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xLODGen - Terrain LOD beta 111 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE


sheson

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Thank you for your help.  Last thing (I think).  How would you use dyndolod and xlodgen together in skyrim se for optimal effect?  I don't completely understand how they overlap if at all.  I thought just doing terrain with xlodgen and everything else with dyndolod would make the world complete but it seems like dyndolod alone creates a more full looking world.  When I generate 3d tree lods with mathys 3d trees in xlodgen it mentions objects which I would think dyndolod handles so I don't know if i should do world objects with one or both.  What's the right mix and what's the correct order to to run everything? 

  1. Use xLODGen to generate terrain LOD meshes [and textures]
  2. Use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization)
  3. use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples)
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  1. Use xLODGen to generate terrain LOD meshes [and textures]
  2. Use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization)
  3. use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples)

 

Ah ok thanks.  I didn't redo texgen with xlodgen terrain in the load order.  i'll redo it in that order and redo occlusion at the end with everything active.

Edited by Poncington
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A long time ago I explained how to enable vertex colors for HD textures in the higher LOD levels by using the options file. I also asked to make a proper error report in case it does not work. No proper error report was posted.

 

Since a few versions using the options files to enable vertex colors for the higher LOD levels is not needed anymore. It is enabled by default and still works as expected. Since years.

 

59721-1594482877-791704244.png

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Ah sory plz... i creat TES5LODGen_Skyrim_Tamriel_Options.txt file and add lines:

IsHDTextureMask=mountainslablod.dds
IsHDTextureMask=mountainslablod2.dds
IsHDTextureMask=mountainslablod3.dds
now i have VC.
But i dont understand this

Since a few versions using the options files to enable vertex colors for the higher LOD levels is not needed anymore

what you mean about "not needed anymore"?

 

And one question more: if texture path something like this "dlc01\lod\seruinswindowslod.dds" or "dlc02\lod\lightmattwall02lod.dds" in file need add only filename or path too?

Edited by Mitradis
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what you mean about "not needed anymore"?

The HD texture masks are not needed anymore. It also works without them since a while.

 

And one question more: if texture path something like this "dlc01\lod\seruinswindowslod.dds" or "dlc02\lod\lightmattwall02lod.dds" in file need add only filename or path too?

"Mask" can be be part of a filename or path, whatever granularity is required.

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Unfortunately new lodgen does not automatically add white VC for snowy objects:

https://i4.imageban.ru/out/2020/07/11/9c867cc6d6174d7c78505a2a214a0d76.jpg

how fix this if i use _Options.txt?

 

https://i6.imageban.ru/out/2020/07/11/a86961c6b07551d72fb425cafff528a4.png

meshes not have VC.

White vertex colors is the same as no vertex colors. Objects are combined for less draw calls.

 

The LOD is not white because of vertex colors but because of the HD flag is set wrongly, probably with options file. The HD snow LOD shader does not work well with LOD textures.

 

You can test that by manually changing the name from objSnowHD to objSnow and unsetting the HD LOD flag from the shader.

Edited by sheson
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if i use _Options.txt file, lodgen change name of block to objSnowHD, but do not add white VC for working HD show shader

https://i4.imageban.ru/out/2020/07/12/3610e1c06d9df44ef490745c4cbfd8a6.png

if i generate without _Options.txt files then block name objSnow

https://i4.imageban.ru/out/2020/07/12/bf438c99093fdf31ae1bfe89ed2a9f1b.png

adding HD flag (and to Shader Flag 2) in object param does not give a result

https://i1.imageban.ru/out/2020/07/12/2bd46410eb8d453883f0d8897f0bdb8b.png

plz do something...

Edited by Mitradis
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if i use _Options.txt file, lodgen change name of block to objSnowHD, but do not add white VC for working HD show shader

https://i4.imageban.ru/out/2020/07/12/3610e1c06d9df44ef490745c4cbfd8a6.png

if i generate without _Options.txt files then block name objSnow

https://i4.imageban.ru/out/2020/07/12/bf438c99093fdf31ae1bfe89ed2a9f1b.png

adding HD flag (and to Shader Flag 2) in object param does not give a result

https://i1.imageban.ru/out/2020/07/12/2bd46410eb8d453883f0d8897f0bdb8b.png

plz do something...

There is no reason to add white vertex colors since it is the same as no vertex colors. If all vertex colors for a group of objects are white, they are automatically removed.

 

Don't use options files or use correct options. You did not provide the used options file.

Do not set Uses HD LOD Texture on the base record if the defined LOD model uses LOD models/textures.

 

HD snow/ash LOD material object shaders are used if the shape name is objSnowHD or objAshHD. Setting LOD or HD LOD flags does not change which material object shaders are used.

 

Using DynDOLOD would save time as it deals with such mods automatically.

Edited by sheson
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I understood, but if one texture using in IsHDTextureMask for VC object, and this texture using in non VC object mesh gets a bug... I will have to do a lot of work on sorting and changing texture paths.

Is it possible just to set a priority in the program? at the moment _Options.txt requires a lot of manual work.

Edited by Mitradis
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this

https://i4.imageban.ru/out/2020/07/11/9c867cc6d6174d7c78505a2a214a0d76.jpg

if one meshe file with VC using texture containst in _Options.txt all okey, but if other file wothout VC using some texture containst in _Options.txt i have this bug.

Again, the white cover has nothing to do with vertex colors. It happens because the HD snow LOD material object shader is applied. The shaders look the same for no vertex colors and all white vertex colors.

Again, I have no idea what settings are in the options file. Do not tell it that this is HD LOD whatever way.

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for example file norextwallbg1way01_lod_1.nif using textures\lod\NordicTempleExt_LOD.dds texture. This texture containst in _Options.txt. BUT norextwallbg1way01_lod_1.nif dont have VC. As result after generated, block with this model have name objSnowHD BUT THIS BLOCK NO HAVE VC (EVEN WHITE). I don’t know how else to explain it.

IsHDTextureMask=mountainslablod.dds
IsHDTextureMask=mountainslablod2.dds
IsHDTextureMask=mountainslablod2_n.dds
IsHDTextureMask=mountainslablod3.dds
IsHDTextureMask=mountainslablod3_n.dds
IsHDTextureMask=mountainslablod_n.dds
IsHDTextureMask=nordictempleext_lod.dds
IsHDTextureMask=nordictempleext_lod_3.dds
IsHDTextureMask=nordictempleext_lod_n.dds

proposing a solution: if mesh file no have VC, EVEN if he have texture which is containst in _Options.txt, for this model do not set block name to objSnowHD.

Edited by Mitradis
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