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Posted
  On 2/20/2019 at 2:17 PM, Mitradis said:

Because of these messages, the programs do not work correctly. Useless message giving false data.

What are you on about? My message you've quoted is correct, the issue I had with version 0.38 and prior was fixed in 0.39, that isn't false data, that is a fact that I've tested and gave Sheson feedback on, no idea what you are talking about, but I certainly didn't give false data.

Posted (edited)
  On 2/22/2019 at 10:51 AM, Mitradis said:

I can see perfectly fine, however you are not giving any useful information whatsoever.

As far as I remember there never has been ever a report like this. Obviously you already checked if this problem is known or not.

This typically means that there is something that nobody else has encountered before. So, everyone else generates these meshes without such error.

I am out of glass balls and can not magically create unique issues in the load order or tools just by looking at some random screenshots.

 

Common sense and basic courtesy would be to give as much information as possible so people can reproduce this error only you have come across so far.

 

For example:

 

Are these meshes actually generated by LODGen and if so, which version? Check the NIFs header info. Does it happen with the latest version?

What version of xLODGen was used. Does it happen with the latest version?

Were there any error or warning messages from xLODGen or LODGen. Post the log.

What settings were used in xLODGen. A screenshot of the options would suffice.

Which Skyrim version, DLCs, plugins cleaned or not, which other plugins from mods are in the load order.

Edited by sheson
Posted (edited)
  Quote

 

 

I can see perfectly fine

Yes, its fine

26f4e403888323539a12208322487b02.jpg

  Quote

 

 

 you are not giving any useful information whatsoever

file name :teehee: :

e70568d6ff133e74b8f480e77603697d.png

as i say: standart generation on 39. Game: Skyrim LE. Tamriel world. I see this gaps(slots\empty joints) and in older versions, just not report. LodGen not report errors.

035c4dd46cfd878fcc3a163079bd369a.png

Edited by Mitradis
Posted (edited)
  On 2/22/2019 at 1:34 PM, Mitradis said:

Yes, its fine

26f4e403888323539a12208322487b02.jpg

file name :teehee: :

e70568d6ff133e74b8f480e77603697d.png

as i say: standart generation on 39. Game: Skyrim LE. Tamriel world. I see this gaps(slots\empty joints) and in older versions, just not report. LodGen not report errors.

035c4dd46cfd878fcc3a163079bd369a.png

 

I am sure you can comprehend the difference between the term "seeing fine " and "it is fine", no matter what your mother language is.

 

Try a different quality setting see if it changes anything.

Edited by sheson
Posted

xLODGen Beta 40 updates Enderal to use new launcher registry path and fixes holes caused by coarse quality in conjunction with protect cell borders. 

Posted
  On 2/23/2019 at 2:41 AM, El_Rizzo said:

Your link for Beta 40 is borked, it tries to link directly to the x64 exe ;)

Fixed. Thanks for letting me know.

  • 2 weeks later...
Posted (edited)

beta 41 adds BC7 support for SSE, TES5VR and FO4 and uses a better algorithm for BC1/BC2/BC3 to reduce artifacts.
 
Left old method, right new method
 
59721-1551735536-205356041.png59721-1551735555-1413584897.png

Edited by sheson
Posted

Generation of lod for all the vanilla worldspaces + bruma and pale pass worked flawlessly and MUCH faster thanks to bc7. Didnt see any bugs so far and noticed a slight gain in lod quality and performance <3

Posted (edited)

So this might be a dumb question, but would it make sense to use bc7 for diffuse textures as well as for normals, or should bc7 only be used for normals and dxt1 for diffuse? And what is the difference between bc7 quick and max? Is it affecting quality or just the amount of compression?

Edited by El_Rizzo
Posted (edited)
  On 3/8/2019 at 2:46 PM, El_Rizzo said:

So this might be a dumb question, but would it make sense to use bc7 for diffuse textures as well as for normals, or should bc7 only be used for normals and dxt1 for diffuse? And what is the difference between bc7 quick and max? Is it affecting quality or just the amount of compression?

http://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/

 

https://github.com/Microsoft/DirectXTex/wiki/Texconv

-bcmax Uses maximum compression (BC7: enables mode 0 & 2 usage)
-bcquick Uses minimal compression (BC7: uses just mode 6)

 

 

The technical aspect however are just theoretical.What counts is how things look in the game and how much video memory the textures are going to use.

 

For that I suggest to generate some terrain textures in the different formats and then compare the result in the game.

 

Without having done any such tests, let me just assume (prove me right/wrong with some actual tests screenshots):

 

With the latest update, BC1 (DXT1) will probably have sufficient quality for both terrain diffuse and normal textures while using the least amount of video memory.

Edited by sheson

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