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Posted (edited)
  On 11/1/2019 at 6:40 PM, Oliver said:

I have doubling tree LODs on Solstheim (EVT).

I have no idea what that is supposed to mean or where the screenshots are supposed to be showing 2 trees on top of each other.

 

xLODGen tree LOD generation adds one tree LOD placement for each tree reference.

 

A tree LOD placement is 2 rectangular panes crossing in their middle. Each of the panes show the same billboard texture.

 

If the billboard texture is not properly centered or the trunk is not perpendicular, then the trunks on the 2 crossings pane might not align well.

 

Otherwise I suggest to generate tree LOD for the current load order.

Edited by sheson
Posted
  On 11/1/2019 at 7:31 PM, sheson said:

I have no idea what that is supposed to mean or where the screenshots are supposed to be showing 2 trees on top of each other.

 

xLODGen tree LOD generation adds one tree LOD placement for each tree reference.

 

A tree LOD placement is 2 rectangular panes crossing in their middle. Each of the panes show the same billboard texture.

 

If the billboard texture is not properly centered or the trunk is not perpendicular, then the trunks on the 2 crossings pane might not align well.

 

Otherwise I suggest to generate tree LOD for the current load order.

I use 3D tree LODs and generate LODs for curret load order of course.

s9VUPQtYOr8.jpg

 

You see this? Two tree LODs from one root and two tops. Also this trees are X from two flat meshes, not hibrid 3D. TreeFullFallBack=0 resolve this.

Posted (edited)
  On 11/2/2019 at 5:41 AM, Oliver said:

I use 3D tree LODs and generate LODs for curret load order of course.

s9VUPQtYOr8.jpg

 

You see this? Two tree LODs from one root and two tops. Also this trees are X from two flat meshes, not hibrid 3D. TreeFullFallBack=0 resolve this.

If you have 2 trees with each having 2 planes, then there are either 2 trees placed there or maybe traditional tree LOD is not disabled and shows on top of the billboard trees in object LOD.

Edited by sheson
Posted

Thx, I will try to play around. Is there a max value, or multiplier for the lod settings? Or a point it becomes useless? BethINI doesnt really seem to have a limit. I tried lod 4 at 75000 and it seem to have no impact on performance.

Posted
  On 11/3/2019 at 5:59 AM, Soulmancer said:

Thx, I will try to play around. Is there a max value, or multiplier for the lod settings? Or a point it becomes useless? BethINI doesnt really seem to have a limit. I tried lod 4 at 75000 and it seem to have no impact on performance.

DynDOLOD does not change how LOD works or the engine works.

 

Read the chapter How LOD works in Skyrim.

 

For example, it tells you the max draw distance is about a 100 cells and that a cell is 4096 units.

 

Maybe also have a look at https://wiki.step-project.com/Guide:SkyrimPrefs_INI or other resources that explain INI settings.

Posted

Hey Sheson,

 

Sorry to bother you (again) with your fantastic tool,

I was wondering if it possible that the lod meshes of "wrhousewind01" from the DynDOLOD Resource are rotated by 180°.

I thought about that first because I did a quick generation for my Load Order to test stuff and all,

and the house added by Cutting Room Floor just outside the Whiterun entrance (XX01A429) seems to be rotated by 180° compared to the actual model.

After some investigation, I noticed that the LOD meshes in the resources (wrhousewind01_lod_0.nif, ...) are also rotated by 180° compared to the vanilla LOD meshe for this house (wrhousewind01lod_lod) and the vanilla full meshe (wrhousewind01.nif).

 

I know that maybe it is intentional but just in case :)

 

Cheers-

Posted

I try to found all problem trees in EVT, for example I see this in log

DLC2TreePineForestAsh01 [TREE:04017F72] meshes\dlc02\landscape\trees\treepineforestash01.nif
Billboard found, replaced tree, 3D LOD not found <treepineforestash01_05AD7632> fallback Full Model

but I found treepineforestash01_E31C92EApassthru_lod.nif in meshes\DynDOLOD\lod\trees\. Where is bug?

Posted (edited)
  On 11/3/2019 at 2:48 PM, Oliver said:

I try to found all problem trees in EVT, for example I see this in log

 

DLC2TreePineForestAsh01 [TREE:04017F72] meshes\dlc02\landscape\trees\treepineforestash01.nif
Billboard found, replaced tree, 3D LOD not found <treepineforestash01_05AD7632> fallback Full Model
but I found treepineforestash01_E31C92EApassthru_lod.nif in meshes\DynDOLOD\lod\trees\. Where is bug?

 

The log tells you that the matching 3D tree LOD file name needs to be treepineforestash01_05AD7632.

 

treepineforestash01_E31C92EA is not equal to treepineforestash01_05AD7632

Edited by sheson
Posted
  On 11/3/2019 at 7:54 AM, sheson said:

DynDOLOD does not change how LOD works or the engine works.

 

Read the chapter How LOD works in Skyrim.

 

For example, it tells you the max draw distance is about a 100 cells and that a cell is 4096 units.

 

Maybe also have a look at https://wiki.step-project.com/Guide:SkyrimPrefs_INI or other resources that explain INI settings.

 

Hi sir,

 

These are the settings I am talking about.

 

https://wiki.step-project.com/Guide:SkyrimPrefs_INI/TerrainManager

 

I might sound like a newb but does fBlock1LevelDistance begin after fBlock0LevelDistance? Is a max value for say fBlock0LevelDistance and fSplitDistanceMult specificly?  Or is this all covered in the chapter you refer to that I should read?

 

100 x 4096 ... so if I set LOD Level 4 to 406,600 does that mean level 16 would never even be used?  And 

Posted
  On 11/4/2019 at 3:26 AM, Soulmancer said:

Hi sir,

 

These are the settings I am talking about.

 

https://wiki.step-project.com/Guide:SkyrimPrefs_INI/TerrainManager

 

I might sound like a newb but does fBlock1LevelDistance begin after fBlock0LevelDistance? Is a max value for say fBlock0LevelDistance and fSplitDistanceMult specificly?  Or is this all covered in the chapter you refer to that I should read?

 

100 x 4096 ... so if I set LOD Level 4 to 406,600 does that mean level 16 would never even be used?  And

Read the chapter How LOD works in Skyrim in the DynDOLOD manual.

For example, it explains which INI setting affects which LOD level.

 

If you set insane values for LOD level 4 then most likely LOD level 8/16/32 will not be visible.

It goes without saying that higher LOD level should have higher values than lower LOD levels.

 

Posted (edited)
  On 11/4/2019 at 8:12 AM, Oliver said:

???

 

Does DynDoLOD support RWT 2.0 and higher?

RWT uses an ESP that modifies large references and thus causes large reference bugs. So like many other mods it is per se incompatible with Skyrim Special Edition.

 

So far there is nothing special about the mod that requires any special treatment from DynDOLOD AFAIK.

Cell water is part of terrain LOD. If a plugin adds water planes as object references they get dynamic LOD - which is not limited to the single LOD water shader of cell water in the terrain LOD.

 

 

If you have visual issues I suggest to read the manual and FAQ first and then make a post showing and explaining the problem in detail.

 

Let me copy a FAQ answer that might be relevant:

 

A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. 

Edited by sheson

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