I run Tropical Skyrim and have been experimenting with "lighter" tree mesh, full model and LOD mesh, to the point where I now have almost seamless transition on the near grid to full model on the worst 3 trees. But I have a problem, the LOD4 does not go to LOD8 in FarGrid nor billboard, it keeps going as far as the world is rendered. :D
I had rules set up to use my feather light LOD8 models [still 3D] but the models never show nor does it give me 2D billboard if I put that in the rule for columns LOD8 & LOD16.
All other trees are shown correctly as std billboard LOD, and as I have replaced most of the overly heavy mesh on all common trees the game is stable and rarely drops below 40 fps unless in combat, even though I have this massive "dead weight " of extra LOD4 everywhere. Naturally this is not a desirable situation.
All trees except 3 are setup for std 2D BB and that is all fine...and I can easily make the "new" tree models be std 2D BB LOD as well by placing their BB entries in LODGen or I can make all trees static 2D BB via the INI switch. So it must see the passthru_LOD.nif for the LOD4 mesh to appear, but the passthru_lod_flat_2.nif model never appears. Nor when I request BB in column LOD8 or LOD16 for the new models do I ever get any 2D BB for them, only when I force it via the first mentioned actions above.
The only explanation I can think off is the actual LOD generation process is disconnected from what I do in the advanced rules panel. On re reading again your doco I note you say to place the DynDoLOD Standalone Folder outside of steamapps, .... I have mine placed in the Skyrim folder. Do you think this would explain the above ?
It was put there to solve another problem and until I started to play with LOD4 & 8 models my workaround solution was fine. I have made many successful generations of LOD, but always as std BB LOD. I have a special character in my steam name directory that is an upset to DynDoLOD, so just prior to generating LOD I rename the steam folder, then switch it back afterwards for in game testing. I am now committed to fixing this, but up to this point I had been deferring the job as I can see it being a real pain to reconnect everything.
In attempting to validate if the folder location was the reason for the "disconnect". I moved it out of steam and temporarily renamed the steam folder [minus the special character], but DynDoLOD.exe now stops with the error "..no plugins.." because its still sees "PathName" as the old name, and naturally because of my rename it is not there.
Where does it retrieve the PathName from and can I easily [/temporarily] alter this ?
Sorry for the word wall, and thanks for your time .
Question
Ewarre
I run Tropical Skyrim and have been experimenting with "lighter" tree mesh, full model and LOD mesh, to the point where I now have almost seamless transition on the near grid to full model on the worst 3 trees. But I have a problem, the LOD4 does not go to LOD8 in FarGrid nor billboard, it keeps going as far as the world is rendered. :D
I had rules set up to use my feather light LOD8 models [still 3D] but the models never show nor does it give me 2D billboard if I put that in the rule for columns LOD8 & LOD16.
All other trees are shown correctly as std billboard LOD, and as I have replaced most of the overly heavy mesh on all common trees the game is stable and rarely drops below 40 fps unless in combat, even though I have this massive "dead weight " of extra LOD4 everywhere. Naturally this is not a desirable situation.
All trees except 3 are setup for std 2D BB and that is all fine...and I can easily make the "new" tree models be std 2D BB LOD as well by placing their BB entries in LODGen or I can make all trees static 2D BB via the INI switch. So it must see the passthru_LOD.nif for the LOD4 mesh to appear, but the passthru_lod_flat_2.nif model never appears. Nor when I request BB in column LOD8 or LOD16 for the new models do I ever get any 2D BB for them, only when I force it via the first mentioned actions above.
The only explanation I can think off is the actual LOD generation process is disconnected from what I do in the advanced rules panel. On re reading again your doco I note you say to place the DynDoLOD Standalone Folder outside of steamapps, .... I have mine placed in the Skyrim folder. Do you think this would explain the above ?
It was put there to solve another problem and until I started to play with LOD4 & 8 models my workaround solution was fine. I have made many successful generations of LOD, but always as std BB LOD. I have a special character in my steam name directory that is an upset to DynDoLOD, so just prior to generating LOD I rename the steam folder, then switch it back afterwards for in game testing. I am now committed to fixing this, but up to this point I had been deferring the job as I can see it being a real pain to reconnect everything.
In attempting to validate if the folder location was the reason for the "disconnect". I moved it out of steam and temporarily renamed the steam folder [minus the special character], but DynDoLOD.exe now stops with the error "..no plugins.." because its still sees "PathName" as the old name, and naturally because of my rename it is not there.
Where does it retrieve the PathName from and can I easily [/temporarily] alter this ?
Sorry for the word wall, and thanks for your time .
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