sheson Posted July 7, 2020 Author Posted July 7, 2020 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? Use xLODGen to generate terrain LOD meshes [and textures] Use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples)
Poncington Posted July 7, 2020 Posted July 7, 2020 (edited) Use xLODGen to generate terrain LOD meshes [and textures] Use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) 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 July 7, 2020 by Poncington
Mitradis Posted July 11, 2020 Posted July 11, 2020 (edited) i still cant generate objects lods 8+ cells size with vertex color:https://i4.imageban.ru/out/2020/07/11/5a63aadbd9752f1bcef960afc1f2a87c.pnghttps://i6.imageban.ru/out/2020/07/11/e2492f216a0b851b8dde356e815eca83.pnghttps://i3.imageban.ru/out/2020/07/11/6e3aeb41d4d50fd3c3861ddfcd373191.pnghttps://i4.imageban.ru/out/2020/07/11/3c2e9df9de51507cb3d2626ba69ab9e5.pnghttps://i4.imageban.ru/out/2020/07/11/4728ca091b1f1a3e59161db4fcc39bca.pngaaaaand))https://i6.imageban.ru/out/2020/07/11/401a657cfdb5ee4aba7b9369a49b77b9.pngit seems like a cruel joke. But version 3.1.2 still work perfect lol. How many years to wait for fix? Edited July 11, 2020 by Mitradis
sheson Posted July 11, 2020 Author Posted July 11, 2020 i still cant generate objects lods 8+ cells size with vertex color: https://i4.imageban.ru/out/2020/07/11/5a63aadbd9752f1bcef960afc1f2a87c.png https://i6.imageban.ru/out/2020/07/11/e2492f216a0b851b8dde356e815eca83.png https://i3.imageban.ru/out/2020/07/11/6e3aeb41d4d50fd3c3861ddfcd373191.png https://i4.imageban.ru/out/2020/07/11/3c2e9df9de51507cb3d2626ba69ab9e5.png https://i4.imageban.ru/out/2020/07/11/4728ca091b1f1a3e59161db4fcc39bca.png aaaaand)) https://i6.imageban.ru/out/2020/07/11/401a657cfdb5ee4aba7b9369a49b77b9.png it seems like a cruel joke. But version 3.1.2 still work perfect lol. How many years to wait for fix? 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.
Mitradis Posted July 11, 2020 Posted July 11, 2020 (edited) Ah sory plz... i creat TES5LODGen_Skyrim_Tamriel_Options.txt file and add lines:IsHDTextureMask=mountainslablod.ddsIsHDTextureMask=mountainslablod2.ddsIsHDTextureMask=mountainslablod3.ddsnow i have VC.https://i1.imageban.ru/out/2020/07/11/e7142a23619594d93fd36fcbee617c09.pngBut i dont understand thisSince a few versions using the options files to enable vertex colors for the higher LOD levels is not needed anymorewhat 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 July 11, 2020 by Mitradis
sheson Posted July 11, 2020 Author Posted July 11, 2020 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.
Mitradis Posted July 11, 2020 Posted July 11, 2020 (edited) Unfortunately new lodgen does not automatically add white VC for snowy objects:https://i4.imageban.ru/out/2020/07/11/9c867cc6d6174d7c78505a2a214a0d76.jpghow fix this if i use _Options.txt? https://i6.imageban.ru/out/2020/07/11/a86961c6b07551d72fb425cafff528a4.pngmeshes not have VC. Edited July 11, 2020 by Mitradis
sheson Posted July 12, 2020 Author Posted July 12, 2020 (edited) Unfortunately new lodgen does not automatically add white VC for snowy objects:https://i4.imageban.ru/out/2020/07/11/9c867cc6d6174d7c78505a2a214a0d76.jpghow fix this if i use _Options.txt? https://i6.imageban.ru/out/2020/07/11/a86961c6b07551d72fb425cafff528a4.pngmeshes 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 July 12, 2020 by sheson
Mitradis Posted July 12, 2020 Posted July 12, 2020 (edited) if i use _Options.txt file, lodgen change name of block to objSnowHD, but do not add white VC for working HD show shaderhttps://i4.imageban.ru/out/2020/07/12/3610e1c06d9df44ef490745c4cbfd8a6.pngif i generate without _Options.txt files then block name objSnowhttps://i4.imageban.ru/out/2020/07/12/bf438c99093fdf31ae1bfe89ed2a9f1b.pngadding HD flag (and to Shader Flag 2) in object param does not give a resulthttps://i1.imageban.ru/out/2020/07/12/2bd46410eb8d453883f0d8897f0bdb8b.pngplz do something... Edited July 12, 2020 by Mitradis
sheson Posted July 12, 2020 Author Posted July 12, 2020 (edited) if i use _Options.txt file, lodgen change name of block to objSnowHD, but do not add white VC for working HD show shaderhttps://i4.imageban.ru/out/2020/07/12/3610e1c06d9df44ef490745c4cbfd8a6.pngif i generate without _Options.txt files then block name objSnowhttps://i4.imageban.ru/out/2020/07/12/bf438c99093fdf31ae1bfe89ed2a9f1b.pngadding HD flag (and to Shader Flag 2) in object param does not give a resulthttps://i1.imageban.ru/out/2020/07/12/2bd46410eb8d453883f0d8897f0bdb8b.pngplz 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 July 12, 2020 by sheson
Mitradis Posted July 12, 2020 Posted July 12, 2020 (edited) 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 July 12, 2020 by Mitradis
sheson Posted July 12, 2020 Author Posted July 12, 2020 I understood, but if one texture using in IsHDTextureMask and this texture using in non VC object mesh gets a bugWhat bug?
Mitradis Posted July 12, 2020 Posted July 12, 2020 (edited) thishttps://i4.imageban.ru/out/2020/07/11/9c867cc6d6174d7c78505a2a214a0d76.jpgif 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. Edited July 12, 2020 by Mitradis
sheson Posted July 12, 2020 Author Posted July 12, 2020 thishttps://i4.imageban.ru/out/2020/07/11/9c867cc6d6174d7c78505a2a214a0d76.jpgif 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.
Mitradis Posted July 12, 2020 Posted July 12, 2020 (edited) 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 July 12, 2020 by Mitradis
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