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Matching close terrain textures with LOD terrain textures


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Posted (edited)

So I'm using Skyrim Realistic Overhaul texture pack, along with Terrain LOD Redone for Skyrim SE. My issue is that the texture pack makes the textures look a lighter brown, compared to the distant terrain which is a darker green color. Can I use DynDOLOD to autogenerate new terrain LOD textures that match the close terrain from SRO texture pack? Or do I need to find terrain LOD textures that match it?

 

I did find Skyrim High Definition LODs - Dark LOD textures, which look like they would match better with the texture pack. Its an Oldrim mod but in posts people say it can be ported for SE.

Edited by drift123

10 answers to this question

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Posted

Okay thanks. So using this tool could I keep the improved LOD meshes and LOD normals from Terrain LOD Redone, but regenerate the terrain textures based on my texture packs?

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Posted

xLODGen was used by T4gtr34um3r to create the Terrain LOD redone diffuse and normal textures.

 

xLODGen has 3 checkboxes to select creation of terrain meshes, diffuse or normals. It is up to the user to decide which of the terrain LOD files to generate and which ones to use.

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Posted

I would like to clarify my understaning...In DynDOLOD/xLodGen tree billboards must be installed for tree LOD. Whereas no billboards are needed for object LOD and terrain LOD. Why do trees need billboards but not the other LOD types? If I have many mods that add structures and change textures to buildings in the world, can DynDOLOD make LOD for all these new objects, or will there be cases where I see texture transitions as I approach them?

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Posted

LOD tree billboards are a LOD resource for generating tree LOD so they are only required when generating tree LOD. The different LOD types are briefly explained in the DynDOLOD manual.

 

The features of DynDOLOD are explained in its description and manual. The tools can update a select list of LOD textures so that LOD objects match better. It generates LOD for objects (that includes buildings) added by mods if LOD resources exist or by using the full models.

 

None of these tools change how LOD works in the games. There is always be a more or less visible transition between LOD model and full model, because so far these game engines switchs/fades different models the moment a cell attaches instead of morphing between them.

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Posted (edited)

I will check the manual further. I guess what I'm confused on is if LOD will be generated for any mod which alters buildings, adds new structures or changes textures, or if it only works for well-known mods that DynDOLOD has been setup to work with.

 

Example 1: if I install HQ Tree Bark textures, will DynDOLOD use these textures when generating tree LOD? Or do I need custom billboards from the mod author?

 

Example 2: If I install a mod that places banners around the borders of holds, will DynDOLOD automatically detect and create LOD for these objects or would it require DynDOLOD to be patched for that mod beforehand?

 

Thanks again for answering these questions.

Edited by drift123
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Posted

1. If a tree is changed so that its billboard does not match it anymore, it requires a new billboard that matches that changed tree. Tree LOD Billboard Creation : Start to Finish

2. Since banners have no LOD models and no mesh rules included they never have LOD regardless if a vanilla plugin or a mod adds them. You would need to create your own mesh or reference rules - like the one that is included for the one vanilla banner on the western watchtower.

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Posted

Are there any recommended settings for terrain LOD generation? I'm reading through the xLODGen thread and saw your starting suggestions, but it if someone has done a tutorial video similar to what can be found for DynDOLOD on YouTube, that would be hepful.

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