Phlunder Posted November 7, 2019 Posted November 7, 2019 On 11/6/2019 at 8:17 PM, sheson said: Yes you are right, I can't even copy and paste the correct filename :) If either the tree vanilla LOD generation or the 3D tree LOD lists its using the billboards, then all should be fine.If the vanilla tree LOD generation lists the billboards as not found, then there is a naming problem.If the vanilla tree LOD generation does not list the trees at all despite having an overwrite with the HasTreeLOD flag, wait for the update or try actually setting the flag in Dawnguard.esm itself.Setting the Has Tree LOD flag directly in the Dawnguard.esm worked! So its really not picking up on it in overwrite records. This time, DynDOLOD also immediately listed it at the start together with the other available billboards. Before it just mentioned it because its missing a normal map. Still added it to the atlas but I guess the placement data was never written into the BTT file? Again, thank you for looking into this. I know it was kind of an edge-case.
sheson Posted November 7, 2019 Author Posted November 7, 2019 (edited) On 11/7/2019 at 8:55 PM, Phlunder said: Setting the Has Tree LOD flag directly in the Dawnguard.esm worked! So its really not picking up on it in overwrite records. This time, DynDOLOD also immediately listed it at the start together with the other available billboards. Before it just mentioned it because its missing a normal map. Still added it to the atlas but I guess the placement data was never written into the BTT file? Again, thank you for looking into this. I know it was kind of an edge-case.Great. So that will be fixed next version - so you don't have to patch a vanilla file. It's good that you looked into that part, as it helped fixing a couple issues there. Edited November 7, 2019 by sheson
Nuttertools Posted February 2, 2020 Posted February 2, 2020 (edited) Hello! I am using Skyrim SE, dyndolod with vanilla trees, vanilla weather and lighting, Indistinguishable Billboards for Skyrim SE (medium brightness) and with TreeLOD=0 option (3d trees). About 2 versions ago (2.79, if i remember correctly, it was version with default TreeLOD=0 option) i didn't notice that, but with 2.81 (and 2.81 resources) my tree lods, especially trunks, are too bright. With old version they had same brightness like closer trees. I never changed lod brightness setting in dyndolod wizard, it always is 0, and earlier it works perfect. I was trying to change TreeFullFallBack option from 1 to 0 but it didn't change anything. Seems like they doesn't have shadows anymore, or something like that. I am also tried Enhanced Vanilla Trees, but it has same issue. I never change other options in ini files. Can anyone help? Edited February 2, 2020 by Nuttertools
sheson Posted February 2, 2020 Author Posted February 2, 2020 On 2/2/2020 at 3:09 AM, Nuttertools said: Hello! I am using Skyrim SE, dyndolod with vanilla trees, vanilla weather and lighting, Indistinguishable Billboards for Skyrim SE (medium brightness) and with TreeLOD=0 option (3d trees). About 2 versions ago (2.79, if i remember correctly, it was version with default TreeLOD=0 option) i didn't notice that, but with 2.81 (and 2.81 resources) my tree lods, especially trunks, are too bright. With old version they had same brightness like closer trees. I never changed lod brightness setting in dyndolod wizard, it always is 0, and earlier it works perfect. I was trying to change TreeFullFallBack option from 1 to 0 but it didn't change anything. Seems like they doesn't have shadows anymore, or something like that. I am also tried Enhanced Vanilla Trees, but it has same issue. I never change other options in ini files. Can anyone help?Nothing changed in DynDOLOD. All features still work exactly the same. I only accidentally left a wrong default setting in the DynDOLOD_SSE.INI If you want 3D tree LOD set TreeLOD=0. If you do not want 3D tree LOD let it stay at TreeLOD=1. DynDOLOD does not change how the engine works. LOD does not have shadows. The only option that changes billboard tree LOD brightness is the LOD brightness setting. If none of the settings changed, but the tree LOD has changed, then it is because you installed different tree MODs or LOD resources. If a new LOD generation does not seem to have an affect in the game, it is typically because the newly generated LOD is not active or being overwritten.
Nuttertools Posted February 2, 2020 Posted February 2, 2020 On 2/2/2020 at 8:45 AM, sheson said: Nothing changed in DynDOLOD. All features still work exactly the same. I only accidentally left a wrong default setting in the DynDOLOD_SSE.INI If you want 3D tree LOD set TreeLOD=0. If you do not want 3D tree LOD let it stay at TreeLOD=1. DynDOLOD does not change how the engine works. LOD does not have shadows. The only option that changes billboard tree LOD brightness is the LOD brightness setting. If none of the settings changed, but the tree LOD has changed, then it is because you installed different tree MODs or LOD resources. If a new LOD generation does not seem to have an affect in the game, it is typically because the newly generated LOD is not active or being overwritten.Is that, how it should looks in terms of brightness? (vanilla trees, 3d lods, Indistinguishable Billboards for Skyrim SE DARK) https://youtu.be/CeKWh1p8_pE
sheson Posted February 2, 2020 Author Posted February 2, 2020 (edited) On 2/2/2020 at 2:36 PM, Nuttertools said: Is that, how it should looks in terms of brightness? (vanilla trees, 3d lods, Indistinguishable Billboards for Skyrim SE DARK)The leafs of the 3D tree LOD trees should match the leafs of the full model trees - without shadows of course since LOD does not cast or receive shadows. ENB has a distance shadow setting you might want to try. Nothing of that changed in a couple years in DynDOLOD for Skyrim. Edited February 2, 2020 by sheson
Nuttertools Posted February 2, 2020 Posted February 2, 2020 On 2/2/2020 at 3:05 PM, sheson said: The leafs of the 3D tree LOD trees should match the leafs of the full model trees - without shadows of course since LOD does not cast or receive shadows. ENB has a distance shadow setting you might want to try. Nothing of that changed in a couple years in DynDOLOD for Skyrim.Thanks for you answers! Your mod is greatness!
mpanikar21 Posted February 2, 2020 Posted February 2, 2020 (edited) Hi. I have gone through the process of installing and running TexGen and DynDOLOD for SSE with no problems, but when I boot up the game, I get a message that "DynDOLOD requires PapyrusUtil." I already have the latest version of PapyrusUtil and SKSE installed, have reinstalled to make sure, and my game is very stable. Also I have hidden the out of date PapyrusUtil.dll version from campfire. I've moved PapyrusUtil down in my load order to prevent overrides too. However, I still get the same message every time I load in to my world. I'm not sure why, and any help would be much appreciated. Thank you! EDIT: I'm a goofball and hid the PapyrusUtil.dll from PapyrusUtil as well as the dated one from Campfire. Mod works great, love it! Have a good one! Edited February 2, 2020 by mpanikar21
Nuttertools Posted February 3, 2020 Posted February 3, 2020 Hello! I have an issue with fake lights, i guess:https://youtu.be/vHTcAfVD7Foi was trying with vanilla, with ELFX and with Relighting Skyrim, with each of them i had that. It's not only in blackreach, but here is most clearly to see.
sheson Posted February 3, 2020 Author Posted February 3, 2020 (edited) On 2/3/2020 at 8:59 PM, Nuttertools said: Hello! I have an issue with fake lights, i guess: i was trying with vanilla, with ELFX and with Relighting Skyrim, with each of them i had that. It's not only in blackreach, but here is most clearly to see.The real lights are loaded before the fake lights are unloaded. The normally dim fake lights are briefly illuminated by the real lights. It is not trivial to change the timing and I am not aware of any good tricks to make the fake light meshes not receive real light. Just don't check the fake light in child world option. Edited February 3, 2020 by sheson
KhrysINXS Posted February 19, 2020 Posted February 19, 2020 I am just gonna post here and with better direction I will post their. I have been on xlodgen-suport for a matter where I am trying to learn how to make my own lod dds files for my own textures in order for texgen and dyndolod to process and create actual LOD models for. I know that once I do it and do it right, I will learn and flourish from that understanding where I see my results. Right now its just how too for me. I have tried several tools other then texgen to make my atlas from particular textures. I have attempted on texgen but I am not do in GB it right. The textures are loose dds files not linked or hooked to a plugin of any kind. Need to create a /textures/Lod/whatINeedLod01.dds from the loose textures located at example twxtures/architecture/whiterun/all 20 textures.dds. Any assistance will help me out. Thankyou very much in advance
sheson Posted February 19, 2020 Author Posted February 19, 2020 (edited) On 2/19/2020 at 8:58 PM, KhrysINXS said: I am just gonna post here and with better direction I will post their. I have been on xlodgen-suport for a matter where I am trying to learn how to make my own lod dds files for my own textures in order for texgen and dyndolod to process and create actual LOD models for. I know that once I do it and do it right, I will learn and flourish from that understanding where I see my results. Right now its just how too for me. I have tried several tools other then texgen to make my atlas from particular textures. I have attempted on texgen but I am not do in GB it right. The textures are loose dds files not linked or hooked to a plugin of any kind. Need to create a /textures/Lod/whatINeedLod01.dds from the loose textures located at example twxtures/architecture/whiterun/all 20 textures.dds. Any assistance will help me out. Thankyou very much in advanceThis is a bit hard to decipher. I am assuming you are replacing existing full textures that are used by existing models for which LOD models already exist. Many of the Whiterun town LOD models use pre-rendered LOD textures. They are not a simple version of the full textures, but a rendered side view parts of the model.To update those LOD textures you need to manually edit them. You can try to use NifSkope in a similar fashion like doing screenshots of trees to create billboards and then edit the LOD textures in Gimp/Photoshop. If that does not match what you did or trying to do, then try explaining with one example what you have and what you need it to do. Edited February 19, 2020 by sheson
KhrysINXS Posted February 19, 2020 Posted February 19, 2020 I am basically trying to make one of these but doing so the correct way. I tried manipulting one replacing the textures with my own. The circled areas i removed in gimp. Then i imported my texture i wanted to add, scaled it down in size and layer merged down onto the lod atlas and saved. I generated my lods and checked in game. It works but i know theirs better ways to go about thishttps://imgur.com/a/5a7EB0IIts those compiled textures in the /textures/lod/ directory that texgen processes. If i have loose textures in example textures/architecture/solitude (or wherever) / all textures.dds. But are not put together in a lod.dds file like i sent a link up above of, then the lods wont be made for the loose textures
sheson Posted February 19, 2020 Author Posted February 19, 2020 (edited) On 2/19/2020 at 9:50 PM, KhrysINXS said: I am basically trying to make one of these but doing so the correct way. I tried manipulting one replacing the textures with my own. The circled areas i removed in gimp. Then i imported my texture i wanted to add, scaled it down in size and layer merged down onto the lod atlas and saved. I generated my lods and checked in game. It works but i know theirs better ways to go about thishttps://imgur.com/a/5a7EB0IIts those compiled textures in the /textures/lod/ directory that texgen processes. If i have loose textures in example textures/architecture/solitude (or wherever) / all textures.dds. But are not put together in a lod.dds file like i sent a link up above of, then the lods wont be made for the loose texturesFrom /DynDOLOD_TexGen.html This is a bit experimental and doesn't work for pre-rendered textures like the town LOD textures, distant mountain peaks or glaciers for example. Having a look at the object LOD source textures like textures\lod\wrbuildingslod01.dds for town buildings and comparing them to tileable landscape textures makes it clear. The town LOD textures are rendered from the full models and not a simple derivative of a full texture. They were then processed with an image program to create the final LOD textures. If there would be an easier way to update the existing pre-rendered LOD textures then TexGen would do it. xEdit does not support displaying/rendering of models/textures, yet. The easier way is to sreenshot the side views in NifSkope or render them in a proper 3D application. You can always create your own TexGen rules as explained in DynDOLOD_Mod_Authors.html to create a new mini atlas texture of the roof for example.I believe the lower roof is actually done by TexGen already as a 4x4 mini atlas Textures\lod\wrroofslate01lod.dds But that would only save a couple seconds work in Gimp in this case. You still have to manually update the pre-rendered textures for the LOD models that use them. Edited February 19, 2020 by sheson
myztikrice Posted May 29, 2020 Posted May 29, 2020 (edited) Is it possible to move the error checking to before the preset screen pops up? It's very frustrating loading your list, making changes to the preset, and then getting a 'you have so-and-so, disable and restart DynDOLOD' message Edited May 29, 2020 by myztikrice
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