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Posted
  On 7/5/2020 at 8:27 PM, Poncington said:

Thanks for the quick response.  I installed the vanilla noise file as a mod and left it as is since I'm not sure how to modify it.  The color actually looks pretty close to me.  I would really like the closest lods to be sharper though.  The furthest ones aren't super important to me I just can't stand seeing smeared graphics so close.  If I could increase full quality draw distance I would but no setting seems to work.  Would a lod4 quality of 1 be doable and if so would it do what I want?  In the mean time here's some pics after adding the noise.dds file.  I tried to get lots of pics to show the gradual change.  The pics are numbered in order.  Not sure why they uploaded in random sequence.

 

https://postimg.cc/gallery/byB0k7d

Your LOD level 4 quality maybe so high that the tiled pattern of texture becomes more visible than usual. What resolution did you use for diffuse and normal textures? Are you also baking normal maps?

Posted (edited)
  On 7/5/2020 at 9:46 PM, sheson said:

Your LOD level 4 quality maybe so high that the tiled pattern of texture becomes more visible than usual. What resolution did you use for diffuse and normal textures? Are you also baking normal maps?

I believe i did quality of 5 and 1024 for level 4 and 512 for the rest.  i did not bake as per instructions in the first post.  i'm doing a new one right now with quality 1 and 2048 on lod4 and 512 with quality 10/15/20 for the rest.  will post results.

Edited by Poncington
Posted (edited)

I ran dyndolod and 3d tree lods with mathys 3d trees.  its better but the lack of grass and plants in the distance ruins it.  anybody know how to make billboards out of grass and plants? even 2d shrubs would be a big improvement from far away.

 

https://postimg.cc/xczHt86c

Edited by Poncington
Posted (edited)
  On 7/6/2020 at 2:28 AM, Poncington said:

I ran dyndolod and 3d tree lods with mathys 3d trees.  its better but the lack of grass and plants in the distance ruins it.  anybody know how to make billboards out of grass and plants? even 2d shrubs would be a big improvement from far away.

 

https://postimg.cc/xczHt86c

Grass has no LOD. If you want to simulate grass you can temporarily use manually edited landscape textures for terrain LOD generation, like the mods Terrain LOD Redone or Cathedral Landscapes did.

 

Watch

Edited by sheson
Posted
  On 7/6/2020 at 6:40 AM, sheson said:

Grass has no LOD. If you want to simulate grass you can temporarily use manually edited landscape textures for terrain LOD generation, like the mods Terrain LOD Redone or Cathedral Landscapes did.

 

Watch

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? 

Posted (edited)

Here's my last one.  Did quality 5/10/15/20 with 1024 lod 4 and 512 for the rest.  I did texgen and xlodgen terrain only, but separately without anything active except my regular load order.  then i activated dyndo texture output, xlodgen texture output, noise, and ran dyndolod.  I need to explore more but looks pretty good so far.

 

https://postimg.cc/1nJXLs6V

Edited by Poncington
Posted
  On 7/7/2020 at 1:00 AM, Poncington said:

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)
Posted (edited)
  On 7/7/2020 at 5:54 AM, sheson said:

 

  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
Posted
  On 7/11/2020 at 2:46 PM, Mitradis said:

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

Posted (edited)

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
  Quote

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
Posted
  On 7/11/2020 at 5:14 PM, Mitradis said:

what you mean about "not needed anymore"?

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

 

  On 7/11/2020 at 5:14 PM, Mitradis said:

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.

Posted (edited)
  On 7/11/2020 at 9:02 PM, Mitradis said:

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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