Pickysaurus Posted July 28, 2018 Posted July 28, 2018 Are you saying the same CELL x,y coordinate is defined twice in different plugins with different form IDs for these worldspaces or only once, but some are in a different plugin? AFAIK that is should not ever happen. Send me plugin in question so I can investigate and maybe try to determine what default / cell water/terrain to use. So the CK load index was [0] Skyrim.esm[1] BSAssets.esm[2] BSHeartland.esm Cells up to Y: -80 are indexed as 02XXXXXX - as expected. Once I went south of that, the cells had an id of 03XXXXXX I've pinged you on Discord if that's an easier way for me to send you the files.
David2408 Posted July 28, 2018 Posted July 28, 2018 Thanks Sheson for resolving the water bug!Huh? How did he solve it? There has not been an update or additional upload.
sheson Posted July 28, 2018 Author Posted July 28, 2018 Huh? How did he solve it? There has not been an update or additional upload.We found out it was the same problem you and Zanderat had. So just using the latest version fixed it ;)
David2408 Posted July 28, 2018 Posted July 28, 2018 We found out it was the same problem you and Zanderat had. So just using the latest version fixed it ;)Oh, funny. I had flashbacks looking at Picky's screenshots, but my initial thought was that BS Bruma had some corrupted terrain LOD records because they did include valid LOD but did not want others to recreate it in order to protect unfinished projects and stuff.
drift123 Posted July 28, 2018 Posted July 28, 2018 (edited) Why does SSELODGen make the terrain darker than the loaded cell terrain? I know you can use the adjusted noise.dds to fix this, but why is it even necessary (and why is the original vanilla noise.dds darker)? Edited July 28, 2018 by drift123
sheson Posted July 29, 2018 Author Posted July 29, 2018 Why does SSELODGen make the terrain darker than the loaded cell terrain? I know you can use the adjusted noise.dds to fix this, but why is it even necessary (and why is the original vanilla noise.dds darker)?As explained before, xLODGen does not make the terrain textures darker or brighter than the textures in the loaded cells unless brightness, contrast or gamma are set. The Skyrim game engine does.
drift123 Posted July 29, 2018 Posted July 29, 2018 (edited) Okay, the reason I'm asking is because when using a mod like 'HD Enhanced Terrain', this mod adds a custom noise file to make distant terrain look more realistic. It works with vanilla LOD, however, when I generate LOD and then use this noise file, the terrain and especially the snow is too dark. If I brighten up this mod's noise file much of the effect's detail is lost. Could this be resolved simply by increasing the brightness of LOD generated in SSELODGen? Does the game engine uniformly darken all types of LOD terrain (snow, grass, water)? Thanks Edited July 29, 2018 by drift123
drift123 Posted July 29, 2018 Posted July 29, 2018 Also, do you know what brightness setting in SSELODGen would offset the darkness created by the game engine?
sheson Posted July 29, 2018 Author Posted July 29, 2018 (edited) Okay, the reason I'm asking is because when using a mod like 'HD Enhanced Terrain', this mod adds a custom noise file to make distant terrain look more realistic. It works with vanilla LOD, however, when I generate LOD and then use this noise file, the terrain and especially the snow is too dark. If I brighten up this mod's noise file much of the effect's detail is lost. Could this be resolved simply by increasing the brightness of LOD generated in SSELODGen? Does the game engine uniformly darken all types of LOD terrain (snow, grass, water)? ThanksUnless someone looks at the source code of the game/CK we will not know what exactly was done to mess up the vanilla terrain LOD textures. It may help to compare this to any of the Fallout engines, which do not have this problem. I am assuming the noise texture is just making pixels darker or brighter, but I might be wrong. xLODGen has brightness, contrast and gamma modifiers for the diffuse terrain LOD texture generation so it can create terrain LOD textures that exhibit the same behavior/problems like the vanilla/CK textures. Also, do you know what brightness setting in SSELODGen would offset the darkness created by the game engine? I have not tested which exact settings to use to achieve that, but you may want to start with a high contrast of 50 or 75 for tests. Edited July 29, 2018 by sheson
drift123 Posted July 29, 2018 Posted July 29, 2018 Okay thanks, I'll do some tests. Does the game engine darken object and tree LOD made in DynDOLOD too, or is it strictly terrain?
sheson Posted July 29, 2018 Author Posted July 29, 2018 Okay thanks, I'll do some tests. Does the game engine darken object and tree LOD made in DynDOLOD too, or is it strictly terrain? The noise.dds texture is only applied to terrain LOD textures.
drift123 Posted July 29, 2018 Posted July 29, 2018 This is Veydosebrom Spring + SSELODGen (contrast 60) + DynDOLOD + HD Enhanced Terrain (modified noise.dds). May switch back to golden grass and terrain but its looking pretty nice. Thanks for these excellent mods.
sheson Posted July 29, 2018 Author Posted July 29, 2018 This is Veydosebrom Spring + SSELODGen (contrast 60) + DynDOLOD + HD Enhanced Terrain (modified noise.dds). May switch back to golden grass and terrain but its looking pretty nice. Thanks for these excellent mods. Looks great. If I ever complete the grass baking, a strong noise texture to fake detail/grass won't be needed anymore, hopefully.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now