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Any plans to incorporate terrain lod generation in dyndolod?


Megaloblast

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Yes. In fact I already have terrain LOD gen meshes/textures mostly completed for Skryim and Skyrim SE. ETA depends on a few factors, but lets say some time later this year.

To clarify, would this make distant ground appear to have grass on it?  I've always wondered if it would be possible to do something to address the grass radius problem, especially in the Whiterun Tundra area.  Either way, your work is fantastic Sheson.  You are a genius!

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The initial terrain LOD release will be just a CK / Oscape replacement also allowing higher res meshes/textures without the artifacts of Oscape.

 

Maybe after that we might come up with a way to somehow fake some type grass LOD into the meshes or textures, but no promises. Grass is a shader that randomly places grass meshes onto the terrain, and that is randomly different each time, so it will be impossible to really match that properly - even if we do not have to care about optimizations/simplifications. 

 

It *might* be overall easier (generally speaking) to use the pre-made grass data in the .gid files (bAllowLoadGrass) and show grass beyond the loaded cells by replacing/updating the shader itself. Skyrim can still use .gid files, in Skyrim SE it seems broken and grass is always done ad-hoc (bAllowCreateGrass).

Edited by sheson
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