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sheson

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Everything posted by sheson

  1. The UV of the crowns should be "fixed" manually. Typically the coordinates are just slightly outside of 0.0 and 1.0 and moving them a bit is not really that visible in the distance. Do not change Worldspace (obviously there is none) GameMode=Convert[4|5|SSE|FO4], however I can not guarantee all game modes do work properly. Convert with CAO afterwards if required and ConvertSSE does not work. UseOptimizer= true = merges "duplicate" vertices (same 3D position, UV) with similar vertex colors/normals/tangents into a single vertex. DontMergeShapes = true = do not merge shapes with same shader/texture (which is what object LOD does, because of texture atlas) DontFixTangents= true = do not recalculate bi/tangents similar to NifSkope spell DontGenerateTangents = true = do not generate bi/tangents if they are missing TextureAtlasMap=point to mnini atlas map with stitched LOD texture information for re-uv AtlasTolerance= if UV is < 0.0 - AtlasTolerance or > 1.0 +AtlasTolerance it is "outside" PathData= path to data / assets / source Last line means do not move/rotate/scale the model like object LOD data would. tiled.nif model to process
  2. You didn't find anything because if everything works normally without any errors message, the generated LOD mod typically does not cause ILS in Skyrim SE. Post the TexGen/DynDOLOD logs to begin troubleshooting.
  3. Use the latest version of DynDOLOD 3 Alpha standalone with the latest version of DynDOLOD Resources SE 3 Alpha.
  4. Read the first post what log files to post when making reports. Copy and paste the message instead of posting a screenshot.
  5. Define which settings were set to what. Run with defaults and upload bugreport and debug log of the memory error. As explained earlier, if a file can not be created it is because the OS, UAC, antiv or or some other process blocks access.
  6. Follow the instructions in the section "Custom Settings For Specific Mods" how to generate LOD with Open Cities which are in the DynDOLOD manual since over 5 years.
  7. DynDOLOD/LODGen does not create billboard textures. TexGen creates billboard textures. The preview of TexGen shows exactly how the texture is rendered and how it would look with an image viewer. The INI settings in the DynDOLOD INI for LODGen do not change the texture. The INI values affect vertex colors in the BTO meshes for the grass LOD shapes. Vertex colors are clamped between 0 and 1. Because of this, vertex colors can only make things darker, never brighter. Whatever increases the brightness happens afterwards in the game with how the shader/ENB works. The default values of TexGen generate billboard textures in a brightness that is expected to have vertex colors multiplied with ~0.5 as a base, to allow to increase/decrease of brightness with the INI settings. The INI settings are multiplied with the grass placement random vertex color to calculate the final vertex color. If vertex colors are not used to lower the brightness, then the textures should be generated darker than the default value to compensate. The (grass) LOD does not have or does not support specular, glossiness or glow.
  8. If all 3 values for r g b are equal it is a neutral brightness multiplier that does not change the color balance. If all 3 values are 1.0, then there is no change. In that case the grass LOD billboard textures should be generated with a brightness of 50% or less. The multiplier is used to multiply the vertex color of the grass placement (which acts as a brightness variance already when the grass placements are generated by the game/NGIO). Vertex Colors are clamped between 0.0 and 1.0. A vertex color of 1.0 for a color channel means the color channel of the texture is passed to the lighting shader/ENB unmodified.
  9. This is not how multiplication works. r * 1.0 = r. The default values of TexGen generate billboard textures for a multiplier of about ~0.5 As you can see, the default values for the grass multipliers are even lower than that.
  10. Simple math. Use a multiplier of 1.0 If all 3 multipliers for the 3 color channels are the same, it acts as a brightness multiplier that does not change the color balance.
  11. See the first post which logfiles to include when making posts. As the DynDOLOD manual explains, the first LOD level 4 starts beyond the loaded cell. The further away LOD level 8 and 16 are typically fine with billboards only. Use tfc in console to fly close to the LOD trees to check if they are billboards in two planes or if the branches are 3D. It should be obvious. If a LOD tree does not have 3D branches, get its base record form id via More Informative Console after its full model loaded. Then look up that base record form id in DynDOLOD_SSE_Tree_Report.txt to see if a 3D LOD model was found and assigned to Level0. When [x] ultra is checked, whatever asset type (Level0/1/2 or Billboard1/2/3..) is assigned to LOD4, 8, 16 is used for LOD Level 4, 8, 16. Based on the report, the tree mesh rule is set to use Billboard1 for LOD Level 4, 8 and 16. If you want 3D tree LOD models to be used for LOD Level 4, update the tree mesh rule to use Level0 for LOD4 as explained in ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html Do not use Full. Create proper LOD models instead.
  12. Thanks. Check if Alpha-39 fixes the out of memory mesage.
  13. FAQ: Game: DynDOLOD requires PapyrusUtil A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources. A: PapyrusUtil is not installed, outdated or not running at all. A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods. A: Check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
  14. Just use the fixed alpha version I uploaded earlier today.
  15. As the second post explains, Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD.
  16. Use the x64 version. Make sure to use the latest graphics drivers. Make sure the system defaults the best graphics card and not the internal one. The OS, UAC, antivir or some other 3rd part crap ware is blocking TexGen from writing the INI file. Let me know if any of this helps. In case the out of memory error still happens with x64 version upload that debug log.
  17. Watch Tree LOD Billboard Creation : Start to Finish, linked from the DynDOLOD manual and Skyrim Nexus page since over half a decade. All of that is superseded since more than half a year because TexGen renders billboards now, better and with the full support for DynDOLOD 3. Nobody should be creating manual billboards anymore.
  18. Really read the second post "Updating". If ultra tree LOD is not selected, then there won't be any ultra tree LOD generated in object LOD.
  19. Read the second post "Updating" which what needs updating after what changes. As explained before, the direct and ambient light settings in TexGen control how the 3D model is lit when it is rendered to texture. Use the preview to see the effect. As mentioned in the DynDOLOD INI, the GrassBrightness settings are brightness multipliers for the 3 color channel and the top/bottom. 0.5 means half the brightness for that color. The default direct/ambient and then more or less multiplying the tree/grass billboards by ~0.5 when used in object LOD is based to match the billboard brightness of xLODGen/DynDOLOD 2.x standard and ultra tree LOD generation with the default values.
  20. DynDOLOD/TexGen 2.x does not render billboards and requires 3rd party billboards to be installed as usual.
  21. That is just another bug that will be fixed as well.
  22. Seems to be a bug with detecting if Dragonborn is installed then. Will be fixed next version.
  23. Are you sure the screenshotted mod is active/enabled one and that the treeaspen01 trunk is not coming from another mod? Seems odd TexGen only sees the one file in the folder not the others. Use the data tab in MO2 to check the folder if it shows all the files.
  24. Still no.
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