Jump to content

David2408

Citizen
  • Posts

    44
  • Joined

  • Last visited

Everything posted by David2408

  1. To express my gratitude with a famous Oblivion phrase: "Thank you kind Sir" ^^ No, but seriously, xLODGEN + TexGen + DynDOLOD makes Skyrim look stunning.
  2. As a means of testing, could you please provide the neutral colour noise.dds you were talking about earlier? I use the Vanilla noise texture and my terrain looks too dark everywhere :/
  3. Would it be possible to implement a function to generate custom LOD textures for objects with baked textures, namely Glaciers and the Cities?
  4. I understand. Also, I can confirm that when setting Optimised Unseen 700, meshes start flickering in NifSkope and ingame. I thought higher Optimised Unseen values would result in less z-fighting, but for me, it is the opposite case when going for values higher than 650.
  5. Thank you very much, this will probably also be helpful for others trying tho fix this for Beth^^ Another thing, I somehow cannot up the maximum value for vertices, is this intentional? I would like to create one specific chunk with some higher quality settings to smooth out coast lines, but I seem to be reaching the vertix limit.
  6. Okay, I honestly cannot find those entries.. Could you please give me some instructions what to click on in SSEEDIT? - that would be awesome!
  7. Hello fellows, I had a nice time testing BETA 18 and I cannot stress enaugh how impressive the baked normal maps for distant terrain look. You can actually recognise the characteristics of the vast landscapes of Tamriel by looking at the normal maps. Awesome. However, I also encountered an oddity. When creating 4K 565 compression LOD for [32, -32, 0], there was a tiny rectangle on the upper left of the normal map with some weird colouring and very sharp edges. It looked like diagonally aligned subpixels of an LCD lol. ^^ I could not find something like this on any other baked normal map.
  8. Hey Sheson, thank you for this tool! Has a lot of potential. Just curious, as you were talking handmade LOD 32. Is there even a possible setting to achieve better shore lines for LOD 32 than with the handmade Vanilla meshes?
  9. I cannot right now, but I will when I have the time. Thank you for your help, though. I will send it as soon as possible
  10. I think there is something wrong, and DynDoLOD does not finish properly. Also, it does not output an esp after saving and closing. Any clue what the error actually means and how I can avoid running into it?
  11. Just tried again using the versions of LODGen you provided and DynDoLOD still logs the same error at some point during bto file creation for Tamriel worldspace. LODGen still kept generating bto files after the error line in the DynDoLOD log, but DynDoLOD stopped operating. Neither did crash, though.
  12. I will try using these and report back. Please note LODGen did not crash for me and just kept generating bto files until finished, but instead DynDoLOD stopped logging and functioning after giving that error line. The log for LODGen did not show any anomalies.
  13. Hey there, I have been trying to create 3D Tree LOD for Skyrim SE using DynDoLOD and according optimized passthru_lod meshes for the trees. When creating the bto files for the Tamriel worldspace, at some point after regular "Waiting for LODGenx64.exe to finish ..." loops, the log gives out: "Exception in unit line -1: Error in unit 'functions' on line 390 : 'end' expected but End of File found". After that line in the log, DynDoLOD stops the log and apparently also stops functioning because no plugin is created, whereas bto files are still being created by the LODGen executable. I have no clue what is going on, what is causing it, and how to remedy. Help will be gladly accepted.
  14. Maybe in the aeon of Skyrim Special Edition, we will have the possibility to automatically create Dyndolodtreelod.dds from custom textures. Nonetheless, thank you for your great tool. Until then I will use unoptimised 3D tree models and experiment with reducing their polygon density.
  15. Well, I assumed that the Dyndolodtreelod will be created out of the billboards and lod files automatically. Given this is not the case, it's nearly impossible to use custom textures and have matching 3D LOD Tex, because that would require skills of creating custom LOD Texture Atlas and editing UV Maps which I do not have.
  16. Thanks for the answer. I've read the manual about 3D trees, but did not find helpful info. Do you mean by "correct alpha" the alpha of the branch textures in my Landscape/Trees folder, a new alpha or none? I now know that the file that needs manually created Textures is in Textures/DynDoLOD/... and called something like Dyndolodtreelod, it's the great atlas. Could you please tell me where to find a list of textures apart from Billboard of which this Atlas is composed if that exists or if not give me the list?
  17. Hey Sheson, I have a question concerning 3D Tree LODs. If I use Trees with Vanilla Meshes and custom Trunk Textures and custom Branch Textures, what would I have to do to get the textures on the 3D Tree LOD meshes to match the custom bark and branch textures? EDIT: To specify my question: I know how to create matching billboards of which I know that they are used to a certain extent for the 3D Tree LOD. So, besides creating billboards, what textures do I have to edit in order to get fully matching branches and trunks? There are some tree lod textures in Textures/Landscape/Lod but I don't know if they will be recreated automatically by DynDoLOD or if I have to recreate them manually. Furthermore, I don't know if I have to make new textures for the mentioned folder which are not contained yet and how they would have to look.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.