Jump to content

Recommended Posts

Posted (edited)
  On 11/3/2019 at 2:34 PM, Abendaron said:

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-

 

In addition to my previous post (which may have been lost in the forum feed), I would like to share a small oddity I found during DynDOLOD generation.

It appears that DynDOLOD does not treat .ESP with ESM flag like "real" .ESM concerning the Large reference handling.

 

I was wondering what could cause the larges references to flicker on various buildings while DynDOLOD report that no Large reference are being overwritten by ESP.

Of course I was using few plugins (ESP) which overwrite the Larges References initially, but (thanks to DynDOLOD logs) I added the ESM flag on them and use the "Skyrim SE - Generate Large References" script*.

 

Then, running SSELODGen doesn't make the Large Reference to flicker, but DynDOLOD does:

-After some investigation, I noticed that the "BSDistantObjectLargeRefExtraData DOLRED" flag was correctly set on the large reference with SSELODGen, but not with DynDOLOD.

-After some random testing, I noticed that changing the extension of the ESP plugin (with the ESM flag) to ESM fixed everything and DynDOLOD correctly put the "BSDistantObjectLargeRefExtraData DOLRED" flag.

 

I'm aware it is a very specific use case though...

 

Cheers-

 

* Without using the script no flickering occurs but of course also no new large reference.

Edited by Abendaron
Posted
  On 11/4/2019 at 6:47 PM, Abendaron said:

In addition to my previous post (which may have been lost in the forum feed), I would like to share a small oddity I found during DynDOLOD generation.

It appears that DynDOLOD does not treat .ESP with ESM flag like "real" .ESM concerning the Large reference handling.

 

I was wondering what could cause the larges references to flicker on various buildings while DynDOLOD report that no Large reference are being overwritten by ESP.

Of course I was using few plugins (ESP) which overwrite the Larges References initially, but (thanks to DynDOLOD logs) I added the ESM flag on them and use the "Skyrim SE - Generate Large References" script*.

 

Then, running SSELODGen doesn't make the Large Reference to flicker, but DynDOLOD does:

-After some investigation, I noticed that the "BSDistantObjectLargeRefExtraData DOLRED" flag was correctly set on the large reference with SSELODGen, but not with DynDOLOD.

-After some random testing, I noticed that changing the extension of the ESP plugin (with the ESM flag) to ESM fixed everything and DynDOLOD correctly put the "BSDistantObjectLargeRefExtraData DOLRED" flag.

 

I'm aware it is a very specific use case though...

 

Cheers-

 

* Without using the script no flickering occurs but of course also no new large reference.

The LOD generated by DynDOLOD for the house XX01A429 added by Cutting Room floor looks correct for me.

 

59721-1572901205-2124528522.jpeg

 

 

Next version of DynDOLOD will properly read the RNAM large reference data from ESM-flagged ESP which should then properly flag the model in the BTO.

Posted (edited)
  On 11/4/2019 at 9:05 PM, sheson said:

The LOD generated by DynDOLOD for the house XX01A429 added by Cutting Room floor looks correct for me.

 

Next version of DynDOLOD will properly read the RNAM large reference data from ESM-flagged ESP which should then properly flag the model in the BTO.

 

Thanks for your reply,

 

Yes that's my bad I re-checked and indeed everything looks fine for the wrhousewind01. I don't know what happened, I might had a conflict or idk. Sorry for wasting your time on that.

 

That's very nice to read about the future update :) We owe you and the xEdit team a lot for fixing (or at least giving us a way to easily patch) the Large Reference system!

Edited by Abendaron
Posted
  On 11/7/2019 at 5:09 PM, Oliver said:

Does DynDoLOD try to use lod models by CRC32 only for trees?

That is only for 3D tree LOD as explained in the ultra tree LOD manuals.

  • +1 1
Posted

Where I can read more information about

; Change PortalBoxes in processed worldspaces to just Boxes - can help with performance in Skyrim/Enderal
PortalBoxFix=

I don't see any change in fps.

Posted (edited)
  On 11/10/2019 at 6:36 AM, Oliver said:

Where I can read more information about

 

 

; Change PortalBoxes in processed worldspaces to just Boxes - can help with performance in Skyrim/Enderal
PortalBoxFix=
I don't see any change in fps.

 

As the explanation says, this is for Skyrim/Enderal only. Check an exterior location that places lots of PortalBoxes and look towards them.

Edited by sheson
Posted
  On 11/10/2019 at 7:45 AM, sheson said:

As the explanation says, this is for Skyrim/Enderal only. Check an exterior location that places lots of PortalBoxes and look towards them.

It's not for Skyrim SE?

Posted (edited)
  On 11/10/2019 at 5:11 PM, Oliver said:

Can I make 3D tree LODs near and billboards in the far or it's separate metod of tree LODs?

DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html explains 3D tree LOD for LOD level 4 and billboards for the higher LOD levels.

 

LOD always starts beyond the loaded cells and this applies to near/far grid of dynamic LOD as explained in DynDOLOD_Manual.html.

The near/far grid are just identifiers how far away models show beyond the loaded cells.

 

For several reasons it makes no sense doing trees as dynamic LOD. One is the large amount of trees and another is the the limited distance.

Edited by sheson
Posted
  On 11/10/2019 at 5:43 PM, sheson said:

DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html explains 3D tree LOD for LOD level 4 and billboards for the higher LOD levels.

 

LOD always starts beyond the loaded cells and this applies to near/far grid of dynamic LOD as explained in DynDOLOD_Manual.html.

The near/far grid are just identifiers how far away models show beyond the loaded cells.

 

For several reasons it makes no sense doing trees as dynamic LOD. One is the large amount of trees and another is the the limited distance.

I use hibryd 3D trees LODs, high rules (tree Static LOD4 | Billboard | Billboard), but I see always 3D LODs. 

3D trees LODs is feature with more hit to perfomance, I use EVT, 3D trees LODs hit down my FPS from 100 to 70. I think 3D tree LODs only for 0 level LOD will be better.

 

P.S. I'm sorry if I don't understand something, but english is foreign language for me.

Posted
  On 11/11/2019 at 6:21 AM, Oliver said:

I use hibryd 3D trees LODs, high rules (tree Static LOD4 | Billboard | Billboard), but I see always 3D LODs. 

3D trees LODs is feature with more hit to perfomance, I use EVT, 3D trees LODs hit down my FPS from 100 to 70. I think 3D tree LODs only for 0 level LOD will be better.

 

P.S. I'm sorry if I don't understand something, but english is foreign language for me.

If the setting is Static LOD4 for LOD level 4, Billboard for LOD level 8 and 16, then only the nearest LOD level will have 3D tree LOD and the two further levels use the simplified billboards.

The log tells you which LOD level uses what.

  • +1 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.