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Everything posted by sheson
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treepineforestbranchcomp[snow[l]].dds is obviously not a LOD texture since it doesn't have LOD in the filename.
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https://dyndolod.info/Help/Advanced-Mode#Object-LOD Max tile size LOD sets the maximum resolution a single object LOD texture can occupy on the object LOD texture atlas. Typically set to match the vertical screen resolution, e.g 1024 for 1080p/1440p, 2048 for 2160p etc. Max tile size full sets the maximum resolution a single full texture can occupy on the object LOD texture atlas. Typically set to 1/4 of the vertical screen resolution, e.g. 256 for 1080p/1440p, 512 for 2160p etc. Shining light onto a 3D model that is the rendered to a texture is fundamentally different to changing the RGB values of a texture. The features are explained for anyone to use how they see fit. Similar results can be achieved if all you want is to make textures bit darker or brighter, however TexGen settings only apply to the textures it generates. Again, the brightness setting in DynDOLOD is the same as from xLODGen. It exists since years before there was TexGen. It applies to all installed billboards.
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See ..\DynDOLOD\Docs\DynDOLOD-FAQ.txt Q: Pack DynDOLOD Resources or generated output into BSA? A: No. It is not supported. A: Asking if it is save to pack things into BSA probably means that not all aspects are fully understood. That is a strong hint not to do it. A: See the 'Load/Overwrite Orders' section in the manual. A: PapyrusUtil or DynDOLOD.DLL can not read *.[json|txt] data files from BSA.
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https://dyndolod.info/Help/3D-Tree-LOD-Model DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture https://dyndolod.info/DynDOLOD-Reference ... xLODGen scans the world for applicable references, builds the required texture atlases ... DynDOLOD improves the texture atlas creation. https://dyndolod.info/DynDOLOD-Reference#8-Generate-object-LOD In 3D there is by default a direct light (sun) and ambient light. You can see/test this better in NifSkope but also in the TexGen preview. Ambient comes from all directions so its like brightness of the scene and direct light illuminates things from a specific direction. This controls the 3D scene for the render. Normal maps are a bump map, so the smoothness controls the max height of the rendered bump map. Again, this can be previewed in TexGen. These things are fundamental 3D stuff that you can google and then read tons and tons of papers and wikis about it. The brightness drop down for billboards is the same as the xLODGen brightness dropdown and affects the billboard textures before they are being added to the atlas. It a combination of adding (brightness) and multiplying (contrast) that Zilav originally came up with.
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https://dyndolod.info/Help/LODGen LODGen is a command line tool that generates terrain LOD and object LOD meshes. https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered Tree LOD billboards are required for standard tree LOD generation or ultra tree LOD generation. HD Tree LOD billboards are for the optional ultra tree LOD generation. Rendered billboards are for the optional ultra tree LOD generation. They are rendered from special models in the ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Billboards\ folder. They generate trunk textures for hybrid tree LOD models for example. Use the preview buttons to see.
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Disable Auto Sanitize before Save in the File menu.
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Use the latest alpha version.
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You can see changes in NifSkope. To make it appear thinner lower the threshold.
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See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console. Those seem to be 3D tree LOD models and not billboards. You generated ultra tree LOD with Level0 for LOD level 4. Are those the vanilla full model trees but with a texture replacer? See https://dyndolod.info/Help/3D-Tree-LOD-Model and what it explains about the alpha threshold in the 3D tree LOD model to make textures appear thicker/thinner. Change in steps of +- 16.
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You seem to report that different alpha versions calculate a different CRC32 for the same full model. Are you certain that you did not change the full models? Use a 3rd party tool to check the CRC32 of the full model. 7z for example adds a context menu CRC SHA in explorer. It should always be the same as long as the full model is the same file. Then run DynDOLOD latest version/test version to create a new tree report. It should show the same CRC32 for the same file.
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The 3D LOD model needs to have the CRC32 of the full model in its filename in order to match. https://dyndolod.info/Help/3D-Tree-LOD-Model The CRC32 of the full model is printed to the tree report. For example: TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [CRC32:66902659] ... Replaced tree, Billboard found, 3D LOD model not found treeaspen01_66902659 The tree report tells you that a 3D LOD model with that CRC32 can not be found. Billboards use the form id, which would be 0006A9E6 in this example.
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No accompanying log and debug log have been uploaded. Which tree(s) are you referring to? If the report says that a 3D tree LOD model was not found, it means a 3D LOD file with the expected filename was not found in the load order. Your question seems to imply that the 3D tree LOD model that is not found actually exists in the load order? For example from the report: TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [CRC32:66902659] ... Replaced tree, Billboard found, 3D LOD model not found treeaspen01_66902659 This means it is looking for a NIF flle in ..\Data\meshes\ that starts with treeaspen01_66902659*, typically the full filename would be treeaspen01_66902659passthru_lod.nif
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OK, so the tree report has a bug and is not properly showing what assets are being found and used. Use this test version instead https://mega.nz/file/5AI3iYbb#q7lzC-ZUQoWVk21Th1GZVnQc-dtnxA-7NoXb6GCsFFk Once the processing x base record is done and it starts processing worldspace, you can check DynDOLOD_SSE_Tree_Report.txt for what 3D tree LOD assets were actually found or not. If the full model NIF changed, the 3D tree LOD model needs to be updated as well, at least its filename needs to match the new CRC32 of the full model. Also I am not sure what you mean by generating with 148 but everything else is alpha 146. Read and follow https://dyndolod.info/Updating#New-DynDOLOD-Version (and https://dyndolod.info/Installation-Instructions)
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I did not ask what tree mod(s) you are using. It is irrelevant at the moment. There is nothing in my answer that should prompt that assumption. Isn't the problem that there is no tree LOD? No billboard fallback either? What would be the version you used before this where that tree rule actually worked?
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https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Do not post screenshots of the tools, unless it is about visual issues with the user interface. The change log lists changes https://dyndolod.info/Changelog https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path. Also see https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask https://dyndolod.info/Help/Ultra-Tree-LOD explains how to generate 3D tree LOD. While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels. Is the problem that there is no tree LOD at all? No billboard fallback either? Checking the tree report reveals that pretty much all but a handful off trees have no billboards or 3D LOD models discovered/assigned. An obvious bug. What would be the version you used before this where that tree rule actually worked?
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You did not upload the DynDOLOD_SSE_LODGen_Options_WrldMorrowind.txt file itself. It needs to be different than the options file for LODGen. I have this still from the test: IsHDMeshMask=nif NotHDMeshMask= IsHDTextureMask= NotHDTextureMask= The empty lines are supposed to unset the default settings added by DynDOLOD. For example there should not be a NotHDMeshMask=nif or NotHDTextureMask=lod etc. lines in the export file LODGen_SSE_Export_WrldMorrowind.txt because of that.
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Search for "LODGen_Options" in the debug log: [DoObjectLOD] <Debug: Looking for DynDOLOD\DynDOLOD_SSE_LODGen_Options_Tamriel.txt for Skyrim.esm Tamriel "Skyrim" [WRLD:0000003C]> A path without a drive letter is relative to the game data path, so it is looking in ..\Data\DynDOLOD\ for the file DynDOLOD_SSE_LODGen_Options_Tamriel.txt just like any other game asset.
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There are other theoretical issues with a lots of things I probably only address if they actually happen / are reported. It is all about limited time I rather spend on something else that is not theoretical. If a user has a load order where the reference cap is a problem, then I would think they are going to convert such mods to ESM anyhow and that way kill two birds with one stone. DynDOLOD DLL NG requires much less temp reference compared to the scripted version, too.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug logs to also upload when making posts. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size It mentions to check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of models. The DynDOLOD log includes a top 10 list if a certain threshold in a worldspace is exceeded. For Tamriel: Meshes\dyndolod\lod\trees\clumpspruce02_8cd38f66passthru_lod.nif used 1083 times, ~ 840.60 MB Meshes\dyndolod\lod\trees\srg_oak2_11db0fc5passthru_lod.nif used 1378 times, ~ 820.71 MB Meshes\dyndolod\lod\trees\treepineforest03_bb82d251passthru_lod.nif used 1428 times, ~ 745.39 MB Meshes\dyndolod\lod\trees\treepineforestsnow05_0f50d2acpassthru_lod.nif used 1594 times, ~ 631.87 MB Meshes\dyndolod\lod\trees\treepineforest05_2a8ae64bpassthru_lod.nif used 1336 times, ~ 617.34 MB Meshes\dyndolod\lod\trees\srg_oak3_06988d1dpassthru_lod.nif used 1387 times, ~ 592.32 MB Meshes\dyndolod\lod\trees\eastmarch_treepineforest05_da6617e8passthru_lod.nif used 1162 times, ~ 539.69 MB Meshes\dyndolod\lod\trees\treepineforestsnow04_ba71213apassthru_lod.nif used 1367 times, ~ 527.79 MB Meshes\dyndolod\lod\trees\treepineforest02_0f39cddfpassthru_lod.nif used 949 times, ~ 498.84 MB Meshes\dyndolod\lod\trees\srg_oak1_53ac741epassthru_lod.nif used 1037 times, ~ 495.09 MB Those 10 listed trees are about 6GB. For DLC2SolstheimWorld: Meshes\dyndolod\lod\trees\treepineforest03_bb82d251passthru_lod.nif used 4135 times, ~ 2158.39 MB Meshes\dyndolod\lod\trees\treepineforest05_2a8ae64bpassthru_lod.nif used 4562 times, ~ 2108.02 MB Meshes\dyndolod\lod\trees\treepineforest02_0f39cddfpassthru_lod.nif used 2760 times, ~ 1450.80 MB Meshes\dyndolod\lod\trees\treepineforestsnow05_0f50d2acpassthru_lod.nif used 3465 times, ~ 1373.54 MB Meshes\dyndolod\lod\trees\treepineforest04_6d07fe19passthru_lod.nif used 2323 times, ~ 1170.20 MB Meshes\dyndolod\lod\trees\treepineforestsnow04_ba71213apassthru_lod.nif used 2929 times, ~ 1130.86 MB Meshes\dyndolod\lod\trees\treepineforestsnow02_79da18e8passthru_lod.nif used 2732 times, ~ 1082.93 MB Meshes\dyndolod\lod\trees\treepineforestsnow03_234fdbf7passthru_lod.nif used 3256 times, ~ 851.68 MB Meshes\dyndolod\lod\trees\srg_oak2_11db0fc5passthru_lod.nif used 1392 times, ~ 829.05 MB Meshes\dyndolod\lod\trees\treepineforestsnowl05_287b36d6passthru_lod.nif used 1791 times, ~ 803.03 MB Those listed trees are about 12GB. The LOD output size and how long LOD generation takes is the direct result of the (often not very well made / optimized 3rd party) mods and LOD assets you have installed. For example treepineforest03_bb82d251passthru_lod.nif seems to be about 520kB. For comparison, the vanilla 3D tree LOD model treepineforest03passthru_lod.nif included in DynDOLOD Resources is like 13kB.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. You set the ESM flag on any plugins in the load order that didn't have it before? Do a binary search by removing half the records or the other half until only the record causing the problem remains.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug and bugreport.txt to upload when making posts. Do not post screenshots of messages, use the "Copy this message to clipboard" link and paste the text as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/search/?q="item not found"&quick=1&item=17510&type=forums_topic&sortby=newest finds https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-147/page/548/#comment-27429 to which I replied with a test version https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-147/?do=findComment&comment=274304 and still wait for feedback Which now posted as Alpha-148
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In that INI file it is missing the ".esm" for Skyrim.esm from the first entry and thus the entry can not be matched to a plugin and is ignored. 0x03925E~Skyrim|0x0B6266~Skyrim.esm Change to 0x03925E~Skyrim.esm|0x0B6266~Skyrim.esm
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None of the loaded ..\Data\Seasons\*_WIN.ini seems to have a definition for it. Check if ..\Data\Seasons\MainFormSwap_WIN.ini contains ;RockTundraLand03Tundra01|RockTundraLand03Snow01Snow 0x3925E~Skyrim.esm|0xB6266~Skyrim.esm If it does, upload that file.
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Check if this test version fixes it https://mega.nz/file/MAAV3KRD#cPvZoQSvF2ktV80WMfskYmrTjUj3rPdA-2BrnHO-CQk
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Thanks for the complete report. Let me know if this test version fixes it https://mega.nz/file/MAAV3KRD#cPvZoQSvF2ktV80WMfskYmrTjUj3rPdA-2BrnHO-CQk https://dyndolod.info/Mods/Beyond-Skyrim-Bruma is unrelated to this error.

