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johnarnaud

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  1. @sheson - cool, I'll crack on with that later this evening and let you know. @jbvertexx - could you give a few details on how you got real shelter to work with DynDOLOD? On their own they work fine but I've found that when used together all dynamic LODs are switched off when under a shelter, regardless of the weather. Thanks!
  2. Hi again, in my endless search to have night-time skyrim lit up like a christmas tree I've stumbled across a problem getting the solitude's blue palace to show up as a full model (the window light should be visible from a long way away). I've tried mesh rules sbluepalace, sbluepalace.nif and even Skyrim.esm;0002E4D0 and the LOD mesh always appears, any ideas? Ultimately I'd love to learn how to add a glow map to the actual LOD mesh of a whole load of lit buildings to save on polygons but that's for another time.
  3. Gotcha, so from what I've understood when it comes to rock/mountain LODs one size texture fits all, the main mountainslab02 texture is used regardless of distance from the player, so any downsizing would affect every rock/mountain in the game (which leave's me wondering why there's even a LOD texture if the same full sized one is going to be used over and over). Just one little thing, you mention at the beginning that this is for rock/mountain meshes LOD4, if I were to select Static LOD8/16 in the LOD4 column would this have an effect (again if there's no corresponding LOD8/16 mesh I would see why not)? Sorry if this betrays a complete lack of understanding of how this actually works but I'd rather more objects in the distance at the expense of texture quality than a few gorgeous mountains that I can't really see in game. Thanks again. Edit - as for your second reply the main and LOD textures are from the same mod so no colour change when entering a new cell
  4. Thanks for that - is this something I can do in CK? I can't find it in Mod Organizer's data panel... Edit: I've found mountainslab01 and mountainslab02, if I copy and resize this/these down to say 512K or 256K then rename it HD LOD will that do the trick?
  5. Hi again, I'm having a little issue with rocks and mountains - regardless of which setting (static LOD4/8/16/_Far) I use to generate /rocksl the full mountain texture is used for every rock and mountain, adding plenty of unnecessary 2K textures. What I don't get is that the mountain texture I'm using (One Mountain) has LOD textures and they're loaded after DynDOLOD. Is there any way to rename these so they're used instead of the full textures? Thanks for all the help.
  6. Sheson - Thank you very much for this! Now back to endless hours of tweaking...
  7. Hi everyone, I'm looking for a little help with some of the settings to do with fires - I'm looking to get as many of them as possible to show up from as far away as possible similar to how giant fires are dealt with. In order to test this I've set fLightLODStartFade=150000.0000 and mesh rules 01burning and 01landburning to full models in each category but I must be missing something as there seems to be no change, i.e. fires/flames only appear when within ugrids 5. I was wondering if there are other mesh rules I need to change or is this outside the scope of what DynDOLOD can do? Any help would be much appreciated!
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