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Everything posted by XenolithicYardZone
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You're right. It should be a straight forward process but for some reason that hasn't been the case for me. I understand tree LODs have to match the full model or they won't look right. If I installed a tree mod like EVT/SSBT and used vanilla billboards, the size/color of the generated LODs would be all wrong. I get that. But that's the thing - pine trees everywhere else in my game have matching LODs so the correct billboards are indeed being used. Its just the pine LODs generated for these two mods that are the problem. And they don't even have their own billboards, correct? Your rules and whichever billboards are installed are used to generate LODs for these mod, right? Anyway, I re-installed EVT with simply the large, lush trees options and nothing else. Installed the corresponding large, lush billboards. Same issue. Switched over to SSBT and its billboards. Still no luck. Here are half a dozen screenshots I took (first 4 are with EVT and the other 2 are with SSBT): https://imgur.com/a/lNaNc Check the size/color difference between the pine tree LODs inside Whiterun generated for Pines of Whiterun compared to the rest of the properly generated ones all around it.
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- SKYRIMLE
- DynDOLOD 2
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All TreePineForest entries in my log seem to be directed to use billboard textures from EVT. Had a look at the dds textures and they seem to match as well. As I said, this is only happening with LODs generated for these two mods. All other LODs everywhere in and around Whiterun and Skyrim in general are fine. Brightness isn't an issue elsewhere either. I left it a 0 during LOD generation and the rest of the LODs are fine. Its just the LODs generated for these two mods that are much darker and half the size but when you get close, the full tree models jump to the proper size and color of my EVT trees. Forgot to take a pic before I deleted my Dyn o/p folder. I'll try reinstalling EVT with different options and the corresponding billboards. Otherwise I'll go back to Skysight Simply Bigger Trees to check if it fixes the problem. Let you know in a bit.
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- SKYRIMLE
- DynDOLOD 2
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Brilliant. Just tried the new version with both mods and its creating LODs just fine. Only problem is that its not using EVT's billboards to generate the LODs. There's a clear color and size mismatch between the LODs generated for these two mods and the rest of the LODs generated using EVT's billboards. I am using EVT's custom large trees which both mods use. I thought the billboards from Indistinguishable Vanilla Billboards were being used to create the LODs (even though most of its billboards are overwritten by EVT's) but I still get the exact same LODs for both these mods with or w/o IVB enabled. Small, dark green vanilla looking LODs compared to EVT's large, light green LODs. How do I get DynDOLOD to use EVT's billboards to generated LODs for these mods?
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- SKYRIMLE
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Thanks for the reply. Good old Skyrim. Here's the log file - https://pastebin.com/Du8xCAav Latest DynDOLOD run I used The Pines of Whiterun(Whiterun Ferns.esp) but I had the same issue even when I used Perfect Whiterun(Whiterunsprucebyrevan1199.esp). What am I doing wrong?
- 470 replies
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- SKYRIMLE
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Hey sheson, hoping you can help me again with your wonderful mod. Your Compatibility - Works out of the box list suggest two mods: Perfect Whiterun The Pines of Whiterun Both have 1 listed next to them which stands for - Custom mesh rules included in DynDOLOD. Rules for this mod are added to the mesh rules list automatically if needed when using the 'Default', 'Low', 'Medium' or 'High' buttons. Unfortunately, I can't seem to generate any LODs for either of them. Only the full 3D models pop up when I get close. I have tried both "Medium" and "High" preset while generating LODs but no luck. I am using Enhanced Vanilla Trees (custom installation) along with its corresponding billboards installed. Both mods use EVT's meshes/textures. I have followed GamerPoets detailed tutorial and my DynDOLOD output is perfect except this. I even successfully generated LOD for a personally modified version of TNF Breezehome I am using even though it isn't listed anywhere on your mod page. I switched to 2.33 today but same story. Since you've listed both mods, I am guessing LODs can be generated for them which means I am most probably doing something wrong or missing something obvious. Apologies if this has been asked before. Any help would be much appreciated. Thanks.
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Dynamic Distant Objects LOD - pre 2.xx
XenolithicYardZone replied to sheson's question in DynDOLOD & xLODGen Support
Ok. ok. Thanks. One final question - well for the time being at least. I am generating lods with Skysight Simply Bigger Trees. Now in the future if I decide to remove it, I wouldn't have to run TexGen.pas since SBBT only changes meshes and not textures so there wouldn't be any color mismatch correct? I could straight up proceed to Worlds.pas, create just the static lods and move them to the output folder and overwrite the files in there right? Also I am creating lods using atlas size 256 instead of 512. If I wanted to switch to a higher size, all I need to do is just run Dyn after unchecking everything other than the atlas checkbox providing there have been no texture changes? Just confirming. -
Dynamic Distant Objects LOD - pre 2.xx
XenolithicYardZone replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for the detailed reply. I think I get the gist of it...well sort of at least. Well I never really bothered with TexGen.pas cause it wasn't featured in the GP's video. Wasn't even aware you had to run it before running Worlds.pas. I ran DynDOLOD last night without TexGen and it seemed fine to me. So TexGen.pass creates the textures which are then used by Worlds.pas to create the lods? Ok will go through those html files. https://wiki.step-project.com/Dynamic_Distant_Objects_LOD - This is what I should do from head to toe to set up everything correctly, isn't it? -
Dynamic Distant Objects LOD - pre 2.xx
XenolithicYardZone replied to sheson's question in DynDOLOD & xLODGen Support
First off, epic, epic job sheson. I know I am very late to the party but a masterpiece can be acknowledged anytime Ok with that out of the way, I was hoping you or someone knowledgeable could clear a few doubts of mine. I installed Dyn with the help of GP's excellent tutorial and even though Micheal was very helpful and informative with his answers to the questions I asked, there we some things even he wasn't sure of so he directed me here. He told me you were pretty active and rather helpful to everyone and having gone through a few pages, I completely agree with him. Apologies if some of these questions have been asked before but the thread's 192 pages long and I haven't a clue where to look so here goes - I used Tes5lodgen previously cause it was a bit simpler to use and didn't have any esp involved but the lod objects created with it don't have the same textures as the 3d objects. The lod rocks look grey (vanlla) when actually I have a brown texture pack installed. Thankfully this seems to be a non issue with Dyn but why do they work differently if the static part of Dyn is based on Tes5lodgen? Why do the textures not change in Tes5lodgen? Also based on the above, I need to run Dyn every time I install even a texture pack correct? Dyn creates lod based on both meshes and textures right? Which leads me to my second doubt.... If I am using only static lods, do I need the esp file activated after I am done generating lod objects? Since the static part of Dyn is based on Tes5lodgen (only meshes and textures), I should be good without an esp file, shouldn't I? That way I could use it with Skyfalls and Skymills and not have to worry about the whole enter interior, wait 10 days, save, quit, restart, wait 10 days, save chore. Or if I was using Dyn completely, what are some other mods/objects that I need to run the dynamic part for apart from waterfalls and windmills? If a mod just has static lods, I wouldn't need to uninstall and deactivate the mod first if I was making a change right? I could just run TES5Edit via Mod Organizer, generate the static lods and overwrite the ones in the mod folder or am I wrong? Ok that went on for a bit. Again can't thank you enough for the mod. First the memory patch, now this - you have solved two of the worst problems that has plagued this game. Imagine not being able to see landscape objects and structures 100 metres in front of you especially from an elevated position. Respect.