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sheson

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Everything posted by sheson

  1. There is tree LOD. It uses a *.lst, *.btt and a texture atlas with a fixed name per world space. There is object LOD. It uses *.bto (which are NIF) and the textures as defined in the *.bto. When trees are done in object LOD, they are done as 3D shapes in the *.bto (NIF) just like all the other object LOD. There is no distinction anymore what the shapes depict. It is all just vertices and triangles, could be part of a rock, a building or a tree.
  2. Typically object LOD has 3 LOD Levels 4, 8, and 16. LOD distances are controlled by INI settings and do not affect object LOD generation, obviously. If you do not want billboard tree LOD in object LOD level 4 that can be achieved with DynDOLOD and its mesh rules, setting empty/None for the first LOD level when generating ultra tree LOD. Not sure though, why anyone would want LOD to look and work worse instead of better.
  3. Everybody wants object LOD to closely match the full model, its position and orientation for best match and transition.
  4. Object LOD needs to match the position and rotation of full models. If you do not want different objects to all face the same direction change the position/rotation of their references.
  5. Object LOD uses the x, y, z position and x, y, z rotation from the reference record, obviously.
  6. Read the first post what log files to upload/paste when making posts.
  7. What would be a reason to not have the rest of the object LOD have its textures on the atlas texture and instead use the LOD textures directly thus increasing draw calls?
  8. There is no such thing as an ignore list for textures since it typically doesn't make sense to not put a LOD textures onto the LOD atlas, since usually the only result is worse performance.
  9. As explained, the grass LOD is done in object LOD object, which is meshes and textures just like tree and terrain LOD. Meshes and textures are not part and do not affect save data.
  10. Unless the mod is updated to contain missing data and assets or someone somehow makes a mod adding that, then obviously users are still being prevented from properly generating LOD for the new worldspace.
  11. The windmill fans are use the same reference and model regardless of the distance. From ..DynDOLOD\Docs\DynDOLOD_Manual.html: "There is no need to keep SkyFalls and SkyMills because DynDOLOD adds dynamic object LOD for waterfalls, windmill fans and water wheels." FAQ: Game: Out of place objects / floating objects / flickering full models A: If LOD was generated for a different load order generate LOD for the current load order. A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html
  12. The conflicts column of MO2 will show you if all files of a mod are being overwritten or not.
  13. Use a file service or paste-bin for large log files. DynDOLOD_QuickStart.html: "Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders." A new directory means it is empty. There are only two grass billboards listed in the grass_map file. So grass LOD is only generated for those two grasses. As already explained, many grasses have no grass LOD billboard generated because oft their bounds being 0. See first entry of the Troubleshooting section of the second post.
  14. From the first post of DynDOLOD 3 alpha: "Generate some pre-rendered object LOD textures, including all cities." From ..\DynDOLO\docs\help\TexGen.html: "Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures."
  15. Also post the DynDOLOD_SSE_log and the DynDOLOD_SEE_Debug_log, and DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt The TexGen log is from version 2.85...? From the TexGen_Debug log I can see a lot of grasses are being ignored because their bounds volumes are 0. See first entry of the Troubleshooting section of the second post.
  16. I hope that the version 2.88 only applies to the version of DynDOLOD Resources and that you use version 2.96 of the DynDOLOD Standalone? If anything in my answer(s) needs more explanation, then ask for clarification. Am I correct you used the low preset? If that is the case, consider using medium or high preset. If those are too much you can click through to advanced, make your choices and selections and then click "low" to load the rules. Then scroll down the list of the Mesh lodgen rules until you find the rows that start with mountaincliffslope, mountaintrim01, mountaintrim02 and mountainrim03 Doubleclick them and change the dropdown for LOD 4 to Static LOD 4. Then generate LOD by clicking OK and proceed as usual. If you are updating an existing save, you can keep the current DynDOLOD output with its DynDOLOD plugins active while executing DynDOLOD, so you do not have to go through the clean save update routine.
  17. LOD does not need to match it surroundings, it needs to match the full models/textures it represents. DynDOLOD uses the LOD assets that are installed in the load order. TexGen can update some LOD textures but not all. Those it can not update automatically need to be updated manually. Obviously make sure that TexGen generated all its textures without errors and that its output is installed and none of it is being overwritten when running DynDOLOD. If that does not help you need to provide more information, like which DynDOLOD version is being used, a modwatch etc.
  18. The lighting issue happens because the normal map for the bark is using a signed RGBA BC3 (DXT5) texture format and the native importer is not properly converting it to UNORM so the resulting normal map texture on the atlas is completely wrong. Next version will fix this, until then convert the texture to a normal RGBA (linear) instead of SRGBA.
  19. DynDOLOD checks if specific files exist in the load order. If the OS tells a program that a file does not exist, it means the file does not exist or maybe access is being blocked. The TexGen log shows log message from 2.x and 3.x. Do not mix installations. Unpack the DynDOLOD Standalone archive into a new empty folder as explained in the manual. Then generate textures with TexGen and then generate LOD with DynDOLOD from scratch. The TexGen generations in the log show that only rendered object LOD textures were generated. Generate both stitched and rendered object LOD textures and tree LOD billboards and install all of the output as a mod as explained int the manual.
  20. If I am supposed to test the result I would also need the textures.
  21. To create a trunk NIF/crown NIF for automatic hybrid creation or a 3D LOD model all you have to do is copy the full model NIF to the new filename. Then remove everything but the crown(s)/branche(s) and trunk BSTriShape (or NiTriShape + NiTriShapeData) + BSLightingShaderProperty + BSShaderTextureSet + NiAlphaProperty from the full model. If the full model uses a NiSwitchNode keep the children from the second NiNode (the one without any Bones, Collision etc.) You can just copy/paste the children to the root node. Then delete everything else. Convert the root node from BSTreeNode to NiNode, then convert to BSFadeNode. Sanitize Collapse Link Arrays, Reorder Blocks, Optimize Remove Unused Strings. Do not change anything on the shader or textures. Especially 3D trunks typically use the default shader and no other options which are unsupported by LOD. They should come out more or less 1:1. If the crown/branches have UV coordinates that are just slightly outside 0 and 1 move them to be inside to avoid auto re-vu. For the trunk textures it might be beneficial to add a mini atlas creation via a TexGen config file. By doing the cop/pasting inside the copied full model it ensures the correct NIF version is kept and I also find it to be quicker.
  22. Carefully read the first post what log files to provide. Use search, the message might have been discussed before. The steps are correct. See ..\DynDOLOD\Logs\DynDOLOD_QuickStart.html for the latest requirements/instructions of DynDOLOD 3 alpha.
  23. Any stutter that happens when cells attach and full models/full grass loads has nothing to do with LOD. DynDOLOD does not change anything in the load cells. DynDOLOD does not change how NGIO works. Make sure grass is always loaded from cache. Issues with NGIO should be asked/discussed on its appropriate forum.
  24. LOD meshes and textures are just files that the engine loads. There is no data/master required in any DynDOLOD plugin for those. For a tree to have LOD it requires a billboard (and/or a 3D LOD model for ultra tree LOD) to be installed. The log prints a list of found and not found billboards. The plugin filename and the form id of the base record is part of a billboards path. If different plugins add tree references with the same form id (without the first two bytes for the load order), then only the first can have tree LOD. Any duplicate will be done in object LOD instead automatically. DynDOLOD just logs facts and what it is doing. There is no need or use to delete the cache folder.
  25. As I mentioned I downloaded 2.32, not 1.03. Was there no space in the ..\DynDOLOD\TexGen_Output\Textures\terrain\lodgen\TexGen_SSE_Tree_Billboards.txt? That is where I copied my line from as explained in the manual.
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