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Dimon

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  1. I see, thank you for reply once again, I weren't able to get into this specific moments before.
  2. Thank you for clearing this up for me, I now see where my problem with tree lod lies. About grass... doesn't grass cache being preloaded for inactive cells as well to place grass lod there?
  3. Thanks for answers, here is my general log and tree log file. I may have got it wrong, but I thought that you need to keep all mods you want lod generated for enabled and included in load order, so program may read them and took models from mod to generate lod of them. Maybe there need to be some additional resources, but I thought tool will use native mod models to create their lod. If I may ask I also have question about grass lod. I have succesfully it generated, but as move through world cells and previously inactive cells with lod being loaded - grass lod rapidly disapears and after some time full models come to its place. I expected that first full models would be loaded before lod being unloaded. Not to mention that full grass models should already be in memory as they are already placed and displayed in active cells, as well as grass placement cache for loaded cell as it is used to place grass lod.
  4. I'm writing this post with hope that more experienced users will help me to understand what I am doing wrong. I am trying generate 3d lod for trees(at least for lod level 4), but despite checking hd tree billboards in TEXGEN and ultra tree in DynDOLOD and having "level0" for Lod4 mesh rule, I am still getting 2d billboards. I also struggle to figure out how to make distant mountains(Lod level 8 and higher) to use custom textures. I use Pfusher's Mountain Retexture with darker textures which looks better in close up like me, but game seems to keep using vanilla models.
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