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sheson

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Everything posted by sheson

  1. https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models LODGen supports using full models for object LOD, however do not copy full models directly to *_lod*.nif. Object LOD models are expected to be optimized and dedicated for LOD. If no such optimized or dedicated object LOD model exists, use mesh mask rules to instruct to actually use the full model for the desired LOD levels. Using full models for object LOD works for many simply and static models. LOD does not support alpha blending of textures. It can either be transparent or not and the threshold is typically 128. In case a full model texture uses alpha or a different threshold, consider creating a dedicated object LOD texture with the threshold in mind. Animated or models using specific shader options which are not available in static object LOD, should either use a mesh mask rule to use the full model or have an optimized and dedicated *_dyndolod_lod.nif created. For best results there typically should be object LOD models created. This does not necessarily mean less triangle count or using LOD textures (which are often created automatically from full textures anyways), but also applies to adjusting UV coordinates, convert ordered nodes, changing shader settings and removing collision, animations, dynamic parts, particles etc. The uploaded archive seems to contain only 2 models that qualify as object LOD models (dahaka_skullstatue_lod_0.nif and eaglerock_lod_0.nif) albeit having unnecessary BSX flags like havok or articulated. All other models seem to be just renamed full models, despite the explanations in the manual and them being reported in the dyndolod log with with this message https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model. musilmcrossdoor02_lod_0.nif and rf1xcastlebasea_lod_0.nif use textures\Resources\Buildings\city\desert\Desertruinblock.dds which has am alpha channel for which all values are less than the 128 threshold, so it becomes full transparent if used in object LOD. A TexGen config file with the filename DynDOLOD_SSE_TexGen_noalpha_worldofrudraesm.txt should be added for that texture which instructs to remove the alpha channel and for example create a 2x2 tiled version: 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0 0 textures\lod\fdesertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0 0.5 textures\lod\desertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0.5 0 textures\lod\desertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0.5 0.5 textures\lod\desertruinblocklod.dds 1 1 See https://dyndolod.info/Help/TexGen-Configuration for more. It is enough to add that config file and then generate the LOD texture with TexGen before generating LOD with DynDOLOD as usual. Any full or LOD model using that full texture that will be used for object LOD will then automatically use the LOD texture. I suggest to check the end of the LODGen log for all reported full textures. For example lines like this: textures\resources\buildings\city\dah\trim_03.dds,textures\resources\buildings\city\dah\trim_03_n.dds: 20433 -> 29782 | 7308, 11943 20433 -> 2978 is the number of triangles before and after the re-UV that tries to ensure that UV stays between 0.0 and 1.0. The next two numbers are how often UV exceeded U and V boundaries. So in case of this example a 2x2 LOD texture would also help with the automatic optimizations. Consider doing that for any texture that reports thousands. of these to improve performance of LOD, especially when using full models. The best solution of course is always to create dedicated LOD models that already have properly UV for the LOD texture generated by TexGen natively without relying on LODGen to automatically try to fix it. Of course that requires, some experience with programs like Blender/3DSMax and how to make proper (decimated) 3D (LOD) models and UV etc. Make sure to read the linked pages and in case my ramblings are too brief or require further detailed explanations, ask specific questions.
  2. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. Copy the text of the message to the clipboard and post the text of the message instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The message tells you what the problem is. The path is wrong, there is no such path/filename. xEdit asks the OS if the file exists at the shown path and the OS reports that it does not. No information about the actual path has been provided. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Click on the link Click on this link for additional explanations and help for this message, which opens https://dyndolod.info/Messages/INI-Files. The screenshot shows the game mode is SSE, so -sse seems to be working as expected. Alternatively set the path to the INI with a command line argument. If the path to the INI is already set with command line arguments, make sure they have been added correctly. See https://dyndolod.info/Help/Command-Line-Argument. Also see https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG The explanations which commands line to use do not include the -i command line. They instead explain to use -m to the folder. Do not removes spaces. Best not edit folder or filenames. Copy and paste paths/filenames to avoid mistakes.
  3. Provide a link to the mod and/or at least the LOD resources can be downloaded. They are not included in The World of Rudra SE 1.8.6.2 Eng
  4. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Make useful screenshots of the full model that does not have LOD with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
  5. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots "This" is not a problem description. What parts of the screenshot do you have issues with or want to improve? https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD
  6. What coc/cow command are you using to load into the game? Can you upload Skyrim.ini, SkyrimPrefs.INi, SkyrimCustom.INI and all plugin INIs in the data folder?
  7. That seems the best we can do atm with just the sRGB to linear RGB conversion. Is there any difference about the LOD showing in the active cells if you change to uLockedObjectMapLOD=16 in A Clear Map of Skyrim.ini?
  8. This test version should not have that error anymore https://mega.nz/file/lcRUASQK#mslatReZ33l16wgdSCsrwocgGTyukT74aDLZY0j6CyY
  9. You do not have this error for the same load order with DynDOLOD 3 Alpha 182 release? What is the last plugin to overwrite the worldspace arnimaDUPLICATE003 with form ID 15000D62 with 15 being arnima.esm What is the last plugin to overwrite the water record 15035260 in arnima.esm?
  10. Download this future version of DynDOLOD that uses TexGen routines/shader to create the linear RGB texture instead of Texconv with the hardcoded DirectX math routines https://mega.nz/file/9A5iWTrB#_Ond0nAwN0XvZnvPPsS9wd7ODlLhgZPV8A_HKZkPoqE Set sRGBGamma in DynDOLOD_SSE.ini to the same value as you did in TexGen_SSE.ini. then generate LOD again. If it complains about Texconvx64.exe download this version https://mega.nz/file/QV4w1YRY#vHCnSwg69AOLZOB1BpErWV2Tki7wDaq_UH7xDM4WfIY and replace it in the Edit Scripts folder. Eventually there should be a simple and poor man's version of a PBR shader added to TexGen that creates a simple baked linear diffuse that hopefully matches a bit better what happens in the game with CS than just converting sRGB textures to linear RGB.
  11. Moved to the related thread. Use the "Copy this message to clipboard" to copy and paste the text of a message instead of posting a screenshot of text. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log, debug log and bugrepot.txt (if it exists) to upload when making posts. Use the test version from this post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545 and check if it works. "not optional and not beta" means the latest official driver release. "Recommended" would be the latest release driver directly from the Hardware Vender. "WHQL" is generally what installs with Windows Update. https://learn.microsoft.com/en-us/windows-hardware/drivers/install/whql-release-signature "Windows Hardware Quality Labs" https://www.google.com/search?q=whql
  12. Now that you know which texture to change, load the original PBR texture into an image program and change its gamma (levels). That should have a bit of a different result compared to just reducing the brightness. Future DynDOLOD version will use TexGen instead of Texconv to create the *linear.dds version. Read the FAQ answer in my earlier post and this thread https://stepmodifications.org/forum/topic/20455-lod-and-full-models-overlapping/ The ACMOS instruction include to change the Level32 setting in the DynDOLOD_SSE.INI to generate object LOD level 32 files.
  13. Unfortunately the uploaded DynDOLOD log and debug log do not show the last LOD generation. They only show the tool being started and closed. Upload the last successful LOD generation session instead. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. You did not upload the requested DynDOLOD_SSE_Object_Report.txt but logs\DynDOLOD_SSE_Object_LOD.txt instead. Curisouly, the More Informative Console window top left always shows the rock IsEnabled: Yes?! Mountain and rock LOD in the first LOD level typically use the full mountain texture, which in case it is sRGB is converted by Texconv with a fixed gamma that can not be changed yet. The DynDOLOD log should have several lines that look like Creating ..\DynDOLOD\DynDOLOD_Output\textures\pbr\*\*linear.dds For example: Creating ..\DynDOLOD\DynDOLOD_Output\textures\pbr\landscape\mountains\mountainslab01linear.dds Creating ..\DynDOLOD\DynDOLOD_Output\textures\pbr\landscape\mountains\mountainslab02linear.dds Find and compare those two textures to their source they are derived from ..\textures\pbr\landscape\mountains\mountainslab01.dds and mountainslab21.dds in an appropriate image/texture viewer that they look the same. In that case test if darkening the *linear.dds textures manually with an appropriate image program has the desired effect. LOD and full model are not supposed to show at the same time. See https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells: Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Also see Maps And Map Mods and Seasons if relevant. A Clear Map of Skyrim is installed, make sure to really follow its instructions.
  14. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD debug log of the last generation to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make useful screenshots of the full model(s) with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Would be helpful to also click to show the list of used textures with in more informative console.
  15. DynDOLOD can not show anything from plugins that are not loaded. The log shows that only the default vanilla plugins and BSA for Skyrim Special Edition are loaded. The log indicates the -p command line might not point to the actual plugins.txt file. Loading active plugin list: C:\Users\Reidh\AppData\Local\Skyrim Special Edition GOG\\ As shown in the example at https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG, the -p command line should include a filename. -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
  16. The test was to check if xEdit could extract/save the textures and nothing else. Just use latest version of xLODGen as is.
  17. For testing just TexGen and then Rebuild Atlas in DynDOLOD expert mode. https://dyndolod.info/Updating#New-or-Updated-Mods-or-Plugins In case a new mod only updates textures or tree full models (and grass full models in case grass LOD is used) relevant to LOD, remove old TexGen output, then use TexGen to generate new output and install it as usual. Start DynDOLOD in expert mode, select all or only the affected worldspaces and click the Rebuild Atlas button to update the atlas textures. Then install the DynDOLOD output, overwriting the existing DynDOLOD output. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas Once you found the best value, also update DynDOLOD INI and then generate from scratch.
  18. You have a clear map overhaul installed. Make sure to read and follow the mods instructions which - depending on the mods install options - includes setting Level32=1 in the F:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Also see Maps And Map Mods and Seasons if relevant. That mod ini would be A Clear Map of Skyrim.ini, again depending on the mods install options Unrelated, there are outdated 3rd party object LOD meshes installed. See https://dyndolod.info/Mods/Majestic-Mountains
  19. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console. Without the actual requested logs/information, I can only repeat to really read all answers for https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells and https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells
  20. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum, in particular https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ, https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells
  21. The LOD seems to use the to linear converted PBR texture. https://dyndolod.info/Mods/Community-Shaders#PBR TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. Try maybe with 1.6 or so. There is no feedback yet which gamma value works best to closely match the actual way the PBR shader works.
  22. There is no DynDOLOD debug log uploaded to that google drive.
  23. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD debug log to also upload when making posts Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Use tll in console to test if something is LOD or still a full model as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting Make a useful screenshot of the full model with more informative console and a close up of the LOD model as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
  24. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma By default the BSHeartland worldspace is ignored. To enable the worldspace, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again. Make sure to edit the correct file for the desired game mode. https://dyndolod.info/Help/Game-Mode
  25. Use the MO2 right window Data tab to find out the winning mod for specific files like the mentioned NIF comes from. Do not forget to enable archive parsing in Tools, Settings, Workarounds tab.
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