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z929669

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Everything posted by z929669

  1. Ummm .... it's right there? ^ EDIT: sorry, we had a post threshold to download attachments. I removed that for these forums, so you should be able to see it now.
  2. Sounds interesting ... I am unable to play it though, since it's private.
  3. @sheson I have read the mesh rules doc but want to verify if I cannot use a single mask that IDs all aspen trees (/meshes/landscape/tree/treeaspen0*) I know that I can use a mask for each of the six like "treeaspen01.nif", but a single "treeaspen" rule would not work, correct? Wildcards and regex also do not work?
  4. You need to revisit the BethINI instructions and disable the snow shader (Improved Shader)
  5. Yes, it's a typo ... but that is a WIP guide, so we aren't supporting it yet.
  6. The UV is mapped in modeling software like 3DsMax or Blender, but you can tweak it in NifSkope by right clicking on the BSTriShape or NiTriShape > Texture > Edit UV .... but that is kind of hit or miss.
  7. Wrong Resources version/type would have given you an error when launching DynDOLOD and you would not have been able to continue, I think. Re-downloading the latest alpha and resources and installing app into a clean directory should resolve either way though.
  8. Did this happen once or consistently in all reloads of the save? Did you COC or COW to the location from the console when you noticed this? Seems like it could be the UV on the mesh that's the problem.
  9. Looks like you may be using Alpha 33 where trunk billboard path references were incorrect. Did you grab the latest Alpha and Resources versions from the OP? Doesn't utilize your CPU(s)? That's not possible. In my XP, the latest Alphas have increased in performance and my runs are faster. Anyway, sheson will want to see your logs and a bugreport.txt as described in the OP ... else, he cannot help you troubleshoot.
  10. This mod is what DoubleYou recommends. he runs with ultra-wide format as well.
  11. Looks like another update ... seems to be out of beta now and ready for thorough testing once we update the OP instructions ... it will be some time before I can get there.
  12. Have you installed any mods not in the mod list? Using a controller with a controller mod? You can try disabling SkyUI, run LOOT, and see how the inventory and containers behave. There could also be an issue with your INIs. You may want to reset them ... I defer to @DoubleYou on the INI work though.
  13. The 1.0.0 SE guide expects DynDOLOD 2, so the GUI is different. You can either download that version or try v3 with our WIP guide. Note that the TexGen settings in the WIP guide are a bit off at this time ... just use the default TexGen settings instead.
  14. That's what I was hoping, and yes, SFO has the 03 small pine but doesn't use those textures. Makes sense that a custom pine03 was using them. They can go away then, which lops off a good deal of the file size, since they are in 2K, 4K, and 4K greener pines. 18 textures in all. Sounds like I may be able to find that one in an older version to see what it looks like and if it references other textures still in the mod specific to only that model.
  15. Exactly. @Tetrol88 and other like-minded individuals would do well to troubleshoot their issues and provide the needed alpha feedback to address any bugs so that v3 can evolve to it's potential, which is vastly superior to v2 (which is in beta, BTW, so it's not full stable anyway). We should all be working to help get v3 to it's first 'stable' release. In my opinion, the inconveniences mentioned are good quality-validation gates that should not be ignored. Not so much bugs with DynDOLOD/xEdit as bugs with mods. If they are false-positives with respect to validation, then we need to be exposing them so that sheson and the xEdit devs can address them.
  16. @TechAngel85 I am looking at EVT Custom Trees and noticeing several pine03* textures. I have looked at just about every model in that mod and core EVT, and I cannot find any that reference these textures. Also, EVT typically covers pine01, pine02, pine04, and pine05 pine tree types but NOT pine03. Vanilla treepineforest03 types also do not reference these textures. The current and historic Custom Trees installers explicitly has an option to install these textures for 'greener' pine03, and the core Custom Trees also has them but less green. Do you have any idea or are these just textures without a home?
  17. More fixes in latest release, including reduced particles in campfires
  18. Install "DynDOLOD Resources" as a mod and extract "DynDOLOD" into some path as an application (outside of mod manager, game location, and locations under UAC control ... use C|D|E|F|G:/Modding/Tools/DynDOLOD for example)
  19. Use TexGen 3 (part of DynDOLOD 3) to adjust ambient/direct lighting of tree trunks, crowns, and grass billboards in LOD (you can use the preview button to examine any model selected). There are also settings in DynDOLOD 3 that allow this selectively via both INI and GUI. If you are generating ultra trees, then 3D static trees will look exactly the same in the distance as the full model trees close up. If your 'full' trees (i.e., not LOD trees) are too bright, then your LOD will also be too bright (and darketing via TexGen or DynDOLOD will make them look different than the full models). It also sounds like you need to make adjustments to your ENB settings. This brightness can also be imacted in those settings. You can also use a tree mod that has ENB options for darker trunks and branches (e.g., Enhanced Vanilla Trees)
  20. Thanks for the compares ... new version should be even better for us. Will need to test within the context of our latest SE guide dev.
  21. Thanks for your continued patience in explaining these things seemingly tirelessly .... Haven't tested in game yet, but looking at the Flat NIFs packaged with DynDOLOD 3 Alpha 39: DynDOLOD_flat_2x2_lod.nif - uses billboard_1 & billboard_1_n files on one plane (double sided) and billboard_2 & billboard_2_n files on the other plane (double sided) DynDOLOD_flat_4x2_lod.nif - uses billboard_1 & billboard_1_n files on EACH side of one plane (NOT double sided) and billboard_2 & billboard_2_n files on EACH side of the other plane (NOT double sided) ... so 'internal' (Billboard1 & Billboard5 by default) defines a NIF programmatically that behaves like DynDOLOD_flat_4x2_lod.nif or DynDOLOD_flat_2x2_lod.nif ... maybe neither? Still wrestling with the usefulness of 'internal' when you have provided seemingly all of the most applicable external NIFs. If I want the potentially 'best' result with tree billboards in object LOD4, in theory, should I be setting 'billboard' or 'billboard4' at LOD4? Is 'billboard' same as 'billboard1'? Is Billboard6 (DynDOLOD_flat_lod.nif by default, double sided, flat normals) used if/when I only have a single (e.g., front) billboard & billboard_n? Sort of a rare "just in case needed" scenario?
  22. I must've grabbed the definitions from the doc rather than DynDOLOD_SSE.ini. So this is what I show for Alpha 39: Billboard1=Internal Billboard2=DynDOLOD_flat_2x2_lod.nif Billboard3=DynDOLOD_flat_3x2_lod.nif Billboard4=DynDOLOD_flat_4x2_lod.nif Billboard5=Internal Billboard6=LODGen_flat_lod.nif ... which makes more sense with what you are saying. SO ... under these definitions, Billboard1 (and Billboard5) should be same as Billboard2 outside of the latter defining "sphere normals" -- how does this relate to vertex colors? EDIT: I see now that this may be because vertex colors can be set in the external model Also, I don't understand how "Billboard1 or Billboard4 are the best suited for HD billboards with normal maps." -- since: " all Billboards will make use of _1 and _2.diffuse and normal map texture." Perhaps it's differences in the esoteric 'internal' model versus the defined 'external' models? I cannot inspect the former for comparison against the latter. Since those are DynDOLOD INI settings, I assume that TexGen doesn't create more/less tree billboards for any given tree in relation to these setting but rather DynDOLOD uses these billboards according to these settings. 'four' planes math/counts confuses me, given that I have seen TexGen only create 5 textures per tree --> 1 'front' diffuse + 1 front_1 diffuse + 1 front_1 normal + 1 side_2 diffuse + 1 side_2 normal (I 'think' this is correct?): How/when is 1 front diffuse used? DynDOLOD_flat_2x2_lod.nif and internal both use 1 front_1 diffuse + 1 front_1 normal on one plane (two sided) and 1 side_2 diffuse + 1 side_2 normal on the other (also two sided)? How could DynDOLOD_flat_4x2_lod.nif be any different? It still uses these same four textures, no? (4 x 2 = 8, but we only have 4) Lastly, what INI mechanism causes TexGen to create a third diffuse + normal set ('_3')? ... and I don't see a DynDOLOD_flat_6x3_lod.nif, which would complete the pattern for me. I will try to discover what you and the doc are saying by generating under varying conditions as you say (comparing output and screens), but any help in clarifying the details I am obviously not understanding (or over-complicating?) would be appreciated. i will test using suggestions found in ../DynDOLOD-Standalone.3.00-Alpha-39/DynDOLOD/docs/trees.ultra/DynDOLOD-Trees.html
  23. You are late Same topic created under SE a few days ago:
  24. Mod updated to v2.2.0 with a new and easy-to-choose installer with screens for every option (all optional files combined now except for Custom Trees). All 3D hybrid LOD remade and several small issues fixed.
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