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z929669

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Everything posted by z929669

  1. Yes, that is actually LOD4 or the closest LOD in the LOD lineup. The excerpt I quoted implies that the SFO pine LODs are not supported in EVT (IMO). You will probably need to make the billboards or passthru LOD meshes yourself in that case so that DynDOLOD can use them. Vurt may have some by now ... or maybe someone else created them for his mods, so those would work with EVT.
  2. From the mod page description: Semi-compatible Mods Skyrim Flora Overhaul - incompatible out of the box. Users can use the updated meshes for the Vurt's SnowyPines option, being sure to grab the billboards for them from SFO. Users may also hide/delete the trees from SFO and only use the grasses.Last LOD? Do you mean LOD4/8/16/32? You can use DynDOLOD to generate 3D trees from the full (stripped-down) models or any available billboards for Billboard2. If SFO has the billboards for those trees, you should be able to use DynDOLOD to gen the 2D versions for those. Tech will be able to give you more specific advice for the SFO LOD, since he maintains that mod, but I would probably build the needed passthru models from that mod so that DynDOLOD would produce 3D trees. I would strip out the animation and other incompatible stuff from the base models and just use those if you know DynDOLOD pretty well. Otherwise, you will need to consult that doc for instructions.
  3. Thanks, we'll check it out. In the middle of prepping for the site move (finally), so guide revisions pending that event.
  4. First, it requires extra work :) It would also distribute our guide from a source redundant with what we already offer here. Our goal is to not only provide a guide but a forum and a more versatile method of guide building and maintenance using a wiki. We collect and compile as much relevant info as possible and try to focus more on the why and how of building and testing a setup. We'd rather be a resource for Wabbajack users and authors in addition to people that are trying to learn, tweak, and test. Step is more a "hobby site" with some hopefully reliable and useful info.
  5. Agree with Tech .. also, SE is higher res and 64-bit compliant, so naturally, performance requirements are bumped as well. The mandate is all relative to the game, and the 3.0 guide has a different base game.
  6. Huh? It's "Cathedral Landscapes" on Nexus and in the Guide. Mod page was "Landscapes - Cathedral Concept" as is this thread name, so wiki is consistent with Nexus now. Just need to change this Topic name (optional).
  7. Would you notify the author of the problem ... maybe in 'bugs' and point to your post?
  8. This forum requires posting in English please (OP translated for reference). Also, use of pirated software is not tolerated.
  9. Thanks, glad it worked out ;)
  10. I removed the space and added a note about "SKSE" autocreation. Not sure how to stop that behavior, but it places it at bottom of the list, so not a bid deal to just leave the redundancy
  11. I finally finished. Billboard2 looks good, but inferior to the optimized 3D statics (with 2x flat planes for trunks). However, with these trees, the specular of the trunks does not agree with the flat meshes, which do not render the specularity it seems. Using stripped-down versions of the full models as 3D statics fixed that. The full-model meshes were optimized out of the box, so no redundant triangles. This is the result (full-models are mixed with the LOD, so hopefully, it's tough to tell the diff). The only pop-in I see is the leaves and the trunks, due to the 'fixed' models of the LOD meshes I think. I do see movement of the sun on the LOD, but there is still a diff. LOD transitions are pretty damn good though.
  12. @sheson Scoured the doc but was unable to find any explicit definitions for mesh rules Static LOD8 and Static LOD16. What happens if one sets Static LOD8 at LOD4 mesh rule for example? Seems invalid, but it's available from the context menu.
  13. The UI font size is perfect for me, so I've never tried. I don't see an INI setting for font size, but it could be coded under [Geometry]
  14. I never pack MO mods as archives. I just Create Empty Mod and move all files into that. Then it's just the uncompressed mod ... this is how most mods install as well, but maybe that's configurable to package into archives, IHDK. I suppose archiving is good for saving disk space, but does add another error factor
  15. Thanks for the confirmations! I think I know what to tweak test now for billboards. Back to the 3D statics ...
  16. I've stepped away from working on 3D statics, since I'm having mesh issues still. So I am testing Billboards now. I have defined both Billboard and Billboard2 in ..\textures\Terrain\LODGen\Skyrim.esm\ ... one TXT file defines all. Names like: TreeAspen01_0006A9E6.txt TreeAspen01_0006A9E6.dds (Billboard) - according to logs, mesh rules using 'Billboard' DO NOT use this texture but rather the next one TreeAspen01_0006A9E6_1.dds (Billboard2; front view; identical to #2) - according to logs, mesh rules using 'Billboard' use this texture and not the previous TreeAspen01_0006A9E6_1_n.dds (Billboard2; front view; created using xNormal as described in doc) - no idea if it's used TreeAspen01_0006A9E_2.dds (Billboard2; side view) - no idea if it's used TreeAspen01_0006A9E_2_n.dds (Billboard2; side view; created using xNormal as described in doc) - no idea if it's usedMesh rules defining 'Billboard' show in log (why not using #2 above?). When mesh rules define 'Billboard', I didn't think the following applies (assumed this applied only when Billboard2 is set): Log example from 'Billboard run: TreeAspen01 [TREE:0006A9E6] meshes\landscape\trees\treeaspen01.nif Billboard found LOD4: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds using internal LOD8: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds using internal Mesh rules defining 'Billboard2' for these trees, log shows (why nothing for #5 above? do I assume the above instruction applies, and the log just doesn't show that detail?): TreeAspen01 [TREE:0006A9E6] meshes\landscape\trees\treeaspen01.nif Billboard found LOD4: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds using dyndolod_flat_2x2_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds using dyndolod_flat_2x2_lod.nif LOD16: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds using dyndolod_flat_2x2_lod.nif... I assumed that mods could be packaged with all (coexisting) DynDOLOD resource types for the different billboards, meaning I thought I could include all assets in same location as described in the 1-6 list at top of this post ... ? Also, all billboards are too bright in game in all weathers with direct sunlight and look painted in foggy weather (look good in cloudy weathers). I know about the 'brightness' settings in the DynDOLOD INI, but I want to avoid changes to the default so that others can use it without special instructions. I suspect it's the 'super' normal maps made from 4x lighting angles in xNormal. Add transparency to normals or decrease opacity? Diffuse are already a tad darker overall than source.
  17. Grrrr ... so simple and yet so elusive. Thanks!
  18. @sheson There doesn't seem to be a way to do as instructed in ../DynDOLOD/Docs/trees.ultra/DynDOLOD-Trees.html#5: There is no way I can see to set a lighting direction on a model. It's always from 'top' it seems. Nor can I find any way to side-view models from angles necessary for screens of the 3x2 planes (0/60/120/180/240/300). Default front/side views only give me 0/90/180/270, which is fine for the 2x2 but not the 3x2. EDIT: Looks like I can manually type in rotation degrees for 'R' on the main branch (assuming yaw/pitch/rotation is set here and in degrees). Not sure if that's right. Must be a similar way to do lighting direction?
  19. Thanks for the clarifications & confirmations!
  20. OK, so it does use some generic mesh 'internally' defined in DynDOLOD? It can't just be a texture standing up in game, right? So I think I understand that the 2x2 & 3x2 meshes defined in the INI are 'external' defaults, correct? So using the 2x2 for billboard applies when setting 'Billboard2' in mesh rules? If so, how does one get two x/y planes set to the mesh planes with accurate L-W dimensions? By file name like: TreeName01_XXXXXXXX_#.dds, TreeName01_XXXXXXXX_#_n.dds vs TreeName01_#_XXXXXXXX.dds, TreeName01_#_XXXXXXXX_n.dds ... can two different, like-named TXT files be used to define coordinates for the two unique plane billboard shots? EDIT: disregard this last question. I see that the billboard example shows the naming convention and TXT 'Depth' spec in ..\DynDOLOD\Docs\trees.ultra\examples\2-textures-billboard-example\textures\terrain\LODGen\skyrim.esm\ ... but I'm not clear how ShiftX/Y are determined from the defined object bounds (ShiftZ is straight forward as simply the Z1 value): [LOD] Width=434 Depth=358 Height=635 ShiftX=17 ShiftY=1 ShiftZ=-273 Scale=1 Model=Landscape\Trees\TundraDriftWoodTree01.nif
  21. OK, so "Billboard(1)" must use some mesh, and I assume it is the 2x2 mesh provided, whose vertices are modified by the TXT file. Billboard2 must be an explicitly-created external mesh then, and the default INI just refers to the 2x2, since it's a good starting point? The automation sounds great, but the manual effort is appreciated, since it helps me to understand what's going on (If I can understand it :P). I'll keep messing around with it and let you know where I go. Thanks for the continued support.
  22. So I'm a bit confused by use of internal vs external billboard NIF models. It looks like the INI defines what to use: Billboard2=DynDOLOD_flat_2x2_lod.nif Billboard3=DynDOLOD_flat_3x2_lod.nif Billboard4=Internal Billboard5=Internal Billboard6=Internal... and these values can point to 'eternal' NIFs ... is DynDOLOD_flat_2x2_lod.nif 'external' or 'internal'? The "optimized" tree models I created as described in my earlier post are named like TreeAspen01_D10688CApassthru_lod.nif. Now these models are used along with the billboard textures as indicated by the log, fe: TreeAspen02 [TREE:0006C9D5] meshes\landscape\trees\treeaspen02.nif Billboard found <-- unclear on the meshes used for these or how to create them (see below) LOD4: textures\terrain\lodgen\skyrim.esm\treeaspen02_0006c9d5.dds using internal <-- mesh rule set to use "Billboard" for this one ... I didn't create a mesh for this LOD8: textures\terrain\lodgen\skyrim.esm\treeaspen02_0006c9d5.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\treeaspen02_0006c9d5.dds using internal TreeAspen03 [TREE:0006C9D4] meshes\landscape\trees\treeaspen03.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\treeaspen03_4e860f19passthru_lod.nif <-- set mesh rule to "3D Static", so my optimized 3D mesh was used LOD8: textures\terrain\lodgen\skyrim.esm\treeaspen03_0006c9d4.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\treeaspen03_0006c9d4.dds using internal ... I set mesh rules differently for TreeAspen02 and 03 for testing purposes and comparing results in game (I still need to make adjustments to billboard textures and 3D LOD meshes to better align with full models). I created the optimized 3D LOD meshes using DynDOLOD_flat_2x2_lod.nif as a base by making adjustments to the vertices in NiTriShapeData and copying over the BSLitingShaterProperty and NiTriShape blocks from the full model, editing strings, etc. The log tells me that my TreeAspen LOD objects are using this optimized 3D model, so my question is about the models used by the billboards and how to customize those to use my billboard textures (requires baked normals, or can they be separate?). Does "using internal" mean that a billboard is using DynDOLOD_flat_2x2_lod.nif as it's model and that either the Object Bounds (vanilla tree) or the LOD TXT file (custom tree) modify this NIF vertices? So if I am understanding this correctly, I need to make billboard textures with baked normals, one for each plane and named accordingly (_1, _2), and DynDOLOD will use the accompanying TXT and DynDOLOD_flat_2x2_lod.nif as the model? If true, then why the need to point to an 'external' billboard model? I have read these sections a few times and am not sure that I am interpreting correctly.
  23. Ahhh ... subtle but effective. Thanks EDIT: turns out this is of no use in my case, since I am using custom models. I thought that the like-named vanilla replacements would be referenced. Bummer.
  24. Thanks for the tips & direction ... I think I'm getting results now but may need to revise billboards diffuse a bit as well. Will post back once I have made the changes. Also, under SSEEdit (xEdit), I don't get the option to "Split Atlas" when holding shift key on clicking "Generate LOD" for SSE. I don't see this mentioned in DynDOLOD_Manual_SSE.html so wondering about it. I just found the sizes manually, but it may be helpful to get this working if I make revisions to all billboards.
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