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Everything posted by sheson
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Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum
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That's cool. That can be added as a feature for the tree LOD atlas generation of DynDOLOD. So basically a "complex" tree LOD atlas texture, where the lower half are the normal maps for the upper half diffuse textures? I suppose it looks and reacts about the same as ultra tree LOD with Billboard1 or Billboard2 and HD tree LOD billboards just without any of the additional advantages doing billboard tree LOD in object LOD has over standard tree LOD?
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The used LOD generator is irrelevant for the snow LOD shaders or the map overlays. See settings regarding the snow overlay for the map, maybe they help https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu#fMapMenuOverlayNormalSnowStrength and following.
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Terrain-LOD-Readme.txt Use the Chunk option to generate only specific LOD files, especially when testing higher resolutions or other settings. Check Specific chunk and set the drop down to 32 and leave W and S empty.
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The mod that is in control of switching references, base records and LOD files in unison is Seasons Of Skyrim. If reloading a save makes the Season of Skyrim use the correct LOD files, it means that Seasons Of Skryim is able to switch and use the corresponding LOD files no problem, while something seems to go wrong when the switch is supposed to happen while in the game. If all the INIs files are still unchanged, then they are most likely not the cause. po3_SeasonsOfSkyrim.log shows "Terrain LOD files not found! Default LOD will be used instead" You should generate terrain LOD files for the load order and the different seasons. You should direct questions about how Seasons of Skyrim works and the INIs it creates to its author. DynDOLOD just reads whatever INI are currently the winning files in the load order to generate LOD for the seasons. By all accounts that seems to work correctly. Whatever is in MO2 Overwrite folder is always winning. Dragging and dropping whatever new files were created there into their respective mod folders is to ensure that things are were they belong and that you can sort their load order properly with their mods.
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Great and good to know.
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So if you select none/default or a specific season the LOD matches everything? That means that DynDOLOD generated LOD correctly and it is working properly. Sounds like somehow SeasonsOfSkyim is not loading the corresponding LOD files when the season switches in the game. Test if saving, quitting, restarting the game, loading the save makes it load the corresponding files. Did you make any other changes to the po3_SeasonsOfSkyrim.ini? Like enable skipping, disable swapping or LOD switching for a specific season? Check the c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\SKSE\po3_SeasonsOfSkyrim.log for message especially regarding LOD files being found and used or not.
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Let me repeat this one more time: When the brightness, contrast, gamma are left default, then the generated terrain LOD textures have exactly the same brightness and color of the full textures. They are not darker and not brighter. They match the full terrain in the active cells. Whatever discrepancies or issues happen in the game is because of Skyrim/Skyrim SE shaders after effects. Adjust the related INI settings and/or used overlay textures, map weather etc. The game uses LOD level 32 terrain LOD for both distance views and the map. If one LOD level is different in brightness, it is typically very obvious in the game unless it is pushed out beyond the max render distance with custom settings. https://dyndolod.info/How-LOD-Works (the image at the bottom uses ultra settings and as you can see the terrain LOD level 32 is visible), https://dyndolod.info/Mods/Maps-And-Map-Mods https://dyndolod.info/Help/Terrain-LOD-and-Water-LOD fSplitDistanceMult=multiplier of object LOD Levels Skyrim INI settings do not affect terrain LOD generation. The INI settings controls how far the terrain LOD distances are shown. Showing lower LOD levels further will have an impact on performance and resource usage.
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Add GLListDebug=1 and GLDebug=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. Remove all old logs and bugreport.txt and run again. Upload new log, debug log and bugreport.txt.
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Test if LOD for each season and the default is correct with a new save. Edit po3_SeasonsOfSkyrim.ini and set Season Type = 0, start the game, open console and type coc whiterun and check if LOD matches. Quit. Then do same for Season Type = 1, then 2 etc. Terrain, object and tree LOD are just meshes and textures directly loaded by the game. They are not part of any saves. Waiting does not change the meshes or textures. If terrain, object or tree LOD for all seasons work that way and only go weird when times passes or things change in the game, then it is outside of then it is caused by something outside the control of DynDOLOD. Your autumn setup only switches 13 records. If there is no autumn season ini in the output, it means none of the dynamic LOD is affected by that season.
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The temp folder is specifically deleted when the tool shutdown to not leave garbage behind. Run TexGen again, when it starts waiting for Texconvx64.exe again, open the txt file and note the first line. Copy it without the leading # Add this to end of it -flist "C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\Texconv_*.txt" replace the Texconv_*.txt with the actual filename of the txt in the temp folder. So you end up with something like this: "D:\game installs\skyrim mod storage\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -aw 256 -w 168 -h 512 -m 1 -f BC7_UNORM -bc q -o "D:\Dyndolod output\Textures\DynDOLOD\lod\trees" -flist "C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\Texconv_0_1_295FB0E4FEA14BDFB89F91F41225C022.txt" Close TexGen and then run this command on a command prompt to see what happens.
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Not changing the color or brightness of textures is not an effect. The vanilla terrain LOD is not matching the vanilla full terrain or the object LOD that uses the same textures. If you want the same wrong effect, use the brightness, contrast or gamma settings. The first post explains how to have matching snow between full terrain, terrain LOD and object LOD by turning off the "improved" show shader to make things match and work like they do in Skyrim LE. Terrain LOD and object LOD can not use the "improved" show shader. It is impossible to have terrain and object LOD ever match that messed up effect. Hence the suggestion to disable it. If you want a specific texture to different for terrain LOD generation only, then replace that full landscape textures with a changed version for terrain LOD generation only. There are no plans to add impossible or nonsensical features that are contrary to making terrain LOD textures that match the full terrain texture perfectly already. The game only uses mipmaps of diffuse LOD level 4 for the fade in the active cells.
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xLODGen does not change the brightness or colors so that the terrain LOD actually matches the full textures in the actives cells, thus finally getting rid of the wrong terrain LOD textures that do not match made by CK/Oscape. This is explained on the first post. This is well documented and well known. That is why the first post has the download links to neutral noise.dds. Since years. The issue of a non neutral vanilla noise.dds does not exist in any of the Fallout games. The noise.dds is applied by the game in the game and does not affect terrain LOD textures generation as explained in the first post. Let me repeat this one more time: xLODGen terrain LOD textures are not too dark. They are left alone. This is the brightness of the source textures.
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Install different full terrain landscapoe textures that do not have obvious tiling. xLODGen does not change brightness or colors of textures if brightens, gamma or contrast are left default. Cathedral landscape ship with special textures only to be used for terrain LOD generation. They match better with changed brightness, gamma or contrast AFAIK. Check the STEP guide. If you have questions or problems with third party guides, then you need to ask on their forum/section. Correct. When generating terrain LOD textures from full landscape textures (no special textures are installed for terrain LOD generation only), leave brightness, gamma contrast alone and install a neutral noise.dds instead. TexGen doers not change brightness of textures when brightness, gamma and contrast settings are left default. The terrain LOD textures generated by TexGen are a 100% match to the terrain full textures in brightness and quality. The vanilla terrain LOD textures are too bright and do not match the full vanilla terrain textures. This is offset by a non neutral vanilla noise.dds. Read the first post.
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The screenshots seem to show that the textures have different resolution. For example, the zoom is 704% and 1150%. Compare textures of the same resolution. You did not mention which of the available downloads of the mod you are using. xLODGen uses the full textures 1:1 to generate the terrain LOD textures exactly like it is done in the active cells. xLODgen uses the layer data and vertex color data from the landscape record just as it is done in the active cells. Landscape textures automatically repeat 24x24 times per cell. Objects or object LOD does not affect full terrain or terrain LOD. I suggest to take a full landscape texture and resize it in your favorite image program, then repeat/tile it to see how it looks when it retains some of its details. I suggest to go into CK (disable lighting and everything that covers terrain in the working cells) or into the game, disable grass and then zoom out to see how the full terrain actually looks. xLODgen does not brighten or darken the landscape textures if the brighness, gamma and contrast are left default. It is not a issue of xLODGen if CK/Oscape/mods include terrain LOD textures that are not matching the full terrain in the active cells and use a skewed noise texture to change their brightness. Use a neutral noise texture as explain in the first post. If you want perfect terrain LOD textures without any compression artifacts, do not compress them. Use a high resolution. If you want terrain LOD textures to be lacking detail, use low resolution. If you want to use a noise.dds so that terrain LOD brightness does not properly matches the full terrain in the active cells, use the brightness, gamma, contrast settings.
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It is a short for "Concurrents" and used together with the threads value to set the initial and max count of a SemaphoreSlimDynamic.
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MainFormSwap_WIN.ini and Serialization.ini are typically generated by po3_SeasonsOfSkyrim.dll, so it makes sense to keep them with that mod.
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You are asking us to compare terrain LOD textures you generated with terrain LOD textures from a mod without providing any of the textures or links and without any information or a log.
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And all the files in Meshes\Terrain\Tamriel\Trees\ and all the files in Textures\Terrain\Tamriel\Trees\ have about the same timestamp and they are all from the mod, the DynDOLOD Output that was generated for that load order? If the swap INIs (or their overwrite order) changed after LOD generation, then LOD needs to be updated as well. MO2 puts new files written to the game data folder into its Overwrite folder. Existing files are being replaced in their respective mod folder. Refer to the manual or wiki of MO2 to learn how it works.
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You do not need to update Occlusion.esp in this case. Hide it. Generate LOD. Unhide it. When the program reads large BTOs, especially in parallel, it needs a lot of memory for that particular process. OcclusionMaxThreadsObjectLOD=1 should limit it, though. You might want to try with OcclusionMaxThreadsObjectLOD=0 but it may end up being slower overall. Let the OS handle virtual memory settings. Close unneeded (background) processes.
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lod_flat.nif files in the data folder are used by CK for tree LOD generation and have nothing to do with trees in the game, tree LOD generation with xLODGen/DynDOLOD or seasons. It is unclear what "some stuff" means. Files in the MO2 Overwrite folder should be moved to their respective mod folders. Use MO2 right window data tab to check which mods files come from and that they are all from the same LOD generation session. Enable the columns Name, Mod, Date modified for example. Meshes\Terrain\Tamriel\Trees\*.* all files. Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.dds Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.WIN.dds Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.SPR.dds Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.SUM.dds Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.AUT.dds
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Doublecheck that none of the files from DynDOLOD output are being overwritten by other mods or the MO2 Overwrite folder. The tree LOD being stuck in active cells typically only happens if tree LOD meshes data does not match the current order references/plugins. You are sure the load order did not change after generating LOD? Regarding TreeDeadShrubSnow, there should quite a few shrubs, bushes etc. that do not have any billboards and consequently no LOD.
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So TexGen is waiting for Texconvx64.exe to finish. Antivir never changing in all those years? New graphics driver? Check if the folder C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\ still exists from former sessions. Delete it. Then run TexGen again and check if there are any files left in the folder when TexGen reaches the end and waits for Texconvx64.exe to finish. See what happens when you end Texconvx64.exe process in task manager. Use https://github.com/Microsoft/DirectXTex/wiki/Texdiag, a sister program of texconv, to determine the compression format of textures to see which ones are converted to BC7 and which one are still uncompressed.
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Read the first post how to zip log files and to use a file service to upload logs. It probably waits after all textures have been generated. Check the output folder for the last mentioned texture(s). The files most likely exists, but are still in R8G8B8[A8] format and not yet converted to BC7. Check the task manager for Texconvx64.exe processes. Make sure that UAC, antivir etc. are not interfering.
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Read the first post which log, debug log and bugreport.txt (if it exists) to upload. OpenGL uses VRAM and not main memory. Use the x64 version. Make sure that the best graphics card is the primary one reported by the OS.

