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Posted

Both the generated and source textures seemed to have transparency. The mesh opened in NifSkope looked fine too with everything exactly as you described.

Posted

Both the generated and source textures seemed to have transparency. The mesh opened in NifSkope looked fine too with everything exactly as you described.

You packed the output into BA2 files? Their contents might be overwritten by loose files or something happened to it when creating the archives.

Posted (edited)

Yes I packed them into BA2 files following the guide I linked above (using Archive2.exe). I don't have any loose files that I can find. The only 2 mods I have that change textures at all are improved map and unofficial patch. I've tried regenerating and recreating the BA2's multiple times but the same result. :confusion:

Edited by Geralt
Posted (edited)

Yes I packed them into BA2 files following the guide I linked above (using Archive2.exe). I don't have any loose files that I can find. The only 2 mods I have that change textures at all are improved map and unofficial patch. I've tried regenerating and recreating the BA2's multiple times but the same result. :confusion:

Well, for a test, check what happens if you just install the loose output only.

Double check in MO2 right window data tab that the loose files are not being overwritten.

Edited by sheson
Posted (edited)

Installing them as loose files seems to work!

 

Is there a downside to using them as loose files? The guide I used mentioned flickering, I think I read something about being blurry too.

Edited by Geralt
Posted (edited)

Installing them as loose files seems to work!

 

Is there a downside to using them as loose files? The guide I used mentioned flickering, I think I read something about being blurry too.

Yes there is. There will be visual issues like really low quality textures and stuff.

 

Make sure to compress the meshes and texture into two different BA2 files. When doing the textures archive, make sure the format is set to DDS instead of General.

Edited by sheson
Posted

Yes there is. There will be visual issues like really low quality textures and stuff.

 

Make sure to compress the meshes and texture into two different BA2 files. When doing the textures archive, make sure the format is set to DDS instead of General.

Setting the format to DDS solved it, now I feel like a bit of a dolt. :lol:

 

Thanks for the help, much appreciated! ::D:

Posted

Setting the format to DDS solved it, now I feel like a bit of a dolt. :lol:

 

Thanks for the help, much appreciated! ::D:

Really, no problem. It seems that important detail is missing from the guide, unfortunately.

Posted

A couple month ago we discussed flickering while new terrain is loading in Skyrim Special Edition. After some testing, we realized this is caused by a new land fade feature added to Skyrim Special Edition (and Skyrim VR) - which thankfully can be disabled:

 
Skyrim.INI
[Display]
bEnableLandFade=0
 
By default this setting is missing from the Skyrim.INI and thus defaults to 1 = enabled. Add the setting to the INI to disable the stipple fade so that terrain fades like it does in Skyrim.

 

I did several tests back when we discussed the issue, but it seemed prudent trying to explain this issue and its simple fix properly with videos and images since more people seem to notice the issue.

 

Top left shows vanilla Skyrim Special Edition meshes.
Top right meshes were generated with Oscape and are from the mod Terrain LOD Redone.
Lower left shows high quality = 0 xLODGen meshes with protect cell border which are z-shifted (lowered) by 25 units - an idea suggested by users.
Lower right show high quality = 0 xLODGen meshes with protect cell border.

 

For the video the terrain LOD textures have been made way too bright to better show the artifacts. If the terrain LOD textures (together with noise.dds) match the full textures well, the artifacts are barely visible if at all.
 


 
Here are some stills from the video to point out what to look for.
 
32382-1604439187-1220797613.png32382-1604439189-343202961.png
 
The left image shows the artifacts that happen because of the new fade mode. Terrain LOD meshes and full terrain meshes now briefly show at same time while the full terrain is faded it. If the terrain LOD mesh is slightly higher, then the fading of the full terrain can not be seen because it is underneath the terrain LOD. In case of the high resolution xLODGen the terrain LOD more or less matches the full terrain exactly, so z-fighting happens. Lowering the terrain LOD seems to eliminate the issue, but pay attention to the video, as a straight line can be seen the currently active cell and the loading cell while the fade happens.
 
The right image shows the same scene again, not with the fade disabled. No artifacts for all 4 types of terrain LOD meshes. Watch out for the very obvious rise of the z-shifted terrain LOD meshes.
 
32382-1604439195-888468427.png32382-1604439200-584218309.png32382-1604439206-247696240.png
 
Flipping back and fourth the first and second images shows why z-shifting terrain LOD is not a useful workaround (in case the straight line artifact of the first scene seemed bearable). Because the full water immediately loads and does not fade, the LOD coastline and shallow islands simply disappear for a second until the full terrain is faded in. As always, it is generally better trying to find the cause of an issue and fix that if possible, instead of using band aids / workarounds for the symptoms.
 
The red circled areas point out a common visual bug of vanilla/Oscape meshes, which are terrain drops at the edge between active cells and terrain LOD. This is fixed by using the protect cell borders setting in xLODGen.
 
The visual issue with the mountain range of the Oscape meshes is a well known bug of Oscape, where cells have bottomless terrain LOD. It happens if other plugins - including DLC - overwrite landscape data of Skryim.esm.

Posted (edited)

Not sure if this helps - I used xLODGen with better terrain, which seemed to work great - however, upon 'cell changing' there is a little 'black load' fuzz - I guess that's the best way of describing it? 

 

I suppose this is what you referring to when you said to DISABLE benablelandfade

 

So I did that - okay, problem solved! (almost)

 

The issue with this is, I use an ENB - and with an ENB there's a constant 'dark circle' in all directions which doesn't match the terrain LOD in the background. Disabling 'detailed shadow' in the ENB fixes this, but then I lose a lot of the intended quality!

 

Is there any workaround? 

 

-- Also, can I ask if SSE-Terrain-Tamriel is necessary in every XLOD generation regardless of landscape mod used? 

 

Image - ENB activated (no Dyndolod generated - just xlodgen)

 

UB6Sboa.jpg

 

Image - ENB (detailed shadow) disabled

 

bD1kCJc.jpg

Edited by SenseiJT92
Posted

Apparently, that (crappy) vanilla snow LOD is only white because of the vanilla version of /textures/terrain/noise.dds in combination with the vanilla terrain LOD... With Cathedral Landscapes (CL) and Majestic Mountains (MM) installed (as in STEP), CL provides the noise map. The gamma correction noted in the STEP guide results in the terrain snow LOD (as well as other terrain) matching the rest of the mountains/rocks objects as well as the full terrain (as in your third image, which IMHO looks correct and consistent with the rest of the landscape). Sheson has told us again and again that the brightness/gamma corrections technically should not be used, because xLODGen is using the full (base) terrain textures to produce the terrain LOD. This should ensure that all terrain matches whether near or far IF the noise map is compatible (note that the 'flat' noise map should be totally compatible with any terrain LOD; although, you will see the terrain tiling).

 

No noise texture edit that Tech and I have played with result in a 'good' result with CL and MM ... this includes the 'flat' noise map that sheson provides in the OP. The terrain textures are always too dark, and ONLY a brightness correction (or gamma) achieves the desired result with the CL noise map and landscapes ... Tech and I have tested and tested, regenerating terrain LOD over and over again to no avail.

 

Ultimately, the issue lies with the CL mod in that they designed a dark-ish noise map and used xLODGen for the terrain LOD to work with that (again, brightening that CL noise map using various methods does not look as good as the brightness correction ... the noise map would need to be redesigned to maintain the white-gray-black steepness and granularity, which we did NOT do in our testing). And yes --contrary to sheson's advice-- they did use a brightness correction in their LOD gen that ships with their mod, so we are technically deviating from best practice by using a brightness correction in our LOD gen methods simply because we are trying to get everything to look consistent and must replicate CL methodology (note that we are using gamma rather than brightness, because it preserves more of the LOD color saturation).

Hi, I've read through the threod a couple of times - but I just want to know are there any final gamma/brightness adjustments when using CL and MM? I am going to try generate with 1.25 but don't want to waste a few hours if it's wrong!

 

Cheers

Posted

Not sure if this helps - I used xLODGen with better terrain, which seemed to work great - however, upon 'cell changing' there is a little 'black load' fuzz - I guess that's the best way of describing it? 

 

I suppose this is what you referring to when you said to DISABLE benablelandfade

 

So I did that - okay, problem solved! (almost)

 

The issue with this is, I use an ENB - and with an ENB there's a constant 'dark circle' in all directions which doesn't match the terrain LOD in the background. Disabling 'detailed shadow' in the ENB fixes this, but then I lose a lot of the intended quality!

 

Is there any workaround? 

 

-- Also, can I ask if SSE-Terrain-Tamriel is necessary in every XLOD generation regardless of landscape mod used? 

 

Image - ENB activated (no Dyndolod generated - just xlodgen)

 

 

 

Image - ENB (detailed shadow) disabled

 

If there is an issue with ENB settings/effects then you should ask on the ENB forum or maybe the author of the ENB you are using.

 

The Terrain ESM plugins adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. It should always be loaded when generating terrain LOD.

Hi, I've read through the threod a couple of times - but I just want to know are there any final gamma/brightness adjustments when using CL and MM? I am going to try generate with 1.25 but don't want to waste a few hours if it's wrong!

Use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0.

It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.

 

Then you can check the result in the game by checking the updated area for the result. Once the settings are satisfactory generate for the whole worldspace.

Posted

If there is an issue with ENB settings/effects then you should ask on the ENB forum or maybe the author of the ENB you are using.

 

The Terrain ESM plugins adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. It should always be loaded when generating terrain LOD.

Use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0.

It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.

 

Then you can check the result in the game by checking the updated area for the result. Once the settings are satisfactory generate for the whole worldspace.

Thanks - with the ENB I get its not the fault of this tool, but I thought that most people using the step guide will use an ENB. It might be worth including what 'detailed shadow' should be disabled when (if) disabling landfade in the .ini

 

 

Sorry - can you clarify with the terrain-ESM, it should still be used even if using mods? I just thought those 'mods' would've generated the same back textures? I'll trust your word if you're certain

 

Also thanks for the chunks idea, I know a cell coordinates outside Whiterun so I might just keep generating for that one to test!

Posted

Thanks - with the ENB I get its not the fault of this tool, but I thought that most people using the step guide will use an ENB. It might be worth including what 'detailed shadow' should be disabled when (if) disabling landfade in the .ini

 

 

Sorry - can you clarify with the terrain-ESM, it should still be used even if using mods? I just thought those 'mods' would've generated the same back textures? I'll trust your word if you're certain

 

Also thanks for the chunks idea, I know a cell coordinates outside Whiterun so I might just keep generating for that one to test!

Are you saying the bEnableLandFade setting changes how the ENB effect behaves?

 

"It should always be loaded when generating terrain LOD." No idea how to say it any more clear. There are no mods that add back missing terrain, especially if all they do is change landscapes textures.

Posted

Are you saying the bEnableLandFade setting changes how the ENB effect behaves?

 

"It should always be loaded when generating terrain LOD." No idea how to say it any more clear. There are no mods that add back missing terrain, especially if all they do is change landscapes textures.

Yes exactly that - but it only affects how the ENB processes 'detailed shadows' which is a fundamental setting of most ENB presets

 

Without ENB activated there's no 'flickering', and no dark circle - as intended by the enablelandfade=0

 

However, with ENB activated, and detailed shadows, there's the dark circle seen in my photos 

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