Jump to content

Recommended Posts

Not sure if I somehow screwed up LOD generation, screwed up otherwise or if something is wrong with FO4LODgen but I noticed that when I load the generated files (packed into ba2s of course) along with the esps and FO4LODGen - Main.ba2 from the provided resources that some textures suddenly become really blurry when I approach an object and only after closing in further the correct textures are being loaded again. This does not happen without the generated LOD files active and the correct textures are being loaded even at a distance.

 

Here is an example of what I mean, when I fast travel to this location (Tenpines Bluff) the green steel beam textures for the bridge are relatively sharp at a distance , but once I get a little closer they become very blurry and low resolution all of a sudden as you can see here:

 

At a distance: ZbLSiEk.jpg closer up: 0nQKImd.jpg

 

 

Only when I get even closer it finally loads the textures that were present on the middle section of the bridge the entire time. Any idea what might be going wrong here? I've ran the LOD generation multiple times without different results. This effect is reproducible each time I load the game and go to this location (haven't tried others yet) and doesn't occur without the generated LOD files. My gpu's Vram is 6GB (GTX 980ti) and as you can see in the screenshots, it isn't full yet and there wasn't any more loading going on when I took them.

 

I initially ran FO4LODGen with default values (4096x4096 Atlas size, 100 Alpha, 512 max texture size, 1.1 uv and default compression settings, nothing else checked) but even changing atlas size up to 8192x8192 and max texture size to 1024 didn't change anything. Any ideas?

 

Also, what INI settings do you mean here? I know about the issue with loose texture files and what ENBoost is and how to use it, just not sure what specific INI settings you are referring to here:

 

I assume Fallout 4 modders know all about this issue with loose texture files, the involved INI settings and ENBoost.

I hope I've given all relevant information, if not I'm more than happy to provide them of course and I hope you guys can help me solve this problem :).

Edited by El_Rizzo

Share this post


Link to post
Share on other sites

Do not forget to remove the loose files after packing them into a BA2.

 

If you packed all atlas textures into a BA2 and still got this, it could be that the blurry texture(s) are not on the atlas but used directly and probably loose. You would need to check the BTO in nifskope for this.

 

AFAIK the INI settings related to this problem are bForceUpdateDiffuseOnly, iTextureUpgradeDistance0/1 and iTextureDegradeDistance0/1. In case ENB is used verify ENB memory settings are correct. There are a lot of posts for Fallout 4 and blurry textures discussing all the options.

Share this post


Link to post
Share on other sites

 

Do not forget to remove the loose files after packing them into a BA2.

I did, the output files were generated into an entirely different folder than my mods directory and I moved the 2 created BA2s (main and textures) into the mod folder manually and I made sure that they are loaded dead last (all my big texture mods are packed into BA2s).

 

 

If you packed all atlas textures into a BA2 and still got this, it could be that the blurry texture(s) are not on the atlas but used directly and probably loose. You would need to check the BTO in nifskope for this.

Like I said, all my big texture mods are packed into BA2s and I made sure that the esp loading the Lodgen output files is loaded dead last. The only texture mods with loose files are very specific and small ones, none of which have anything to do with landscape, bridges or buildings, I double checked that already :). But how would I go about finding the corresponding BTO file? Or will I simply have to open each one until I find the right one? :D

 

 

AFAIK the INI settings related to this problem are bForceUpdateDiffuseOnly, iTextureUpgradeDistance0/1 and iTextureDegradeDistance0/1. In case ENB is used verify ENB memory settings are correct. There are a lot of posts for Fallout 4 and blurry textures discussing all the options.

Alright, I knew about those before, I thought this referred to some INI tweak specifically for Fo4LODgen.

Edited by El_Rizzo

Share this post


Link to post
Share on other sites

This is a general Fallout4 problem with lots of discussions about it. I am not spending much time with FO4. When I did vanilla game tests with no other mods (meaning no physical texture folder) and putting the LOD atlas textures into BA2 it fixed for me.

 

Use player.getpos x and player.getpos y in console and divide by 4096. That will give you the cell coordinates of the area. BTOs have their LOD level (number of cells in one direction) and lower left cell coordiantes in their file name.

 

If all fails, you can try not create an atlas when generating Commonwealth/Sanctuary to see if it makes a difference. It will then use the vanilla atlas. I haven't created the default mapping for other worldspaces yet.

 

Alternatively remove all mipmaps from the atlas texture.

Edited by sheson

Share this post


Link to post
Share on other sites

 

This is a general Fallout4 problem with lots of discussions about it. I am not spending much time with FO4. When I did vanilla game tests with no other mods (meaning no physical texture folder) and putting the LOD atlas textures into BA2 it fixed for me.

Wouldn't be the first time Bethesda screwed something up regarding LOD ::D: The thing is, without using Fo4Lodgen or even with just the content from your provided resources, this blurry LOD does not occur and LOD is just fine. It is of course missing the Objects added by the generated files, but the LOD that is there doesn't get blurry, only when I use the generated files. I do use texture mods that replace the textures used for bridges, but FO4LODgen should read them, or am I mistaken?

 

But I'll try your suggestions and will report back with my results, thanks for your reply and suggestions, much appreciated! :)

Share this post


Link to post
Share on other sites

Alright, so without creating an Atlas it works as intended, the new Objects/improved LOD Objects show up and it looks like this:

 

Before:

o89slh.png

After:

 

o89slh.png

 

What I noticed is the texture resolution when I also generate a texture atlas along with the LOD objects, without the atlas the textures look like this:

 

316p9jm.png

 

When I also create a texture atlas during generation it gets blurry and looks like this:

 

2l8yr1l.png

 

 

So apparently texture atlas creation generates really low res textures that are lower quality than the vanilla ones, is there any setting to change the quality of the textures? I've already tried setting the atlas size to 8192x8192 and max texture size to 1024 with the same results. I've made sure that there are no loose files causing it, so I've really got no clue what is going wrong here :(

Edited by El_Rizzo

Share this post


Link to post
Share on other sites

So apparently texture atlas creation generates really low res textures that are lower quality than the vanilla ones.

That is not what is happening. LOD textures are not resized when put on the atlas.

 

The HWOverpassLOD_d.DDS is 256x256, so makes it onto the atlas textures regardless of what "Max texture size" drop down is set to. The "Atlas size" does not matter either. Lower sizes only mean it might create more than one atlas texture.

 

I already explained what is happening. It is caused by loose files, (default) INI or ENB settings or whatever.

 

If I remember right, removing the mipmaps from the textures can be used as a workaround. Then there are no lower resolution mipmaps the game can accidentally fall back to.

Edited by sheson

Share this post


Link to post
Share on other sites

 

That is not what is happening. LOD textures are not resized when put on the atlas.

Okay, good to know, was just an uninformed speculation on my part :)

 

 

The HWOverpassLOD_d.DDS is 256x256, so makes it onto the atlas textures regardless of what "Max texture size" drop down is set to. The "Atlas size" does not matter either. Lower sizes only mean it might create more than one atlas texture.

I assumed that was the case but since I'm a layman when it comes to LODs I was just trying different settings to see if there is any change. Just out of curiosity, is there any downside or maybe even upside to having more than one texture atlas in general?

 

I already explained what is happening. It is caused by loose files, (default) INI or ENB settings or whatever.

 

 

But I don't have any loose files that could cause it ... all the mods that contain textures affecting anything in those screenshots are packed into BA2s. I even went ahead and packed every last small mod that had any loose files left into BA2s even though those only contained textures for completely different things (eyes, super mutants etc.) and even after making sure that I have absolutely zero loose files left (I mean it, zero), the results were the same. My data folder is also squeaky clean since I'm using Mod Organizer 2 for Fallout 4 (and ran Fo4LODgen through it ofc.), so there aren't any lingering files in there either (I manually checked as well of course).

 

As for INI settings and ENB, I don't use ENB for Fallout 4 and there are no leftovers of it either and my INIs are properly set up, I have bForceUpdateDiffuseOnly= set to 0 and increased the values of iTextureUpgradeDistance1= ,iTextureUpgradeDistance0= , iTextureDegradeDistance1= and iTextureDegradeDistance0= according to the numerous suggestions on the topic like this one and the result was exactly the same and I know the ini settings were applied because the Vram usage increased by over 1GB with those values.

 

Furthermore, I even generated LOD with all my mods disabled and only the vanilla and official DLC files active + your resources files and when I load the game (still only with vanilla + Fo4LODgen related files active) with the generated output files packed into BA2s of course and loaded by one of the ESPs from resources, the result was still the same. So even with no possibility of mods interfering and properly set up INIs I get the super blurry LOD textures with a generated atlas.

 

I would be more than happy if the issue is on my end so I can fix it, but I don't see how that is the case after all the different scenarios I've ran and the fact that it even happens with vanilla only files :confusion: .

Edited by El_Rizzo

Share this post


Link to post
Share on other sites

The downside of more than one atlas are additional draw calls. It is usually negligible in this context.

 

The BA2 you are creating may have the wrong settings or options. It needs to be "DDS" format and only contain Textures. Maybe compression plays a role. Find and follow a guide how to pack textures.

 

Maybe not adding Textures\ to sResourceDataDirsFinal helps.

 

The texture format should not matter. The vanilla game use DXT1 or DXT5 for diffuse and ATI2 for normal/specular. You could also try if BC7 makes a difference, but would have to use an external tool to convert.

 

Removing the mipmaps from the atlas texture should work in any case and is probably the best option at this point.

Edited by sheson

Share this post


Link to post
Share on other sites

 

The downside of more than one atlas are additional draw calls. It is usually negligible in this context.

Good to know, thanks for the explanation! :)

 

 

The BA2 you are creating may have the wrong settings or options. It needs to be "DDS" format and only contain Textures. Maybe compression plays a role. Find and follow a guide how to pack textures.

I've read guides on how to create BA2s before, since I packed all my mods into BA2 files ;) and yeah, I selected DDS format and only the Atlas textures are in it, the meshes are in a separate BA2 with "general" as the format. I left compression for both BA2s at default and didn't touch any of the other settings as the guides recommended to leave them alone. I will try without compression for the textures BA2 and will report if that by chance solves it.

 

 

Maybe not adding Textures\ to sResourceDataDirsFinal helps.

I didn't add them to sResourceDataDirsFinal, I load the 2 BA2s via an esp (all following the naming convention for BA2s ofc) and placed it dead last in my loadorder to make sure it doesn't get overwritten.

 

Removing the mipmaps from the atlas texture should work in any case and is probably the best option at this point.

 

 

I would certainly like to try this, but have no idea how to do that :P Do you happen to have a tutorial at hand on how to remove mipmaps from the texture atlas? I don't have photoshop, but I do have GIMP with the necessary DDS plugins and also paint.net.

Share this post


Link to post
Share on other sites

I would certainly like to try this, but have no idea how to do that :P Do you happen to have a tutorial at hand on how to remove mipmaps from the texture atlas? I don't have photoshop, but I do have GIMP with the necessary DDS plugins and also paint.net.

The GIMP save dialog for DDS should have an option to generate/not generate Mipmaps. So load texture in GIMP and then save with the Mipmap option disabled.

Share this post


Link to post
Share on other sites

Yeah I figured it out myself by loading the texture into GIMP and messing around, but thanks for the fast response and help! ::): and yeah that worked, as you predicted. Also, it seems the game really doesn't like uncompressed texture BA2s, when I created an uncompressed BA2 for the atlas textures (DDS format selected ofc.) it simply would make all LOD invisible and parts of the bridge were popping in as I moved closer :turned: even B.A.E. crashed when trying to extract it, so that isn't an option.

 

Thank you so much for patiently helping me with this issue! Still weird why it happened in the first place though :confusion:

 

Oh and just in case you don't check that thread so often, I also have the issue with Fallout4 - Voices.ba2 mentioned here on the AFK forums, I have to move it out of the data folder if I wanna run FO4LODgen otherwise it crashes on me each time and my game language is English, both text and voice in case it is relevant.

Edited by El_Rizzo

Share this post


Link to post
Share on other sites

Oh and just in case you don't check that thread so often, I also have the issue with Fallout4 - Voices.ba2 mentioned here on the AFK forums, I have to move it out of the data folder if I wanna run FO4LODgen otherwise it crashes on me each time and my game language is English, both text and voice in case it is relevant.

If you have the time, what is the timestamp and exact size in bytes of your Fallout4 - Voices.ba2?

 

You need to use a windows command prompt and the "dir" command or 3rd party file managers to get the exact bytes. Windows Explorer will always simplify the number.

 

Not that important, a next version of LODGen will just skip the file, since nothing useful for LOD is in there anyways.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By TechAngel85
      Discussion topic:
      Enhanced Vanilla Trees SE by SomeRandomGuy83 & StepModifications
      Wiki Link
       
       
    • By sheson
      I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback.
      This is early ALPHA to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation included in the Standalone archive.
      In case of error messages prompts, click
      Help for this message
      if available.
      Use search to find similar questions and answers.
      Ask questions (also about 3rd party mods) or report any problems or issue in this thread only. Questions or problems can only be properly answered or addressed by the developers.
      If making posts or reporting errors, upload/paste these files (if they exist) to a file or text sharing service:
      ..\DynDOLOD\bugreport.txt
      ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to the entire last meaningful generation)
      ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt
      If issue involves LODGen upload/paste
      ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt
      If the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot.
      Requirements
      DynDOLOD Standalone 3.00 Alpha-53 (Mega) DynDOLOD Resources 3.00 Alpha-15 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-15 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR  or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x.  
      Installation
      Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards.
      LOD Generation
      Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod.  
      Major Feature Changes
      Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional Grass LOD generation is now a checkbox Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen Option terrain underside generation is now a checkbox  
      Changelog 3.00 Alpha 53
      DynDOLOD.exe - warn to log about textures resolutions
      3.00 Alpha 52
      DynDOLOD.exe - warn to log about deleted references without base record
      3.00 Alpha 51
      DynDOLOD.exe - fixed a potential race condition
      Texconv.exe - updated to latest version
      3.00 Alpha 50
      DynDOLOD.exe - fixed trying to access an undefined record
      DynDOLOD.exe - fixed not copying SNAM for dynamic LOD objects that stay loaded in active cells
      3.00 Alpha 49
      DynDOLOD.exe - fixed a potential race condition
      LODGen.exe - fixed sometimes not properly setting third texture for internal billboard
      3.00 Alpha 48
      DynDOLOD.exe - improve billboard txt/dds discovery
      DynDOLOD.exe - print CRC32 of full model to Tree/Object Report for convenience
      TexGen.exe - scan references to find maximum scale to supersede TreeModelHeightMultiplier for each tree LOD billboard
      LODGen.exe - clamp UV coordinates according to shader setting
      LODGen.exe - improve fault tolerance by not stopping if header block size is smaller than actual expected size
      3.00 Alpha 47
      DynDOLOD.exe - fixed not using the highest overwrite material shader when upconverting the form version of records for not properly converted plugins
      3.00 Alpha 46
      DynDOLOD.exe - fixed -Inf to floating point conversion
      3.00 Alpha 45
      DynDOLOD.exe - fixed sometimes assigning wrong LOD levels for duplicate LOD filenames
      DynDOLOD.exe - fixed sometimes not adding a required master
      DynDOLOD.exe - add warning messages for missing script properties, invalid or missing scripts
      TexGen.exe - preemptively free texture memory
      3.00 Alpha 44
      DynDOLOD.exe - check for injected worldspace
      LODGen.exe - fixed not creating terrain underside for certain game modes
      3.00 Alpha 43
      DynDOLOD.exe - fixed item not found for occlusion generation
      3.00 Alpha 42
      DynDOLOD.exe - fixed not packing Occlusion.esp into archive
      DynDOLOD.exe - automatically enable terrain underside generation in case DVLaSS is installed
      DynDOLOD.exe - check for worldspace Editor ID changes
      3.00 Alpha 41
      DynDOLOD.exe - fixed argument out of range
      3.00 Alpha 40
      DynDOLOD.exe - added occlusion generation as a GUI option
      DynDOLOD.exe - added option to generate Occlusion.esp equivalent to xLODGen
      DynDOLOD.exe - added grass LOD generation as a GUI option
      DynDOLOD.exe - added terrain underside generation as a GUI option
      DynDOLOD.exe - fixed not adding all required masters for object activators
      DynDOLOD.exe - fixed LODGen_Options file path
      DynDOLOD.exe - fixed not setting all flags when creating dynamic base record
      DynDOLOD.exe - fixed not setting neverfade flag on object activator
      LODGen.exe - improved using atlas for shapes without normal map texture
      3.00 Alpha 39
      TexGen.exe - improved detecting max available render resolution
      3.00 Alpha 38 TexGen.exe - fixed not detecting DLC properly and not ignoring files equally in the render folders
      TexGen.exe - try to always use better NVIDIA/AMD graphics card for OpenGL
      3.00 Alpha 37
      DynDOLOD.exe - improved texture discovery while generating the export file for LODGen
      DynDOLOD.exe - fixed not adding the NOLOD identifier to EditorID for references added by patches
      3.00 Alpha 36
      DynDOLOD.exe - fixed a race condition detecting duplicate tree references
      DynDOLOD.exe - fixed a race condition while creating empty BTT
      DynDOLOD.exe - do not wait for existing on-demand object LOD texture to be created
      DynDOLOD.exe - fixed issue with existing LAND records when updating DynDOLOD plugins
      TexGen.exe/DynDOLOD.exe - default some settings based on resolution found in Prefs, Custom or Display Tweaks INI
      TexGen.exe/DynDOLOD.exe - added option to create a zip file of the content in the output folder
      TexGen.exe - fixed not being able to render alpha channel from output resolution instead of downsampled alpha
      Texconv.exe - updated to latest version
      Texconv.exe - if runing under wine force -nowic and use "%Iu" instead of "%zu"
      LODGen.exe - fixed not reading 4th flat texture
      LODGen.exe - updated lz4 package
      3.00 Alpha 35
      DynDOLOD.exe - fixed not updating Mesh Mask/Reference list view
      DynDOLOD.exe - improved reporting and ignoring of some missing textures
      3.00 Alpha 34
      TexGen.exe/DynDOLOD.exe - added game mode selection window if started without game mode command line argument
      DynDOLOD.exe - improved automatic texture replacements for stitched object LOD textures
      DynDOLOD.exe - do not warn about missing textures if they are being replaced
      DynDOLOD.exe - automatically create stitched object LOD texture for replaced textures if required
      DynDOLOD.exe - automatically create non alpha texture of full texture if required
      DynDOLOD.exe - improved mini atlas export data
      DynDOLOD.exe - improved worldspace bounds warning/error settings
      DynDOLOD.exe - fixed and improved mesh rules loading order
      DynDOLOD.exe - fixed sometimes ignoring Reference Enable mesh rule setting
      DynDOLOD.exe - fixed a case of wrongly setting LOD Levels to None
      DynDOLOD.exe - fixed not updating reference rules internally
      DynDOLOD.exe - improved detection of childworld copies
      DynDOLOD.exe - never list child worldspaces that use parent worldspace for LOD even if they have a lodsettings file
      TexGen.exe - added/updated rendered object LOD textures
      TexGen.exe - fixed wrong output path for rendered billboards found in data folder
      TexGen.exe - do not try to render textures for DLC if DLC is missing
      TexGen.exe - improved config file reading for records in ESL flagged plugins
      TexGen.exe - added CreateMod INI setting to generate textures to include in a mod that won't prompt to uninstall old TexGen output
      LODGen.exe - fixed an issue with sometimes not combining crown and trunk when generating hybrids
      LODGen.exe - fixed a random grass LOD exception
      LODGen.exe - fixed grass LOD not being generated for grasses added by ESL flagged plugins
      LODGen.exe - default threadsplit to number of physical cores
      DynDOLOD Resources - updated meshes and textures for better compatibility
      DynDOLOD Resources SE - updated meshes and textures for better compatibility
      3.00 Alpha 33
      DynDOLOD.exe - fixed an issue with adding grass LOD billboards to object LOD atlas
      3.00 Alpha 32
      DynDOLOD.exe - fixed wrong INI settings
      3.00 Alpha 31
      DynDOLOD.exe - added Enderal SE Steam support, start with -enderalse command line argument
      DynDOLOD.exe - added INI settings CrownBrightness, TrunkBrightness, FlatTrunkBrightness vertex color multipliers to control brightness of 3D tree models in object LOD
      DynDOLOD.exe - never ignore neverfades in child worlds for upgrading to static or dynamic LOD
      DynDOLOD.exe - fixed accidentally adding material shader to glow LOD
      DynDOLOD.exe - do not use empty list item from lists in INI
      DynDOLOD.exe - fixed not always disabling some dynamic LOD correctly in scanned childworlds that also have their own LOD (e.g. Markarth)
      TexGen.exe - added rendered object LOD textures - most notably Solitude, Markarth, Riften, Windhelm and College of Winterhold
      LODGen.exe - CrownBrightness*=, TrunkBrightness*=, FlatTrunkBrightness*= added
      DynDOLOD Resources SE - updated meshes and texture for better compatibility
      3.00 Alpha 30
      TexGen.exe - fixed sometimes wrongly applying specular 3.00 Alpha 29
      TexGen.exe - improved loading of cubemap textures
      3.00 Alpha 28
      TexGen.exe/DynDOLOD.exe - added Enderal SE support, uses its own config files in anticipation of Steam version
      DynDOLOD.exe - fixed accidentally generating tree LOD instead of object LOD for child world copies
      DynDOLOD.exe - add full-model-CRC32 matching for object/dynamic LOD models for automatic support of "dumb" mesh replacer mods
      DynDOLOD.exe - fixed not adding center cell data for first dynamic LOD activation
      DynDOLOD.exe - added/updated rules for better compatibility
      TexGen.exe - properly ignore trees without models or deleted base records
      TexGen.exe - added environment/cubemap shader
      TexGen.exe - added rendered object LOD textures - most notably vanilla Whiterun and Dwemer Ruins, DynDOLOD Dawnguard castle and more
      LODGen.exe - improved parsing of txt files
      Texconv.exe - updated to latest version
      DynDOLOD_Manual.html - updated explanations information for Enderal
      DynDOLOD Resources SE - updated meshes and texture for better compatibility
      3.00 Alpha 27
      DynDOLOD.exe - added INI setting TerrainUndersideIgnoreWorlds=
      LODGen.exe - optimize underside terrain by removing triangles for default terrain height
      DynDOLOD-Resources-SE - added patch to enable grass for Whiterun exterior

      3.00 Alpha 26
      DynDOLOD.exe - add terrain underside references to ESP so they work in all worldspaces
      3.00 Alpha 25
      DynDOLOD.exe - fixed a problem with thread control
      DynDOLOD.exe - fixed patches sometimes being confused about the destination plugin
      DynDOLOD.exe - improved enabling/disabling of underside mesh
      Papyrus Script - updated objectenabler script
      3.00 Alpha 24
      DynDOLOD.exe - enable/disable terrain underside meshes in child worldspaces
      DynDOLOD.exe - only generate terrain underside meshes for worldspaces that have LOD level 32
      DynDOLOD.exe - fixed ignoring skinned meshes for dynamic LOD
      Papyrus Script - new objectenabler script for terrain underside meshes
      LODGen.exe - do not fail if optional billboard txt file is not present
      LODGen.exe - fixed sometimes not automatically setting passthru for glow shader
      LODGen.exe - fixed sometimes not applying replacement textures
      3.00 Alpha 23
      DynDOLOD.exe/TexGen.exe - fixed not using SSE config files for TES5VR
      DynDOLOD.exe - added INI settings TerrainUnderside, TerrainUndersideQuality and TerrainUndersideHeigth to automatically generate and place a terrain NIF that aids in blocking sun rays
      3.00 Alpha 22
      DynDOLOD.exe - added INI settings DoubleSidedTextureMask and DoubleSidedMeshMask to force double sided flag for specfic meshes or textures
      LODGen.exe - DoubleSidedTextureMask= and DoubleSidedMeshMask= added
      3.00 Alpha 21
      DynDOLOD.exe - ignore billboards without txt files so LODGen does not fail later
      LODGen.exe - added GrassDensity= to allow for lower density of grass LOD billboards in object LOD
      LODGen.exe - added ThreadSplit= to control ratio of main to sub threads for object LOD generation
      3.00 Alpha 20
      LODGen.exe - fixed looking up wrong path in BSA for billboard txt
      3.00 Alpha 19
      DynDOLOD.exe - fixed skipping over some references using LIGH
      DynDOLOD.exe - fixed ignoring overwrites from patches
      DynDOLOD.exe - fixed not always copying XEMI record from child world to existing parent LOD representations
      DynDOLOD.exe - ignore references with only a notice that have been moved out of their original worldspace
      DynDOLOD.exe - fixed ignoring XESP parent configuration not working as intended
      TexGen.exe - do not leave orphaned billboard files in case they are filtered out
      3.00 Alpha 18
      DynDOLOD.exe - fixed wrong tree LOD atlas coordinates
      3.00 Alpha 17
      DynDOLOD.exe - fixed index out of bounds while generating tree LOD texture atlas
      3.00 Alpha 16
      DynDOLOD.exe - ignore duplicate patches
      3.00 Alpha 15
      DynDOLOD.exe - default to -memory instead of -speed
      DynDOLOD.exe - added duplicate texture removal to object LOD atlas generation
      DynDOLOD.exe - added thread limit settings for some Occlusion operations
      LODGen.exe - fixed an indexing error
      LODGen.exe - added Threads= to limit number of concurrent LOD generation threads, defaults to number of cores
      3.00 Alpha 14
      DynDOLOD.exe - fixed not ignoring player enable parent for tree LOD
      TexGen.exe - fixed a case of not ignoring case
      3.00 Alpha 13
      DynDOLOD.exe - fixed sometimes leaving ITM records
      DynDOLOD.exe - fixed removing alpha channel from texture if NiAlphaProperty threshold is 0
      DynDOLOD.exe - fixed sometimes setting unresolved material links
      DynDOLOD.exe - fixed not overwriting earlier rules
      TexGen.exe - maximize and trim billboard texture based on render instead of vertex bounding box
      TexGen.exe - do not generate billboard if textures are missing
      LODGen.exe - fixed sometimes not using side-view billboard
      3.00 Alpha 12
      DynDOLOD.exe - fixed wrong load order detection for ESP only generation
      3.00 Alpha 11
      DynDOLOD.exe - fixed sometimes modifying other plugins
      TexGen.exe - added separate MaxSuperSamples options for grass, tree and objects
      LODGen.exe - fixed sometimes not discovering grass billboards correctly
      3.00 Alpha 10
      DynDOLOD.exe - removed a left over debug check stopping things for no reason
      3.00 Alpha 9
      DynDOLOD.exe - fixed sometimes copying wrong overwrite record
      3.00 Alpha 8
      DynDOLOD.exe - fixed sometimes not matching LOD models
      3.00 Alpha 7
      DynDOLOD.exe - fixed sometimes adding a duplicate textures on atlas
      3.00 Alpha 6
      DynDOLOD.exe - fixed not adding master for direct childworld copies
      3.00 Alpha 5
      DynDOLOD.exe - demoted duplicate cell exception to a warning
      DynDOLOD.exe - check for childless worldspaces 
      DynDOLOD.exe - fixed not adding master for enable parent of object activators
      DynDOLOD.exe - improved reading of grass data
      DynDOLOD.exe - added INI setting AlphaFactor= to control internal mipmap alpha coverage
      DynDOLOD.exe - improved normalization of assets paths
      TexGen.exe - ^^which means finding textures with rooted texture paths found in NIF
      3.00 Alpha 4
      DynDOLOD.exe - fixed trying to add references for empty parent models for glow LOD
      DynDOLOD.exe - report missing base record LOD definitions if automatic matching fails
      DynDOLOD.exe - do not add worshippers to cells added by ESP
      DynDOLOD.exe - fixed forced load order resulting in orphaned records 
      DynDOLOD.exe - double check if there are duplicate cells
      DynDOLOD.exe - monitor for duplicate triplets
      DynDOLOD.exe - properly blame ESP not setting MSTT DATA - Flags 0x4 
      TexGen.exe - fixed localization preventing rendering
      TexGen.exe - fixed sometimes writing wrong CRC32 for textures
      3.00 Alpha 3
      DynDOLOD.exe - ignore inconsequential unresovled errors in DLC and paid mods
      3.00 Alpha 2
      DynDOLOD.exe - fixed INI setting typo
      DynDOLOD Help - updated grass LOD settings information for No Grass In Objects version 6

      3.00 Alpha 1
      DynDOLOD.exe - converted all remaining external pas scripts to native code
      DynDOLOD.exe - added ultra LOD as a GUI option
      DynDOLOD.exe - export binary terrain file for LODGen
      DynDOLOD.exe - export grass LOD billboard file for LODGen
      TexGen.exe - converted all remaining external pas scripts to native code
      TexGen.exe - added OpenGl renderer and options to generate object LOD textures and tree/grass LOD billboards from models
      LODGen.exe - added support for reading Skyrim Special Edition CGID grass data files to place grass billboards in static object LOD meshes
      LODGen.exe - PathGrass= path to folder with xy.cgid files
      LODGen.exe - GrassMap= file with simple (NIF_FormID) billboard filename to fully qualified (textures\terrain\LODGen\...) billboard filename
      LODGen.exe - GrassBrightness*= vertex color multipliers to control overall brightness of grass
      LODGen.exe - use optional binary terrain file for pre-pass removing unseen faces for object LOD, TerrainData= as for terrain LOD
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.