texture Size Min 32, Max 1024 Tree, HD Tree & Rendered - Direct: 135, Ambient: 55 All set to save as BC7 quick. TexGen Log DynDOLOD Settings: tree: Lvl4 - Billboard 4, Lvl8 - Billboard 4, Lvl16 - Billboard 1, Lvl32 - None Ultra & Large Ref boxes checked for Trees Not sure which DynDOLOD Log to include, if any are needed just let me know which and I'll happily provide it. Further testing did confirm that it's not just Aspens Ablaze PBR this happens with, but other PBR tree mods as well. Is this something that could be looked into sometime?
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