Jump to content

sheson

Mod Author
  • Posts

    13,180
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. Hover the mouse pointer over the check boxes for hints explaining what the options do. Clicking on the "Help" button opens ..\DynDOLOD\docs\help\TexGen.html which explains: Tree billboards are required for standard Tree LOD generation or ultra tree LOD generation. HD Tree billboards are for the optional ultra tree LOD generation. Also may want to read ..\DynDOLOD\docs\help\Billboards.html So if ultra tree LOD is not generated there is no point to generate HD Tree LOD billboards.
  2. These screenshot look like you are looking at the attached cell area - probably faded with terrain LOD texture diffuse Type tll to disable LOD. If the terrain stays it is loaded cells. That would explain why 0 * vertexcolor is still visible, because the terrain and dark spot is - at least in part - fully loaded terrain.
  3. Obviously test with a path that only uses ASCII characters. Otherwise t is the OS or other third party crapware that blocks access to files.
  4. What seems to happen on LOD level 4? LOD does not cast or receive shadows. xLODGen/DynDOLOD are LOD generators. They do not change how the engine works. Especially not how the engine fades full terrain and terrain LOD. You seem to be confused what or where the attached cells are and what the LOD levels 4 and 8 are or where they start. Type tll in console to turn off LOD. The terrain that is left are the attached cells. Of course the vertex color intensity applies to all LOD levels all the same.
  5. Looking at the shader it seems to do the the usual diffuse * color multiplication, which is what xLODGen does. Regardless, beta 65 now has a Vertex Color Intensity option to control how much of the vertex color overlay is applied to the final texture. Maybe do a specific chunk with 0.8 and compare with your earlier screenshots.
  6. I am not quite sure what the questions related to TexGen/DynDOLOD are? Questions about No Grass In Objects and the grass cache generation should be asked at No Grass In Objects
  7. Zero chance. I suggest to carefully read the messages and logs you have not provided.
  8. Generate object LOD textures with TexGen before generating LOD with DynDOLOD. Make sure that no other mods overwrite the TexGen output.
  9. Trying to identify the colored patches from the scrreenshots, those are probably the vertex color information from the LAND record painted on top of things. I will have a look at this again how it's done and compare that with the reverse engineered shaders from the SkyrimRE project we have available now.
  10. OK. Let's see if I can find out anything with the data for the Forgotton Vale.
  11. If the brightness/contrast/gamma are default, xLODGen does not modify any textures at all. If the brightness/contrast/gamma are not default, they are applied equally to the final terrain LOD texture just before saving. Also make sure to keep the default setting bEnableProjecteUVDiffuseNormals=1 so snow etc. keeps its original brightness. Object LOD uses textures\landscape\snow01.dds and textures\landscape\snow02.dds as well (If you use TexGen) If you see a difference between the full texture and the resized LOD texture it because of shaders or INI settings that are applied in the game afterwards.
  12. 1) I do not recommend any settings. In fact I recommend to not change the brightness/contrast/gamma settings IF the same landscape textures are used for LOD generation and in the game. If you are following third party instructions like STEP for a specific load order and if there are questions you need to ask the guides authors. If you load the terrain LOD textures from Test-Terrain-Tamriel.7z (see first post) you can see each LOD quad and gauge their pixel dimensions actually used on screen. Also use the map for LOD level 32. LOD levels do not blend. They switch. LOD levels do not affect each other. The only blending happens inside the loaded cells between the full terrain textures and the terrain LOD level 4 diffuse. 2) To have snow match I suggest to disable the "improved" snow setting.
  13. Can you check what happens if you do these worldspaces without grass=1? If it is the grass LOD generation, could you upload the grass cache for these worldspaces?
  14. Make sure to not have older billboard files from earlier versions. Then double check what the message says is true. The billboard txt contains the list of textures and their CRC32 that were installed at their creation time.
  15. The terrain height data is stored in a special way on the LAND records. From that data the engine builds a mesh every time a cell is loaded. There are no settings that can change the abysmal circular terrain texture fading inside the loaded cells. That will probably require require changing the shader that is used to splat (layer) the full terrain textures. Use DynDOLOD SkyUI MCM You Are Here. It will tell you the the LOD file names/coords.
  16. Hovering over the quality setting says "Lower = Better / Larger Files, Higher = Worse / Smaller Files, -1 = No Optimization", which means the terrain LOD mesh is equal to the loaded cell. A quality of 0 will virtually looks the same. The loaded cells do not really use files. The terrain mesh is built on the fly.
  17. Run the worldspace all by itself. I assume the 24GB is when it generates Tamriel? If the OS tells the program there is not enough space to write files to, then there is either not enough space or the program is being blocked, like anti vir etc.
  18. If you like, also test running DynDOLOD with the -memory command line. It will be slower but should consume a bit less memory.
  19. Use task manager to find out which process is actually using up all the memory, DynDOLOD, LODGen or TexConv. The Delphi memory leak tester thingy does not find anything in DynDOLOD. Use sensible (default) resolutions for all LOD textures. I have seen LODGen require 5GB+ per thread. It typically starts one per core. Depends on quality of terrain LOD meshes. Temporarily disable high resolution xLODGen meshes, so it uses the vanilla LOD meshes to see if it makes a difference. Consider generating occlusion separately with xLODGen.
  20. BSOD are caused by hardware, BIOS settings, driver or OS problems. If a simple program compiled with Delphi could bring the OS down, it would be a series flaw in the OS.
  21. Obviously that is not an intentional change. The unknown data in Fallout4.esm must have changed since FO4LODGen.esp was created.
  22. You uploaded TexGen logs with this. Please upload the DynDOLOD log and debug log and the LODGen log if it exists. Can you repeat the exception by "Executing LODGen" again in expert=1 mode? If it is repeatable, upload these files from the folder ..\DynDOLOD\Edit Scripts\Export\ : LODGen_SSE_Export_Tamriel.txt LODGen_SSE_Terrain_Tamriel.bin LODGen_SSE_Object_Atlas_Map_Tamriel.txt LODGen_SSE_Alt_Textures_Tamriel.txt LODGen_SSE_Flat_Textures.txt You can always update the grass cache with different grass settings after LOD generation or disable the grass cache and let the GrassControl.dll generate grass. However, any such changes means that grass LOD and loaded grass do not match anymore and the fade/switch will be more obvious.
  23. I use it to reset the installation to default INIs and empty out the log, export and cache folder. Ignore if you do not want to clean/reset the current installation. BSOD are caused by hardware, BIOS, driver or OS problems. Programs can not cause BSOD, they CTD if there is an unhandled exception.
  24. That also depends if the base records are used by references in cells/worlds that the player can actually visit. DynDOLOD only reports the missing assets that are actually used by references to cut down the number of the reported problems. The point is that any records errors are ignored by DynDOLOD so that the generated LOD mods is error free. (In case of missing normal maps the default map is used). Typically errors should be fixed regardless of severity. A reference using a base record for a model that does not exist is pointless. I would just remove the references and base records if the model does not exist.
  25. Use xLODGen to generate terrain LOD meshes and textures for the current load order.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.