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z929669

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Everything posted by z929669

  1. I Just checked the location and see what you mean now. COC bloodskalbarrowexterior01 and then move a few feet to the right. But it only happens from inside that cell, just moving a few feet resolves. I don't think it's worth dropping WTT, personally. Have you reported this on the xLODGen support topic? Also, you should probably finish up with your CTD troubleshooting before moving on to this one
  2. Wouldn'tsomething like this also work?
  3. "seems to be a bug" doesn't sound like a good reason to disable this mod. First, verify that there is a bug that you cannot live withn (validate that the bug exists and under what conditions if any). Otherwise, you are going off in your own direction and setting up a cascade of potential issues, given you are troubleshooting your long-standing CTDs with sheson, and I don't believe you have come to any definitive resolution with that. I think it's too soon to begin deviating and muddying the waters with more variables.
  4. Just throwing in my 2 cents here (ultimately, follow GSDFan's advice)... The default Base Dir Path for instances is %LOCALAPPDATA%\ModOrganizer\{instanceName} The advantage here is that your Windows user profile has full access/privileges under this path, since it exists under %USERPROFILE%. This circumvents any potential security restrictions (like UAC issues). The root of C:\ could be problematic if the OS is installed on C:\. The root of any other drive should be fine, but you probably don't have explicit, user-based privileges there. You might need to mess with advanced security settings under paths outside of %USERPROFILE%. Step's advice is to use MO Instances and their default paths. It "just works".
  5. We haven't bothered adding that one because it really doesn't matter. BethINI will find your config files either way. If you want certain settings different in a given profile, then you would tick profile-specific INIs. Same goes for save games. I don't think auto archive invalidation matters either way, because BethINI takes care of it, I think. I believe if you tick that one, it adds more data to SkyrimCuston.ini, which I don't like, so I leave it unticked. You can always toggle these options in the profile settings after you install MO.
  6. Yes, I know what you mean. Thanks
  7. Without the required logs, it's all just shooting in the dark, but your DynDOLOD installation path or %USERPROFILE% path likely include unsupported characters or are too deep. It could also mean that the version of textures\cubemaps\ShinyBright_e.dds is problematic. It could also be an issue with the output file format you have chosen (or the input file format). Check which mod is providing this texture and see if replacing it or hiding it resolves. That error code is a general error.
  8. The Step Skyrim SE 2.3 guide requires the Anniversary Upgrade. There is no other version of the guide. SSE 1.6.1170 is NOT the Anniversary Upgrade. It's the latest version of the game, Anniversary Edition (AE). The top of the guide says exactly what you need to use the guide. It even provides a link to the AU. The SSG provides instructions for SSE that only make sense if you have the AU. The Step Patches don't need to be 'fixed'. They require the AU. The guide, in turn, requires all of the patches. If you don't want to run the AU, then the guide and patches won't explicitly apply. Just get the AU and you will be sorted.
  9. Drive is fine, but from the guidelines: ...using text sharing services...
  10. See the forum guidelines for tips on third-party file-sharing services. Use zip or 7z to archive the files first.
  11. You can save your 'good' TexGen and DynDOLOD output by moving them into a different path. Then delete (or move/archive) all content under DynDOLOD\Logs, and regenerate TexGen and DynDOLOD NG output. Then see if you get a new crashlog to go with that. The logs are important for troubleshooting.
  12. You didn't provide the DynDOLOD debug log, which provides key information required to understand the issue. Just guessing from the crash log, I suspect that you are not executing the application as expected. Install DynDOLOD by extracting it into an empty folder on your drive. Delete any previous DynDOLOD install first. Do not install the DynDOLOD application as a mod. After you ensure the application is installed correctly, carefully read how to set up the executable and run DynDOLOD.
  13. Because NG includes the LR Workaround and theoretically better results. It's simpler to use as well.
  14. The ACMoS generator reads only the textures of the xLODGen output and merges roads/paths onto a select portion of them. It doesn't mess with the meshes. A good practice is to point ACMoS gen to the xLODGen_Output folder (not the mod version but rather the original directory location) and then point the ACMoS output into a completely different folder. I do all of this under the xLODGen install location. The result is two different outputs (xLODGen and ACMoS) that can be installed as mods independently. Let the ACMoS mod override the xLODGen mod. This way, the process is nondestructive, and you can enable them independently.
  15. Good points, thanks. The billboards exist for fieldgrass (1) in two forms: fieldgrasstu (1)_00000db2 & fieldgrasstu (1)_000008a0 (I'm not sure what the numeric portions refer to. They are not FormIDs). 00000db2 has complex=true, but 000008a0 is missing this line, so that must be the issue. There are 54 cg grass files in the mod, and I have 70 TXT billboard files. Each grass has between 1 and 3 billboard variants (no clue why this varies), and a small handfull are missing the cg line in the TXT file for some reason. Is there something I can check or test to dig a bit deeper? As I mentioned, each was produced using the same methodology, so I am confident that the source textures aren't the cause of this inconsistency. I've run TexGen again, and the issue did not recur. That previous TexGen session did not complete successfully it seems ...even though I was prompted to exit TexGen normally. Running DynDOLOD against the new TexGen output produced the expected result, so this latest issue was a non-repeatable fluke. Nothing at all has changed in the LO or process, so let's chalk it up to random issues with the OS. Thanks for your time.
  16. Win 11 does have some bugs with the MO2 VFS. See the posts on this mod for some details.
  17. Thanks for confirming why usemipmaps won't work on the NIF when the texture path of the NIF points to a texture that has no mipmaps. This makes sense now and confirms that my understanding of how it works is not totally off. I'm baffled as to shy there was a brightness change on that run though, as none of the textures changed. It may be related to the other issue with the blue GrassBrightness* values, which were set to be very bright that run. The TexGen debug I posted has over ten thousand lines processing the NIF I posted (and a few others before that): [01:32] [SplitComplexGrassTexture] <Debug: Processing textures\landscape\grass\fieldgrassTU (1).dds> [01:32] [dynLoadImage] <Debug: [textures\landscape\grass\fieldgrassTU (1).dds] ResourceExists> [01:32] [dynLoadImage] <Debug: [textures\landscape\grass\fieldgrassTU (1).dds] DXGI_FORMAT_BC7_UNORM> [01:32] [dynLoadImage] <Debug: [textures\landscape\grass\fieldgrassTU (1).dds] Executing "C:\Modding\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -m 1 -aw 256 -f R8G8B8A8_UNORM -srgb -o "C:\Users\David\AppData\Local\Temp\TexGen_SSE" "C:\Users\David\AppData\Local\Temp\TexGen_SSE\5B1472EAA4EC4240B73F173B983A1608.dds"> [01:32] [SplitComplexGrassTexture] <Debug: Splitting complex grass textures textures\landscape\grass\fieldgrassTU (1).dds into C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds 1 1, 0 0, 0 0> [01:32] [SplitComplexGrassTexture] <Debug: Splitting complex grass textures textures\landscape\grass\fieldgrassTU (1).dds into C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds> [01:32] [dynSaveImage] <Debug: Saving C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds> [01:32] [dynSaveImage] <Debug: Saving C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds> [01:32] [TwbRender.Render] <Debug: Used Model 4b Meshes\landscape\grass\fieldgrasstu (1).nif 1> [01:32] [TwbRender.LoadTexture] <Debug: Used Texture 2 C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif -1> [01:32] [TwbRender.LoadTexture] <Debug: Loading C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds Cathedral Landscapes.esp FieldGrassTU_1_NoGrass [GRAS:FE0658A0]> [01:32] [TwbRender.MakeCurrent] <Debug: LoadGLMultiImage C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds Result: 4C011A7E aRC: 30000 (Textures) aDC: 0> [01:32] [LoadGLMultiImage] <Debug: Loading C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds> [01:32] [TwbRender.ReserveID] <Debug: Creating 7 LoadGLMultiImage C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds> [01:32] [LoadGLMultiImage] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds mipmap max 10> [01:32] [LoadGLMultiImage] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds done 10> [01:32] [TwbRender.MakeCurrent] <Debug: LoadGLMultiImage C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds Result: 0 aRC: 0 () aDC: 4C011A7E> [01:32] [TwbRender.LoadTexture] <Debug: Used Texture 2 C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif -1> [01:32] [TwbRender.LoadTexture] <Debug: Loading C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds Cathedral Landscapes.esp FieldGrassTU_1_NoGrass [GRAS:FE0658A0]> [01:32] [TwbRender.MakeCurrent] <Debug: LoadGLMultiImage C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds Result: 4C011A7E aRC: 30000 (Textures) aDC: 0> [01:32] [LoadGLMultiImage] <Debug: Loading C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds> [01:32] [TwbRender.ReserveID] <Debug: Creating 8 LoadGLMultiImage C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds> [01:33] [LoadGLMultiImage] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds mipmap max 10> [01:33] [LoadGLMultiImage] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds done 10> [01:33] [TwbRender.MakeCurrent] <Debug: LoadGLMultiImage C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds Result: 0 aRC: 0 () aDC: 4C011A7E> [01:33] [TwbRender.LoadTexture] <Debug: Used Texture 2 textures\landscape\grass\fieldgrassTU (1).dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif -1> [01:33] [TwbRender.LoadTexture] <Debug: Loading textures\landscape\grass\fieldgrassTU (1).dds Cathedral Landscapes.esp FieldGrassTU_1_NoGrass [GRAS:FE0658A0]> [01:33] [TwbRender.MakeCurrent] <Debug: LoadGLMultiImage textures\landscape\grass\fieldgrassTU (1).dds Result: 4C011A7E aRC: 30000 (Textures) aDC: 0> [01:33] [LoadGLMultiImage] <Debug: Loading textures\landscape\grass\fieldgrassTU (1).dds> [01:33] [TwbRender.ReserveID] <Debug: Creating 9 LoadGLMultiImage textures\landscape\grass\fieldgrassTU (1).dds> [01:33] [TwbRender.MakeCurrent] <Debug: LoadGLMultiImage textures\landscape\grass\fieldgrassTU (1).dds Result: 0 aRC: 0 () aDC: 4C011A7E> [01:33] [TwbRender.LoadScene] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Loading Meshes\landscape\grass\fieldgrasstu (1).nif> [01:33] [TwbRender.MakeCurrent] <Debug: TwbRender.LoadScene C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Result: 4C011A7E aRC: 30001 (Meshes) aDC: 0> [01:33] [TwbRender.LoadScene] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Vertexdata: 9> [01:33] [TwbRender.LoadScene] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E FieldGrass01:0 Meshes\landscape\grass\fieldgrasstu (1).nif 0 C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds 7> [01:33] [TwbRender.LoadScene] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E FieldGrass01:0 Meshes\landscape\grass\fieldgrasstu (1).nif 1 C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds 8> [01:33] [TwbRender.LoadScene] <Debug: Checked 1 FieldGrass01:0 Meshes\landscape\grass\fieldgrasstu (1).nif> [01:33] [TwbRender.MakeCurrent] <Debug: TwbRender.LoadScene C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Result: 0 aRC: 0 () aDC: 4C011A7E> [01:33] [TwbRender.MakeCurrent] <Debug: TwbRender.Draw C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Result: 4C011A7E aRC: 20002 (Render #0) aDC: 0> [01:33] [TwbRender.SceneSet] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E 1> [01:33] [TwbRender.MakeCurrent] <Debug: TwbRender.Draw C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Result: 0 aRC: 0 () aDC: 4C011A7E> [01:33] [TwbRender.Render] <Debug: Used Model 5b Meshes\landscape\grass\fieldgrasstu (1).nif 0> [01:33] [TwbRender.Render] <Debug: Used Model 4b Meshes\landscape\grass\fieldgrasstu (1).nif 1> [01:33] [TwbRender.LoadTexture] <Debug: Used Texture 1 C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif 334203> [01:33] [TwbRender.LoadTexture] <Debug: Used Texture 1 C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif 334203> [01:33] [TwbRender.LoadTexture] <Debug: Used Texture 1 textures\landscape\grass\fieldgrassTU (1).dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif 334203> [01:33] [TwbRender.MakeCurrent] <Debug: TwbRender.Draw C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Result: FFFFFFFFEF0117F4 aRC: 20002 (Render #0) aDC: 0> [01:33] [TwbRender.SceneSet] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E 1> [01:33] [TwbRender.MakeCurrent] <Debug: TwbRender.Draw C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Result: 0 aRC: 0 () aDC: FFFFFFFFEF0117F4> [01:33] [TwbRender.Render] <Debug: Used Model 5b Meshes\landscape\grass\fieldgrasstu (1).nif 0> [01:33] [TwbRender.Render] <Debug: Used Model 4b Meshes\landscape\grass\fieldgrasstu (1).nif 1> [01:33] [TwbRender.LoadTexture] <Debug: Used Texture 1 C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65.dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif 334640> [01:33] [TwbRender.LoadTexture] <Debug: Used Texture 1 C:\Users\David\AppData\Local\Temp\TexGen_SSE\2C5F5123826A420B8A4B4AB3EB1F0E65_n.dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif 334640> [01:33] [TwbRender.LoadTexture] <Debug: Used Texture 1 textures\landscape\grass\fieldgrassTU (1).dds 1 Meshes\landscape\grass\fieldgrasstu (1).nif 334640> [01:33] [TwbRender.MakeCurrent] <Debug: TwbRender.Draw C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Result: 4C011A7E aRC: 20002 (Render #0) aDC: 0> [01:33] [TwbRender.SceneSet] <Debug: C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E 1> [01:33] [TwbRender.MakeCurrent] <Debug: TwbRender.Draw C:\Users\David\AppData\Local\Temp\TexGen_SSE\45AC5C6EF2224F6FB5028652F19E6D7E Result: 0 aRC: 0 () aDC: 4C011A7E> [01:33] [TwbRender.Render] <Debug: Used Model 5b Meshes\landscape\grass\fieldgrasstu (1).nif 0> [01:34] [TwbRender.Render] <Debug: Used Model 4b Meshes\landscape\grass\fieldgrasstu (1).nif 1> ...these last 20-ish lines repeat similarly for hundreds more iterations and thousands more lines for this one model. No other but a handfull of textures consume this volume of log space just before it. The full texture of all these tundra grasses are constructed in the same 1x2 format as the texture I posted with the model previously. The TexGen preview of every single grass in my game registeres as cg. Therefore, if I have these patches of blue grass, some of them are being treated as basic grass by DynDOLOD for some reason. I'm pretty sure it's fieldgrasstu (1), but it's not easy to distinguish from the low-res LOD model using tfc. Since I cannot use MIC, there's some guesswork involved. I'm hoping you will trust the facts though and that some cg grasses are not being treated as complex. I've reloaded this save on this generation several times, and the same grasses appear as blue. As I mentioned, in a previous generation, the volume of blue tundra grasses was much higher. Later today, I will exit and reload these cells to see if the pattern and frequency changes. It may have something to do with rendering from the grass cache, IDK, but it's a 'thing'.
  18. Have you reverted your game folder to pure vanilla and created a new MO instance with this latest partial build? If you have followed the guide all this time with these issues, then something is unique to your situation. Either something basic wasn't done correctly, or you have a hardware or OS issue. Your best bet at this point is to post your situation in the DynDOLOD support forums with this log and the needed DynDOLOD logs. Something in your LO or game folder is not playing nicely, and it seems to come out with those additional mods activated with the DynDOLOD patch.
  19. Since I've not gotten further clarification/confirmation on my last post, I'm moving on to another issue. In my continued testing, I've noticed a cg grass that is not treated as such by DynDOLOD. It's being treated as a basic grass. The coloring is controlled by GrassBrightness* rather than ComplexGrassBrightness* in DynDOLOD_SSE.ini. This can be seen in my most recent run where I've set GrassBrightness* to be pure blue. cg grass colored by GrassBrightness* After looking more closely, I believe the grass to be fieldgrassTU (1).nif (fieldgrasstu (1).dds), which is a cg texture included with Cathedral Landscapes Complex Grass for ENB. It seems that the TexGen debug log stumbles a bit on this and a few other textures in the TwRender.* process. I can't find anything suspicious with this model in the DynDOLOD debug log. I'd like to understand the cause, because this issue isn't consistent between DynDOLOD runs. In my previous run, this blue was very dense and impacted larger areas. I didn't get a screenshot then because I was testing with MipMapTests and didn't want to conflate the two results (that's another matter). Anyway, it explains why my LOD results are inconsistent in terms of matching full with LOD grasses if some grasses are being treated as basic as opposed to complex by DynDOLOD. I think grass placements can vary at generation and/or cell load time, so that may explain why I have less blue this run and this same save. suspect grass logs
  20. Okay, so 'usemipmaps' keyword does not apply to the DynDOLOD source LOD models (e.g., DynDOLOD_flat_4x2alt2_lod.nif) when used for grass but does work for trees? I'm still confused by the very bright LOD grass result I posted at the start of this conversation when using this keyword in the model and assigning it to ComplexGrassBillboard. Was that just me breaking something that might cause that outcome?
  21. Okay, so is it accurate to say that DynDOLOD generates mipmaps using the TexGen billboard texture as a basis at mip 0? If that's the case, I still don't understand the following. It implies that the mipmaps defined in the full texture are used rather than them being generated by DynDOLOD (because TexGen billboard textures do not have mipmaps, as you said): https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names - usemipmaps - if the textures used by this shape are added to the texture atlas, use original mipmaps instead of generating them. See above. where above exactly? What is the "original mipmaps"?
  22. To be clear, I'm not modifying the outputs of the LOD patch. Rather, I am working with the source cg textures and generating LOD from those. Specifically, I'm optimizing the mipmaps of the Cathedral Landscapes Complex Grass for ENB grasses, because many of the finer grasses were too thin at distance: From the documentation, DynDOLOD mipmaps are probably like this: I will experiment using the cutout alpha, MipMapTests parameter in DynDOLOD, and solidifying specific TexGen grass billboards. I'm still not clear on what UseMipMaps keyword is doing in this situation when applied to the grass billboard NIF. What explains the huge brightness difference? This would seem to have noting at all to do with TexGen, since the supposedly used mipmaps are in the source texture used by the full grass model as shown above.
  23. Then it seems like your CTD issues are most likely related to the DynDOLOD patch. Try generating terrain and object LOD for your minimal LO to see if you are still stable. If you are stable, then the culprit is most likely either a mod or ENB.
  24. I'd like input regarding the 'usemipmaps' keyword in the shape name of the modified external grass billboard, DynDOLOD_flat_4x2alt2_lod.nif. When I modify the original billboard included with DynDOLOD, save into a new NIF, and modify my DynDOLOD_SSE.ini likewise to use the new billboard model, I get an unexpected result. Clearly, the mipmaps generated by DynDOLOD for grass (in this case Cathedral Landscapes Complex Grass for ENB), use a method that differs from the mipmaps of the textures. From the result, it looks like some of the LOD grasses may be correct, but many are much too bright and wrong, so I cannot say for certain. The obviously wrong grasses are from 1024x2048 source cg textures saved with a2c threshold of 128, while those that look a bit more as expected correlate to 2048x4096 source textures saved at a a2c threshold of 106. I've been carefully testing the optimal thresholds of these grasses, and with respect to the grasses in the scene below, these are optimal for loaded grasses (not too thick or thin and no alpha color bias). Thus, I wanted to test using them for LOD. using default NIF using modified NIF logs Note that the version of the mod I'm working with is in development, so if you want any particular files, I will post them. PS: I'm not sure how mipmaps work for object LOD. I've seen that the TexGen billboards make it into the DynDOLOD_Tamriel.dds atlas, but the closest LOD grass seems brighter than the TexGen source billboard textures when usemipmaps keyword is used. How can I check the mip levels compared to my source? PSS: I've checked the DynDOLOD_Tamriel.dds atlas mip levels now, and am seeing that higher mip levels are particularly opaque/bright for the problem grasses. Might the cause be that I am using the Kaiser algorithm for generating mipmaps? This works nicely for non-LOD textures, but it may be that opacity needs to be reduced at each mip level for LOD to avoid overly-bright grasses at lower mip levels. I'm not sure if the closest grass LOD uses mip 0 (from the TexGen billboards) on the atlas, because those aren't as bright as mipmaps at higher levels on the atlas. If the grasses on the atlas (and only the grasses) are now using my mipmaps, then Kaiser may be 'bad' for use with DynDOLOD. PSSS: Well, it occurs to me that the TexGen billboard mipmaps shouldn't be getting used, since the usemipmaps keyword applies to generation subsequent to generating the billboards with TexGen, so I have no clue
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