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z929669

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Everything posted by z929669

  1. If you revert the INI settings back to default, you can set top/bottom to each be identical to highest/lowest/mean value of the three settings. Using a value of 1.0 will likely be too bright though. You have been saying that grass is white or too bright, so you should generate with an extreme in the other direction to see how each setting impacts (this is what I did). Leave DynDOLOD top/bottom alone for now (after reverting back to default, or use the settings in instructions linked below) and change ambient/direct in 'grass' billboard setting of TexGen. Probably need to lower ambient at least. Look at these settings for an idea of what works well with Cathedral Landscapes. Notice, we have ambient way down. Modify ambient even lower to see almost black LOD grass and higher to tend towards white. Fine tune with the top/bottom tints later after you have a workable brightness. Mean of bottom tints should always be lower than mean of top tints if you want more realistic look. Re-run TexGen and DynDOLOD after. The instructions I point to give ideas for all settings and grass config ... it's a WIP and is not final though.
  2. The 2.0.0 guide is not released and not supported at this time if you were following that. If you are just asking for the 1.0.0 guide, ENB should have noting to do with LOD unless you installed ENB mod options that impact object LOD. Probably not, so just add whatever ENB you like.
  3. I am guessing that you still have Cathedral Landscapes (TEMP) mod for use only during terrain LODGen. This will cause all kinds of texture glitches when active outside of LODGen.
  4. If you all want to discuss these mods, please create a separate topic for each mod as instructed at top of this forum. As it is now, it doesn't conform with standards for this forum and will be moved to a more general forum.
  5. Interesting. Thanks for the heads up. have you reported this to the author?
  6. My mistake @AiElias Perhaps your NIFs for those ash trees are not named correctly or have mismatching CRCs with reference models? Maybe a texture path is wrong in the meshes?
  7. Are you saying that grass is normally generated for all cells unless or that all cells normally get a gid cache file? Couldn't the existing Py script be used directly or at least run to get the list? Maybe I'm making invalid assumptions.
  8. So you see the context menu item, "Racalculate Bounds" (could be "recalc bounds"), in the CK when you right click on the DLC2TreePineForestAshL01 object record? Click on that to recalc bounds, and you will see the value change on the record once you click on another record I think. Do them all and save.
  9. From LODGen_log.txt: File not found: s3dtrees_treepineforestash01_3C1F018A_trunk.txt File not found: s3dtrees_treepineforestash02_041FEF79_trunk.txt File not found: s3dtrees_treepineforestash03_2A7E40FD_trunk.txt File not found: s3dtrees_treepineforestash04_FDBE67BB_trunk.txt File not found: s3dtrees_treepineforestash05_F2F965DB_trunk.txt File not found: s3dtrees_treepineforestashl01_C8B19422_trunk.txt File not found: s3dtrees_treepineforestashl02_26FC8238_trunk.txt File not found: s3dtrees_treepineforestashl03_9B7E70B6_trunk.txt File not found: s3dtrees_treepineforestashl04_38DA030F_trunk.txt File not found: s3dtrees_treepineforestashl05_81E6CC65_trunk.txt Looks like TexGen did not create the billboards (or at least the text files defining their params) for the ash trees. This could possibly mean that they don't have defined object bounds in the plugin (or some other issue), so info is missing to create the trunk billboards for the hybrids. Try loading the plugin in the CK and going to Trees node. Then you can right click each ash tree and select "recalculate bounds", then save the plugin and try again.
  10. You mention "custom billboards" within a context of "3D trees", so you maybe mean "3D [hybrid] LOD models"? Tree billboards will also be created by TexGen 3 for these to derive the 2D object LOD via DynDOLOD 3. As the OP and forum messages state, you should post all relevant logs, including in this case your LODGen_log.txt from running hybrid.bat. Usually that log will identify issues with the 3D hybrid models if you did that. If you just copied/renamed the full models, then it is likely you have placed those into the wrong path or used incorrect CRCs. Get the CRC-32 from the full model mesh referenced and name like MyTree_FE5926A6passthru_lod.nif Then place into: \meshes\DynDOLOD\lod\trees\
  11. A no brainer as long as they did not remove anything noticeable
  12. Yes, we will have instructions soon, but see previous posts:
  13. Good find ... will update this mod.
  14. Yep, that's what I was referring to ... probably worth it
  15. I can't make it out ... are we looking at it from the side? Is it that little line at center? I think you would actually use "full" rather than farLOD, since full is the fallback anyway and no LOD model is provided.
  16. What about the preview? Are youseeing any of your assets in that (besides vanilla)? It seems like your mods are not apparent in your load order. Outside of that, I can think of nothing that would cause this. Seems like a load order or configuration problem. Are you generating any TexGen output at all?
  17. TexGen seems to be finding nothing to do. Check your TexGen GUI settings before clicking 'Start' Check all boxes. ... load up previews to check if there are any textures found.
  18. One of the users for the add-on mentioned that he may optimize the LOD meshes ... makes much more sense to optimize the fill ones though, since they are the same exact thing. I may give it a try at some point if he doesn't.
  19. For me, LOD is the whole point though, so removing it from LOD is just a bad idea, IMO. Better to just set billboard for Aspen LOD
  20. Don't bother. I already spoke with Arthmoor. Turns out that allowing guest downloads causes his bandwidth to go through the roof. Makes sense. It probably will still increase dramatically eventually even without guest downloads. And yes, nexus does require membership to download. I didn't recall that, since it's been fifteen years since I wasn't a member there.
  21. Yeah, anims are basically vanilla and part of the base mod meshes, which are totally custom and look great but lack the NiNode magic that allows better anims. It doesn't bother me personally. See EVT aspen models to see the structural diff, which is one way to get better anims. Complicated, IMO. The LOD performance is also an issue with the base crowns, which are high poly to correct for lighting issues that impact deciduous trees in particular. Normal faces must always face a light source to look right, so higher poly count helps to correct. Pines don't have the issue, because their branches basically always are radial at 45 degrees-ish. I spoke with Vurt at length about this issue with my aspen mod, which has lower poly count and suffers quite a bit from this limitation. IMO, the AA mod itself should further optimize polys and reduce by half again to fix both full and LOD performance. Just correcting the LOD crowns alone would mean more noticeable transition. Could be done though, but I am still learning how to use 3DsMax. Anims and polys issues are both special problems of deciduous trees I think.
  22. You and me both, brother I don't have any issues with the mini-game either ... other than it sometimes being a bit tedious at times by forcing a pause in progression. But that's the way it would be in RL, so ...
  23. Took care of these. Yellow are not on AFK Mods Green are fine on Nexus ... ?? Red is not on wiki and not on AFK Mods
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