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Everything posted by sheson
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
It's an accidental left over from some debugging. Next version will be normal again.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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The fact that only LOD textures have "lod" in their name is used for automatic logic so we do not have to rely on the HD LOD on base records in plugins to get it do things we need. But as mentioned there are settings to control that behavior, just need to manually set them and see if they are sufficient for this case.
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The full mountainslab texture is already loaded because it is more or less used in every loaded cell anyways. All textures typically have mipmaps, so there is no need to have the same texture with different resolution. I believe what is happening is that these particular meshes/texture combination runs into CK compatibility and performance optimizations I added to LODGen.exe. A vanilla LOD convention is that only HD LODs which are using full texture have vertex colors, while meshes using lod textures have not (since often they are pre-rendered). A problem with vertex colors is that the snow/ash shaders pick them up, so they have limited use. There are options/filters/exceptions that can be set (which DynDOLOD uses to automate things for itself). You should be able to to set them manually, I will have to verify the combination and config settings. I should have an update some time tomorrow hopefully.
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Use the older version for object LOD generation if it does what you need until I have time to check a few ore things and see if I can replicate or find out what it is. Edit: If you have a chance send me the custom LOD textures mountainslablod2.dds/mountainslablod3.dds as well. Why were some of the vanilla LOD level 4 meshes changed to use mountainslablod.dds instead of the correct textures\landscape\mountains\MountainSlab02.dds? Why do the new higher LOD levels uses different LOD textures? It seems they should be using the same texture as LOD Level 4. That doesn't make any sense. All meshes have matching UVs that can not be atlassed anyways. All those meshes should use the full texture for best performance and visuals. That way they loose their HD flag. Typically only HD LODs that do not use lod textures keep their vertex colors in the higher LOD levels.
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The following identifiers are recognized in the shape names: NoReUV, FixedNormals, SphereNormals. None of them should change vertex color behaviors. Since I tested with the LOD meshes from your archive they work fine as they are. You may want to try to reset xEdit LOD settings by starting by holding SHIFT or deleting the file config file c:\Users\[username]\AppData\Local\Skyrim\Plugins.tes5viewsettings You can find LODGen.exe update notes in DynDOLODs changelog with the prefix LODGen.exe.
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I installed the mountain LOD meshes from your archive. Generated LOD for Tamriel. All LOD levels and all mountains LOD meshes keep their vertex colors if they are not all white. Now I also tested Falskaar and checked 8.0.-16 and both mountain meshes (there are 2 as far as I can tell) have vertex colors. No idea what else to test or what happens in in your case.
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So I checked The file /401 Falskaar/Falskaar.8.0.16.bto and see that it the LOD mesh has vertex colors which unsurprisingly shows that they are not removed. Looking at your screenshot there is one more setting that might be controlling vertex color. The base records for LOD models needs to have "HD LOD" flag set. Maybe something changed in regards to that flag or how it is overwritten in the export file. Whatever I try here in regards to the HD flag though does not change that any tests I do always have vertex colors regardless of LOD level as long as the Generate Vertex Color log entry says true.
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Please send me one version of each different format. So if they all using the same format, one example should be enough.
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As I said, no version of xLODGen removes vertex colors from a LOD model unless No Vertex Colors is set in the options (dontGenerateVertexColors command line argument for LODGen.exe) or GenerateVertexColors=false or GenerateVertexColorsLOD[4|8|16|32]=false is set in the export file. The log from LODGen.exe says what the setting is. In case all of a LOD models vertex colors are white anyways they are removed for optimization. Typically all the vanilla LOD models for LOD level are 8 are the ones ending with meshes\lod\mountains\*_lod_1.nif. None of these vanilla LOD models have vertex colors other than all white. All of these vanilla LOD models use (mostly pre-rendered) LOD textures unlike the LOD 4 models (typically ending in *_lod_0[h|l].nif) which have vertex colors other than full white and use the same mountainslab texture as the full models.
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Unlike CK, xLODGen does not remove vertex colors from the LOD models for higher LOD levels by default. The LODGen log should show a line like "Generate Vertex Colors: True, True, True, True" A "true" for each for the 4 LOD levels. The change between LOD levels is most likely because of a different LOD model, which uses a different LOD texture (that is too bright) and/or has no or all white vertex colors. Use DynDOLOD. It will improve the empty vanilla distance LOD and allows assigning different LOD models for different LOD levels with simple mesh rules.
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Using MO? Or maybe Antivirus, OS preventing access. I take it, it also happened with vanilla textures that are valid? xLODGen is a renamed version of xEdit. So the default settings are where xEdit saves them. c:\Users\[username]\AppData\Local\Fallout4\Plugins.fo4viewsettings It only needs to reads the normal map textures when baking them onto the terrain normal.
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Glow LOD is not added by default and requires the user to enable options in the advanced options window. If you do not like a certain option generate LOD without enabling the options.
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TexGen/Dyn DOLOD does not creating "blank" files. If that is the case it means the input textures were already "blank". Check those or their (internal) conversion with texconv.exe.
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The program you use to look at them probably does not support the BC7 format.
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From the readme: Normal Size - texture resolution in pixels. See hints for native resolutions per LOD level. Higher resolutions are just a resize - see the hint message for the size that is native to the data (typically 256x256 for LOD4, 512x512 for LOD8 etc.), but can be useful because of compression and when baking normal-maps. Remember that each increase in resolution quadruples the resources and times needed to generate the textures. Higher than 1024 will start to take some serious time. https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/page-10?do=findComment&comment=221279
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DynDOLOD doesn't seem to work
sheson replied to Vaneglorious's question in DynDOLOD & xLODGen Support
The "\" mesh rules applies to all meshes that did not match an earlier rule. Water1024.nif will be done as dynamic LOD (Grid) since it can not be done as object LOD (LOD4/8/16) Using full models for LOD should be reserved to the animated dynamic LOD and a few select static object LOD in case a LOD models does not exist. Using full model for objects that are large or used very often will quickly result in many GB of LOD files and the game not loading because it runs out of memory. TREE is a type of base record (with support for animation and stuff). What the actual 3D model depicts is not important. If you want LOD for something it requires a LOD model or a LOD billboard (or you can try to use the full model in LOD4 or make it dynamic LOD). Shrubs and thickets are used plenty of times. The best option for performance is billboard LOD or a very optimized 3D LOD model. Creating either requires time, trial and error (or experience). It will be quicker/easier to just remove the LOD billboard and not have (bad) LOD for such small things. FAQ: DynDOLOD.exe: A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static object LOD. Static object LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does. -
DynDOLOD doesn't seem to work
sheson replied to Vaneglorious's question in DynDOLOD & xLODGen Support
If you do not like certain billboards SFO adds and prefer to rather not have LOD for them at all, just remove the billboard(s) before generating LOD. Past the loaded cell is the LOD area. LOD works by replacing full models with LOD models, which are simplified models with low res textures. They need to be simplified for the game to be able to handle it. -
DynDOLOD doesn't seem to work
sheson replied to Vaneglorious's question in DynDOLOD & xLODGen Support
Didn't you say you read the included documentation and what not? DynDOLOD is a modified xEdit (= xLODGen) to generate drastically improved object and tree LOD and a new optional dynamic LOD. Installing the DynDOLOD Standalone and installing DynDOLOD Resources takes less than a minute, so I have no idea what "long install period" is supposed to mean. Quoting the manual again: Billboards are a simple 2D texture representation of trees and an optional text file defining width, height and other parameters used for tree LOD. By default DynDOLOD generates 2D tree LOD (which is the xEdit tree LOD generation, which is a CK replacement) by using the LOD tree billboards that you installed. So there should be no surprise that DynDOLOD used the installed LOD tree billboards to generate 2D tree LOD. If you do not like the LOD tree billboards, install or create better ones for the vanilla trees and mods you are using. Then generate tree LOD again. Read DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html to learn how to generate 3D tree LOD in object LOD and its requirements. If there is tree LOD for trees that do not exist anymore or if tree LOD does not exist for trees, the load order changed after tree LOD generation. Generate tree LOD for the current load order. If all types of a tree do not have LOD, then there is no LOD tree billboard installed for that tree. Make sure none of the output files are overwritten. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
FAQ: DynDOLOD.exe: Exception in unit xxx line xxx: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There might be plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. If removing the Bashed Patch works, it means the plugin is broken. Generate a working Bashed Patch with the latest Wrye Bash version- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
Tagged with:
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DynDOLOD doesn't seem to work
sheson replied to Vaneglorious's question in DynDOLOD & xLODGen Support
Billboards are a simple 2D texture representation of trees and an optional text file defining width, height and other parameters used for tree LOD. Object LOD use 3D LOD models with LOD textures. They are simplified versions of the full 3D models and full textures. DynDOLOD does not change terrain LOD. So, the first two pictures seem to show that improved static tree and object LOD seems to be working. If you do not want the lavendar to have billboard tree LOD, then do not install the billboard for them. They are not included in DynDOLOD. They were installed with a mod. That water coast looks like this in vanilla. To generate and improve terrain LOD use xLODGen. It seems something is wrong with the dynamic LOD installation. When starting a new game (for tests "coc whiterun" from main menu works) or adding DynDOLOD to a new save made in an interior and then stepping outside should show messages top left about the problem. -
Makes no sense obviously. Test with new game.
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When you use PapyrusUtil instead this does not happen?

