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sheson

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Everything posted by sheson

  1. I have no idea what you or the mod manager are doing. You are the only one that can verify that the tree LOD texture atlas that is used by the game is the one generated by DynDOLOD/xLODGen for the current load order. So, I can only repeat what I already wrote earlier: A: Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods.
  2. You do not really need to increase or decrease the resolution for the different LOD levels, because the textures are further away from player. At some point it will just use higher mipmaps. The point of "native" world normal resolution per cell is that there is no need to use any higher resolution for the textures, unless normal-maps are baked. Generally it would probably be better to use lower resolution but less/no compression. However, the compression can actually add noise to terrain that could look "better". To find best/sane values one would have to test different resolutions and compare screenshots and note VRAM usage.... per different game and per different terrain LOD distances.
  3. I might need to update that slower version to latest version, though. Lets see what you get.
  4. The screenshot seems to show some kind of Aspen LOD textures instead of Pines. Assuming you are using traditional 2D tree LOD, the only possible way how tree LOD textures can show up in the game is from the tree LOD texture atlas, which is hardcoded to Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds. If the trees textures do not match, the tree LOD atlas texture is wrong for the tree LOD "meshes". There are no other reasons possible for traditional 2D tree LOD to be wrong. If those are 3D tree LODs then you need to verify the nifs that are used for LOD4, they are also listed in the DynDOLOD log.
  5. Billboards are LOD resources that are installed to the game data folder / mod manager equivalent. So you need to look them up in the game data folder.
  6. FAQ: Tree LOD: LOD trees do not match close-up full model trees A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. The log will detail which tree uses which billboard, just search the log for the base form id of a tree to easily find it. FAQ: Tree LOD: LOD trees textures cut off mid-way A: The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.* A: Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods.
  7. The error message indicates that either the PapyrusUtil SE DLL is not updated or loading or because the PapyrusUtil SE scripts are not updated. There is also a chance that not all SKSE scripts exist in the load order or are outdated.
  8. Is that with the x86 or x64 version? I am wondering it runs out of memory, since you say it works without error when running the worlspace alone.
  9. The existing world normal data for each cell is 33x33 pixels which one pixel shared with the next cell, so it is 32x32 effective. So for 4x4 cells the native resolution is 128x128, for 8x8 cells it is 256 and so on. It so happens that it is internally easier to work with a 64x64 resolution for each cell, which results in 256x256 for 4x4 cells, 512x512 for 8x8 cells and so on. Increasing the resolution beyond those values is not really improving the (uncompressed) detail anymore. When baking terrain texture normalmaps onto the world normals, this changes however, as there are 12 textures per cell in Fallout 4 (16 for FO3, FNV and 24 for the Skyrim) Typically Fallout 4 terrain textures are 2048x2048, so the native normalmap resolution per cell would be 24576. So when baking normal-maps increasing the normal resolution beyond the native values makes sense, since there is more detail then.
  10. Install the correct billboards for the load order as explained in the manual. Generate LOD. Then install the generated LOD, overwriting everything in the load order.
  11. Make a screenshot from that error message next time
  12. While it seems silly that the filename should matter how textures are treated, it would not surprise me one bit. See if xLODGen Beta 12, which uses the vanilla name, works different (Vanilla name as long as the atlas does not have to be split because of size constraints).
  13. Generally the logs looks OK and resources seem to be all available, but the game is installed to Program Files and DynDOLOD is installed to a special windows folder, which both can be problematic. UAC or anti virus may prevent access to certain files. Check LOD distances on the SkyUI MCM DynDOLOD Settings page or in SkyrimPrefs.INI. Check that the static object LOD (Meshes\Terrain\Tamriel\Objects\Tamriel.*.*.*.bto) is installed correctly to the games data folder / mod manager equivalent. Check with nifskope if Meshes\Terrain\Tamriel\Objects\Tamriel.4.4.0.bto shows the Whiterun castle to make sure the generated files are OK.
  14. 1. TexGen generates single LOD textures. The texture atlas is one big texture with all the single texture combined. The TexGen size sets the size of a single LOD texture. The Max Tile drop down is a filter setting, any texture larger than that will not be used on the atlas, it will be used directly. 2. Depends on the used plugins and how much they edit existing large references and how much the visual problems bother you. Obviously, dynamic LOD already somewhat covers what large references tries to accomplish, without the bugs and with less performance impact for many more objects and more importantly also for new objects and worlds added by mods. Like most new "improved" features of Skyrim SE it's probably best to be disabled. 3. Large reference data in DynDOLOD.esm was not generated correctly in case generating DynDOLOD is not checked
  15. Would you mind uploading the two atlasses, the one that works and the one that doesn't for comparison?
  16. Get DynDOLOD Standalone 2.36 beta 11 from first post. That should hopefully fix that problem.
  17. The screenshots looks bit like vanilla and additional DynDOLOD LOD resources required to generate LOD are missing. Upload/post ..DynDOLOD\Logs\DynDOLOD_TES5_log.txt and ..DynDOLOD\Edit Scripts\Export\LODGen_TES5_Tamriel.txt
  18. Is this with Skyrim or Skyrim SE? Do you use Open Cities?
  19. Use xLODGen beta 11, that should fix Use source alpha threshold. But for the case source alpha is not checked, can you check if ..\Edit Scripts\LODGen.txt contain a line DefaultAlphaThreshold=110 or whatever the value is you selected in the options? Does it make a difference if using x86 or x64 version of xLODGen? What is the installation path of xLODGen and the game? What language is the OS you are using? When you install new versions of xLODGen, completely remove the old installation first to make sure there are no old files lingering around. Are the worldspace records for Goodneighbour or Diamond City changed by plugins?
  20. I think I found the problem. I will have a new beta version for you to test some time later today.
  21. Correct, it will use the single texture for the ones that are not on the atlas, so it is not optimal for performance, but testing this hopefully helps us understanding this problem better.
  22. If this is not a mipmap problem then the only other setting that can influence the transparency of trees and that electric tower like in your screenshots is the alpha threshold. It may be possible that the console is not supporting the same flexibility as the PC version. Check what the alpha threshold value is in the nifs. You could try using the vanilla atlas by unchecking the generate atlas checkbox. This will only work with Commonwealth and Sanctuary atm as I didn't create vanilla atlas info for DLC worldpaces yet. You could also try using DXT1 instead of DXT5 and lowering the alpha threshold, or use gimp to change the alpha channel directly.
  23. There is nothing wrong with the LOD BTO you uploaded. The roof, tower and porch are all one "large reference" supermesh that all unload at the same time. So you should tfc to the building when the roof is missing, but the stone tower and porch is still there, so we can see if those are LOD or not. Make a screenshot, then type tll and make a screenshot again. Then go close so everything is in the loaded cells, get form ids of the objects and look them up in xEdit to see what mods are doing to them.
  24. Is there some kind of error message that you could post? I never really bothered to much with FO4 CK. Maybe this is a hint to the mipmap problem (e.g. blurry textures) Is the Far Habour atlas texture smaller than 4096x2048? If so set max atlas dimension for Commonwealth to 4096x2048 in the options. It will then create 2 atlas textures. See if that fixes it. If all else fails, just remove the mipmaps from the atlas textures as that seems to be the working solution in that case.
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