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sheson

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  1. The zerobin link does not show any log files... That seems to be the summary for an error message. What are the other records? https://dyndolod.info/Messages#Warning-and-Error-Messages It only checks records and assets that are potentially eligible for LOD or which are used by records or assets eligible for LOD.
  2. That is great. Thanks for letting us know.
  3. Delete all old logs and bugreport.txt. Run the latest test version from https://dyndolod.info/Downloads/Test-Versions Report results, upload new logs and bugreport.txt if issue persists.
  4. https://dyndolod.info#DynDOLOD-3-Alpha This website and DynDOLOD 3 are currently an ALPHA version to test things and iron out bugs. Pay attention to all instructions and information on this website and to all log messages and prompts from the tools. Also read the disclaimer I put at the bottom of pages and docs. Text under the Select Output Path in TexGen: To avoid overwriting or deleting existing files, set the output path to a dedicated directory outside of the game and mod manager folders. https://dyndolod.info/Help/TexGen#Select-Output-Path Creating an archive will clean the dedicated output folder while all relevant files are packed into the zip file. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Creating an archive will clean the dedicated output folder while all relevant files are packed into the zip file. Verify that the latest test version from https://dyndolod.info/Downloads/Test-Versions is more idiot proof until they invent a better idiot.
  5. Moved to the appropriate thread for the message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Use the Copy message to clipboard link of the message to copy and paste its text instead of making a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Plugin-Limit and read its explanations.
  6. Do not post obvious nonsense from "AI" that does not have any "I". Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum how to make a useful post in case you have a problem that requires help. Report the actual problem or error message without making unverified assumptions or asking leading questions. LOD billboards are a tree LOD resource. See https://dyndolod.info/Help/Tree-Grass-LOD-Billboards DynDOLOD does add tree LOD for something that is not a "tree". DynDOLOD never replaces full models with LOD billboards. DynDOLOD does not convert everything that looks like "static clutter" to LOD - whatever "static clutter" is supposed to mean. How DynDOLOD actually works is explained in the documentation. In this case, DynDOLOD does, what the mesh rule config file shipping with the mod instructs DynDOLOD to do: Replace the crow references that only show in the active cells with dynamic LOD reference so that the crows show further up to the far grid distance. The dynamic LOD references use the full models. The scripts in the mod enable/disable markers and not the crow references. The crow references or their dynamic LOD replacements use the state of the unchanged markers to determine if crows should show or not. When installing the mod properly with its requirements and then follow the instructions of DynDOLOD, the crows show further away then they do without DynDOLOD. If you remove the mesh rules config file that is shipping with the mod, then DynDOLOD would do nothing to the crow references. They will just show in the active cells. I suggest to read the description/sticky comments of the mod. It requires DynDOLOD 3 for the crows to have LOD. If you have problems with that, then report the problem as explained instead of this nonsense.
  7. Unfortunately there is no bugreport.txt in the DynDOLOD Logs.zip You changed Debug=1 instead of adding GLDebug=1 in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini The driver version is reported as 582.16. Is there no newer for you card? I doubt it makes a difference, but update to 591.74 if possible just to be sure if nothing else speaks against it. Download the latest test version from https://dyndolod.info/Downloads/Test-Versions Set Debug=0 and add GLDebug=1 under [DynDOLOD] in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Delete all old logs and old bugreport.txt. Then run the test version and upload new logs and bugreport.txt (if it exists).
  8. See https://dyndolod.info/Help/Texture-Resolution. The higher the texture resolution, the more mipmap levels exist. The hardware, driver and settings can control antialiasing techniques, their strength or quality, mipmap bias and whatnot that all affect image quality. The NIF sets the SphereNormals shape name to change the direction of the normal vectors. Basically, the planes receive more light from above than the actual direction it faces. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names and the last paragraph and image of https://dyndolod.info/Help/Ultra-Tree-LOD#Internal-Billboards-and-External-Billboards
  9. The provided links both show SSELODGen being started without any generation log messages. SSELODGen, which is typically used to generate terrain LOD, is not relevant in this context. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. The error message should have a link Click on this link for additional explanations and help for this message of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages that opens https://dyndolod.info/Messages/Exceptions and scroll to the OpenGL section: This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Delete old logs. Add GLDebug=1 to DynDOLOD_SSE.ini, then run again and also upload the new log, debug and bugreport.txt please.
  10. Grass LOD generation is not affected by any worldspace/weather settings and always the same. Not sure how grass LOD is different in the 2 screenshots. Next time use tfc to get closer to LOD. Great. For future posterity, this is with ENB and complex grasses right? By tree tweak you mean changing the AlphaFactor to 0.5 or something else?
  11. I requested the files to verify if the result is matches what was reported about the assets in the logs. There are 2 versions of spruce03_summer.dds on texture atlas, one with alpha channel unchanged for the LOD models that still set a threshold of 110 (left) and one with the alpha channel adjusted for the LOD models that set a threshold of 1 (right). As you can see the right image is "thicker". Here is how it looks 2 mipmap levels smaller: The difference becomes less obvious. However, it is also not really thin either way. You could try to increase the AlphaFactor in the L:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. See what happens if you use 0.5 for example. Otherwise you could create a custom LOD texture in your preferred image program and update the LOD models to use it directly. Though before doing that you might want to experiment using the full texture by adding either "usemipmaps" or "noatlas" to the Name of the BSTriShape "crown" - for example "crown noatlas" to see if it fades better without any alpha adjustment. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names I also colored the two texture red and green in the atlas texture to verify that the BTO in fact uses them both depending on the different LOD models: To summarize, not all 3D tree LOD have a threshold of 1. The threshold of 1 causes the alpha channel of the texture to be adjusted and to be added to the texture atlas and used. It might simply be not thick enough for your taste for this particular texture. Make sure that the output is really used in the game and not overwritten or wrong paths etc. https://dyndolod.info/Help/Grass-LOD#Settings When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value. If brightness of the grass billboard sides is fine when the sun is low, then backlighting must be working. Otherwise the grass billboard side facing the sun will be bright and its opposite side facing the other way would be too dark. So you would end up with a mix of bright and dark planes instead of a more uniform brightness. If you do not see any differences in the game between 0 and 100, then the NIF with the backlight is not used - no complex grass billboards or the output is not active or being overwritten. See this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/717/#findComment-288563 how to verify backlighting is set/used. This is the users follow up post: https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/719/#findComment-288593 Since you set ComplexGrassBillboard=5, you could also test if this ..\DynDOLOD\Edit Scripts\DynDOLOD\ DynDOLOD_flat_4x2alt2_lod.nif works better with changing sun positions. Use expert mode to just Execute LODGen again to update object LOD meshes. See https://dyndolod.info/Help/Grass-LOD#Updating
  12. The useful screenshots with more informative console show 3 different tree base record. The uploaded logs reports this: xx01516E, spruce_forest_bigest01_summer.nif, uses unmodified spruce_forest_bigest01_summer_1b80523fpassthru_lod.nif with alpha threshold of 110 xx357AAC, spruce_common_big02_summer.nif, seems to use a modified version of spruce_common_big02_summer_lod_0.nif, it seems to set an alpha threshold of 1 xx408AC0, pruce_forest_slim01_summer.nif, uses unmodified spruce_forest_slim01_summer_16985565passthru_lod.nif with alpha threshold of 110 All of these trees seem to use the same spruce03_summer.dds for the crown. The object LOD atlas should have one version of spruce03_summer.dds adjusted to alpha threshold 1 and a second adjusted to 110. Also upload L:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.lst and LODGen_SSE_ObjectAtlasMap_Tamriel.txt From the generated output, upload ..\meshes\Terrain\Tamriel\Objects\Tamriel.4.4.-8.bto, ..\textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds and DynDOLOD_Tamriel_Alpha_n.dds
  13. See https://dyndolod.info/Changelog which lists the changes between versions. https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making unverified assumptions or asking leading questions. This script should work https://www.afkmods.com/index.php?/topic/5155-fnvedit-editing-alpha-flags-in-nif-files/#findComment-171206
  14. Disabling something is a troubleshooting step and not really a fix. Whatever mod(s) replace tree full models should also include updated 3D tree LOD models with matching CRC32 in their filenames so everything works as intended.
  15. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Use the task manager to find and close any hidden TexGen, DynDOLOD, LODGen, Texconv, mod manager or other processes that might access files. Try rebooting the OS. Could be Antvir etc. or similar blocking access, try adding exceptions
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