-
Posts
13,245 -
Joined
-
Last visited
-
Days Won
435
Everything posted by sheson
-
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
They have less polies. Basically the trunk is a 2D billboard while the leafs are 1:1 copied from the full trees. LODGen will use all leafs regardless of BSLOD fade. This was done manually. You can use and modify the nifs/textures as you like, just give credit. Not recommended, but you can try: You would also have to remove all references in all worlds that have EditorIDs similar to RealShelteresp_000000_DynDOLOD_LOD I guess you should then check for errors to find remaining records complaining about a missing master and remove them as well. Great :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
All these settings have to do with the full model and the object detail fade. Some full trees have branches fade out. I already mentioned those settings earlier. The ones with "tree" raised to > 4096 * 1/2 ugrids will make sure full model trees don't turn "skinny" at medium distance inside the ugrids. They will not change the fact that the 3D LOD tree models do not match if used with non vanilla trees. Also they won't change the behavior of the engine showing both full and LOD models for a time. The engine has to wait for all full models with LOD flag to load before turning the LOD off for a cell - since LOD objects are combined into one big model it doesn't know individual LOD models. If it wouldn't wait there would be a second of missing objects. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No worries. I am glad we could fix the issue. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The DynDOLOD page on Nexus and the manual both link to the tree billboards for purity already. I would think they will match them best. If they still appear too bright/dark, click advanced button and change the tree brightness dropdown. There are 3 reasons that message can show: The file can not be read from disk. If you go into Whiterun/Solitude/Riften/Windhelm and still see the same message about DynDOLOD_Tamriel.json it means it can read DynDOLOD_Worlds.json, so you know file access works in principle. If the message changes to Can not read data from DynDOLOD_Worlds.json then it can not access the files for some reason. The data format is invalid (I checked, it is OK) DynDOLOD.esp has a reference (an object in the world) which data is not in the json file. This can only happen if you run the process more than one time and for example use the DynDOLOD.esp from first time, but the json files from the second or vice versa. If you only generated once they have to match... I would suggest to start over with a default esp and empty output folder. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That looks correct. Double check nothing else overwrites the files (MO overwrite folder for example). Also they need to match the esp they were generated with. If problem persists, could you zip and upload all those json files somewhere so I can check their content? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Make sure to copy skse\plugins\StorageUtilData\*.json from the output directory to the game / MO mod folder. All files are created at the same DynDOLOD.esp is updated. They need to match, e.g. all files need to be from the same creation process. You use non matching 3D LOD trees - as I said, I only did vanilla trees. The branches and orientation of them perfectly match. If the 3D LOD trees match the full model the engines LOD switch will be much less noticeable. For screenshot one, make sure to read all the annotations in the video. I am not really sure what the problem is supposed to be in the second screenshot. I see full model trees and LOD trees. There is only one LOD atlas texture for trees for a world space. Check the generated Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds Whatever textures are in there come from the installed billboard LOD textures. Make sure to have the correct billboards installed. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
There always will be a short time where both full model and LOD show. It is how the engine works. You set FlagTrees=1 in DynDOLOD.ini? It will shorten the time a bit in this case. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Let us know how it goes. If there are any problem check/post TES5Edit\LODGen_log.txt and TES5Edit\TES5Edit_log.txt Before DynDOLOD there were no LOD roads in the distance, so I am not sure if you are talking about those or not. By default all LOD uses vanilla textures. If you use a texture replacer you can create matching LOD textures for most things, including roads, with DynDOLOD TexGen.pas. The upcoming version has these instructions in the doc folder [spoiler=DynDOLOD TexGen.html] DynDOLOD TexGen.pas If a texture replacer is used, the vanilla LOD textures may not match the looks very well. With DynDOLOD TexGen.pas most but not all LOD textures can be generated from the full textures in the current load order. This is a bit experimental and doesn't work for town LOD textures. Any feedback is appreciated. DynDOLOD TexGen.pas creates new LOD textures to the output directory. Either use all or hand pick by comparing with existing LOD textures. Overwrite vanilla LOD and original DynDOLOD textures with the new ones. Generate LOD Textures Set -o: command line parameter for TES5Edit (Arguments field in MO Modify Executables). Start TES5Edit. Right click, apply script on any mod, DynDOLOD TexGen.pas. Pay attention to all messages. Fix any errors about missing textures. Copy all or some of the created textures from the output directory into the game folder or into a new mod, overwriting the ones shipping with Vanilla (in BSA) and DynDOLOD. Delete any remaining files and directory in the output directory. Update Texture Atlas Once the LOD textures are updated it is not neccessary to run the complete DynDOLOD World.pas process again to just to update the atlas textures. Set Expert=1 in DynDOLOD.ini. In TES5Edit, apply script, DynDOLOD Worlds.pas. Select 'LODGen export' file from a past LOD generation, e.g. '..\TES5Edit\Edit Scripts\LODGen Tamriel.txt'. There should be similar files like this for each worldspace from last the generation. The 'Rebuild atlas' button becomes enabled if a LODGen export file has been found. Click 'Rebuild atlas' button to recreate the atlas texture for that LODGen export file, it will use the currently loaded LOD textures. Repeat for all other world spaces. In case LOD objects in the game have the wrong textures it may be because the dimensions of the LOD textures changed or the order of LOD texures in the atlas does not match the current static object LOD anymore. Generate static LOD again by clicking 'Execute LODGen.exe' to generate object LOD again with the new atlas data. Once completed copy Meshes (if it exists) and Textures from the output directory like before when doing full LOD generation with DynDOLOD Worlds.pas. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Tell us exactly what versions of what you are talking about. If no files are generated in objects, then something with LODGen.exe doesn't go right. Check TES5Edit\LODGen_log.txt. Most probable error would be that a nif file was not found. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I am not working with assets form other authors, so very unlikely. There may be a method to create 3D static trees automatically, but they won't be as optimized. We will see... Assume output folder is empty and you haven't created LOD yet. 1. create, copy and rename nolodtrees.lst to output folder \Meshes\Terrain\Tamriel\Trees\Tamriel.lst 2. generate 3. copy output to game -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This also happens with Vanilla LOD. It is the games occlusion culling at work. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The second. But the file needs to exist in the output folder structure for DynDOLOD while generating. Once generation is complete it needs to be copied with the rest of the generated files to the the games data folder or into the MOD if using MO. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The mechanic of the dynamic LOD is explained in the manual... These scripts are not "running". The scripts are just attached to persistent objects. A script instance simply means each of them has its own set of variables. Only a tiny fraction of the scripts execute when you cross a cell border. All cells around the dynamic objects have one activator, plus one activator for each cell with objects plus every dynamic object. They all need to be persistent in order to work outside the loaded cells. The scripting is not even comparable to Perma, Frostfall or CH. Check the source code. This is so light weight it can deal with over 30,000 dynamic LOD objects and I only could make it behave weird when speed running with that ridiculous amount of dynamic objects. You really need xEdit v3.1.1 or newer. This is the newest developer version of TES5Edit from GitHub.com. If you actually do, then please post TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
In SkyrimPrefs.Ini fMeshLODLevel2FadeTreeDistance= fMeshLODLevel1FadeTreeDistance= see if changing those helps with the detail fade of trees in loaded cells. I only created 3D static trees for the vanilla trees so they won't match with SFO. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes it needs to be in the output path for the generation so when it builds the 2D tree index it finds zero 2D trees... you need to make it trick itself because I am too busy to write the proper code atm :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I meant CPU memory. If the game is choppy try restarting MO and game once, then rebooting once see if it goes away. Block2 can not really be raised. You can set it to reserve more memory, but everything above 256MB will never be used by its routines so it is wasted. The reservation simply effects the whole memory management. I tried for a week to make it use the extra reserved part - everything about is different compared to block1. Since it is not causing CTD like block1 there was no to continue trying to figure it out. Just put everything for 3D trees into its own mod and you can easily switch back and forth for testing. If you copy the esp and SKSE/json folder from the 2D LOD generation you don't even have to worry about save games. I do not care about workshop mods ... sorry :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Do you have ExpandSystemMemoryX64=true in enblocal.ini? Try setting it to false. Then I never have problems with raising block1 and can leave block2 at default. The performance impact of 3D trees in terms of FPS is much less than you would think. Because 2D trees are turned off it compensates quite a bit. The files size of the BTOs and the higher memory requirements will be much more of a problem. -
I think all settings starting with fLODMesh relate to object detail fade and the BSLODTriShape in full models. See ropes in meshes\architecture\farmhouse\farmhouse02.nif for example, nifskope has a LOD slider. fTreeLoadDistance=max distance for tree LOD fBlockMaximumDistance=max distance for object LOD level 16 fBlockLevel1Distance=max distance for object LOD level 8 fBlockLevel0Distance=max distance for object LOD level 4 fSplitDistanceMult=multiplier for landscape LOD levels fSkyCellRefFadeDistance=distance for neverfades (if base element has neverfade flag set as well references always show to max draw distance) fLODFadeOutMultSkyCell multiplies above value
- 77 replies
-
- SKYRIMLE
- configuration file
-
(and 1 more)
Tagged with:
-
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
AFAIK it only adds a few extra fires and they will be added to dyanmic LOD without any problems. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
LODGen.exe is the white text on black background command prompt window that mostly prints out lines like Finished LOD level 4 coord [-28, 4] [39545/24177] When DynDOLO Worlds.pas generates LOD it starts the external tool LODGen.exe once for each worldspace. LODGen.exe generates the static object LOD. Only one LODGen.exe can run at a time. So DynDOLOD World.pas waits for it to finish and eventually will show the message that it is still running. Wait for LODGen.exe to finish its current job and once the command prompt window closed, click 'Yes' so it can start generating static LOD for the next worldspace. The LODGen.exe command prompt window might be in the background, but it will have an icon on the taskbar. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
More LOD means more memory usage. Use ENB Boost and my memory patch build into SKSE to fix ILS and CTD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
To be technically precise the tree LOD generated by DynDOLOD Worlds.pas needs to overwrite the tree LOD shipping with SFO or whatever the name of the mod is. It the files in these folders: Meshes\Terrain\Tamriel\Trees\ Textures\Terrain\Tamriel\Trees\ replace Tamriel with appropriate worldspace names. Great! I only had short peak back a couple weeks ago. I will give a good look before my next update. Word of mouth will spread soon enough :) I kind of want to do a second comparison video and let that speak for itself. Currently it just attracts a nice amount of feedback I can handle without having to resort to do unspeakable things to the firstborns -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Move the mod with the generated LOD files after SFO in the load order. TES5Edit\Edit Scripts\LODGen_Tamriel.txt is created when you run DynDOLOD Worlds.pas. I guess you deleted it in the meantime. Make sure to have default Skyrim.ini and Skyrimprefs.ini in the MO profile folder you are using to generate LOD. You can make a copy of the existing gaming profile and overwrite the inis. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks, uploaded to TES5LODGen. Wondering why Vurts doesn't include them himself, it seems he creates the included tree LOD with TES5LODGen so he has must have them already... :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Glad you figured out so much stuff yourself :) lod\nordicexterior\nortempleexteriorribfree03_lod.nif is in "Skyrim - Meshes.bsa" Check Skyrim.ini (in the MO profile you are using) for sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa See if that file is listed in the top section of TES5Edit\Edit Scripts\LODGen_Tamriel.txt with all the other BSAs. If not MO is "hiding" it from TES5Edit Alternatively you can also unpack the LOD folder from "Skyrim - Meshes.bsa" or use https://www.afkmods.com/index.php?/files/file/1543-skyrim-vanilla-lod-source-files-v16/. Do not overwrite any LOD meshes from DynDOLOD. Only in some posts in this thread or in the folders themselves. The wrong placed objects happens when updating with a new DynDOLOD.esp and SKSE wasn't done right. Rules for SkyFalls are included in DynDOLOD already. You can keep it or remove it. DynDOLOD doesn't do terrain LOD, so use a terrain LOD mod to fix those issues. DynDOLOD adds lots of new LOD for many objects but certainly not everything. Compare screenshots in first post. Great! Post a screenshot to https://www.nexusmods.com/skyrim/mods/addimage/?id=59721 See https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-128/page-81?do=findComment&comment=126630

