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Posted (edited)

Quick question.  I think I went one tweak too many..............  What is the default "brightness" setting?  Thanks.

0 of course.

 

Typically those should be left alone. They will only make terrain LOD textures not match the full textures. Adjust the noise.dds instead.

Edited by sheson
Posted

0 of course.

 

Typically those should be left alone. They will only make terrain LOD textures not match the full textures. Adjust the noise.dds instead.

Thanks!

  • 4 weeks later...
Posted (edited)

xLODGen is not generating terrain LOD for the mod.

 

Here is the terrain painted as white (snow01) in the CK:

 

PWvFVwT.jpg

 

Here is the same terrain in the game:

 

eZpqnvh.jpg

 

Its just not loading.

 

LOD was generated with SSELODGenx64.exe.

Edited by Wolfstorm321
Posted (edited)

xLODGen is not generating terrain LOD for the mod.

 

Here is the terrain painted as white (snow01) in the CK:

 

 

 

Here is the same terrain in the game:

 

 

 

Its just not loading.

 

LOD was generated with SSELODGenx64.exe.

The log prints what is generated or if there are errors while LOD is generated.

 

There is clearly something loaded in the second screenshot!? You may want to adjust the noise.dds texture.

Edited by sheson
Posted (edited)

My mistake. I had forgot to delete the previous LOD.

After I deleted it, and regenerated it from scratch, the snow appeared.

It seems xLOD wasn't overwriting the old files, for some unknown reason.

 

q9M0Ra6.jpg

Edited by Wolfstorm321
Posted (edited)

It seems xLOD wasn't overwriting the old files, for some unknown reason.

 

To know the reason check the log, which prints what is generated or not.

 

Also read the included Terrain-LOD-Readme.txt, which explains:

 

If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones.

 

Always use -o command line argument to generate into a dedicated output folder instead of game's data folder. Then install output as a mod.

Edited by sheson
Posted

Always use -o command line argument to generate into a dedicated output folder instead of game's data folder. Then install output as a mod.

You wouldn't happen to know if the argument supports a relative path?

Posted (edited)

You wouldn't happen to know if the argument supports a relative path?

The base folder is the data folder. If the path starts with ./output then the output path it will games data/output. Use ../ to move up one folder as usual.

 

Do not generate into folders that are under control of a mod manager, including the games data folder.

Edited by sheson
Posted

The base folder is the data folder. If the path starts with ./output then the output path it will games data/output. Use ../ to move up one folder as usual.

 

Do not generate into folders that are under control of a mod manager, including the games data folder.

Thanks. I was hoping it would be the 'Start in' directory because that would have simplified resolving a small issue in the STEP guide.

 

And just out of curiosity, can you actually use Unix-style directory separators?

Posted (edited)

Thanks. I was hoping it would be the 'Start in' directory because that would have simplified resolving a small issue in the STEP guide.

 

And just out of curiosity, can you actually use Unix-style directory separators?

Set a dedicated output folder outside of game and mod manager folders. Then install output as a mod with the mod manager.

 

xEdit is a Windows application, so it uses and typically expects \ as separator. / might work on occasion but it is not guranteed.

Edited by sheson
Posted

xEdit is a Windows application, so it uses and typically expects \ as separator. / might work on occasion but it is not guranteed.

I always use OS appropriate, only reason I asked was you used Unix-style in that post.

  • 4 weeks later...
Posted (edited)

Sorry if this is the millionth time you've been asked this but..any advice for a new guy with no clue?  It didn't go so well.  I thought I followed the directions for skyrim se with quality at 5-10-15-20 for the lod zones and the boxes ticked according to the instructions for first timers at the beginning of the thread.  It basically turned skyrim into an empty scorched wasteland :teehee:

 

https://postimg.cc/JD1hy9cQ

Edited by Poncington
Posted

Sorry if this is the millionth time you've been asked this but..any advice for a new guy with no clue?  It didn't go so well.  I thought I followed the directions for skyrim se with quality at 5-10-15-20 for the lod zones and the boxes ticked according to the instructions for first timers at the beginning of the thread.  It basically turned skyrim into an empty scorched wasteland :teehee:

 

https://postimg.cc/JD1hy9cQ

Use DynDOLOD for drasticalyl advanced object and tree LOD generation to fill the emptiness.

 

If the terrain LOD textures seem to dark, adjust the noise.dds texture as explained in the first post.

Posted (edited)

Use DynDOLOD for drasticalyl advanced object and tree LOD generation to fill the emptiness.

 

If the terrain LOD textures seem to dark, adjust the noise.dds texture as explained in the first post.

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

Edited by Poncington

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