Feuerkl1nge Posted August 24, 2020 Share Posted August 24, 2020 Distant Shadows are deactivated in my ENB. I will edit here to write the rest. Link to comment Share on other sites More sharing options...
z929669 Posted August 25, 2020 Share Posted August 25, 2020 Quick question: After DynDOLOD output is generated, is there any use for TexGen output? Isn't this just a DynDOLOD resource that can be deactivated after DynDOLOD gen? Same question for DynDOLOD Resources SE, but I'm pretty sure that one shouldn't be active after LOD gen is completed but not sure if it matters either way. Link to comment Share on other sites More sharing options...
sheson Posted August 25, 2020 Author Share Posted August 25, 2020 Quick question: After DynDOLOD output is generated, is there any use for TexGen output? Isn't this just a DynDOLOD resource that can be deactivated after DynDOLOD gen? Same question for DynDOLOD Resources SE, but I'm pretty sure that one shouldn't be active after LOD gen is completed but not sure if it matters either way.Nothing should be disabled after LOD generation. LOD assets are used directly in the game, too. Link to comment Share on other sites More sharing options...
z929669 Posted August 25, 2020 Share Posted August 25, 2020 Nothing should be disabled after LOD generation. LOD assets are used directly in the game, too. Link to comment Share on other sites More sharing options...
TechAngel85 Posted August 26, 2020 Share Posted August 26, 2020 Nothing should be disabled after LOD generation. LOD assets are used directly in the game, too.If you leave Cathedral Landscapes LOD Textures mod active after generation, you'll end up with all sorts of issues on the terrain. It's not meant to be kept enabled and they say as much on their page. Link to comment Share on other sites More sharing options...
sheson Posted August 26, 2020 Author Share Posted August 26, 2020 If you leave Cathedral Landscapes LOD Textures mod active after generation, you'll end up with all sorts of issues on the terrain. It's not meant to be kept enabled and they say as much on their page.Since this is the DynDOLOD thread, it is about DynDOLOD and object and tree LOD only. Third party mods with their own instructions and special textures specifically only to be used for terrain LOD generation do not apply. Link to comment Share on other sites More sharing options...
TechAngel85 Posted August 26, 2020 Share Posted August 26, 2020 Since this is the DynDOLOD thread, it is about DynDOLOD and object and tree LOD only. Third party mods with their own instructions and special textures specifically only to be used for terrain LOD generation do not apply.True, but I had to clear that up for Z because he came to Discord saying that nothing should be disabled after. ... so we shouldn't be disabling anything used for LOD gen it seems (including CL/MM LOD inputs)I mean no offense to anyone, but you're going to have to be very precise with replies to him. Link to comment Share on other sites More sharing options...
z929669 Posted August 26, 2020 Share Posted August 26, 2020 Yeah, I had since concluded on my own from the mod instructions(and from testing in game) that CL xLODGen assets should be disabled after xLODGen, but I also think Majestic Mountains optional DynDOLOD-gen assets can and likely should be left enabled after TexGen and DynDOLOD processing, because those are analogous to DynDOLOD Resources and even overwrite some of those. Sorry to go OT. Link to comment Share on other sites More sharing options...
sheson Posted August 26, 2020 Author Share Posted August 26, 2020 Yeah, I had since concluded on my own from the mod instructions(and from testing in game) that CL xLODGen assets should be disabled after xLODGen, but I also think Majestic Mountains optional DynDOLOD-gen assets can and likely should be left enabled after TexGen and DynDOLOD processing, because those are analogous to DynDOLOD Resources and even overwrite some of those. Sorry to go OT.To be precise, everything used for object LOD generation needs to stay enabled, because some object LOD assets are also used directly in game. For practical reasons and to have a single clear instruction that includes billboards. Technically terrain LOD generation does not have LOD assets. The terrain LOD textures are generated from full textures in textures/landscape/*.dds.CL has special textures to temporary replace the full landscape textures for LOD generation only. Link to comment Share on other sites More sharing options...
z929669 Posted August 28, 2020 Share Posted August 28, 2020 I distinctly recall reading either in the DynDOLOD doc or xLODGen doc (or other supporting doc) about trees placed above the visible terrain (i.e., floating above the ground). I cannot seem to find this info for reference on the cause and how to avoid. Would someone offer up a hint? Link to comment Share on other sites More sharing options...
sheson Posted August 28, 2020 Author Share Posted August 28, 2020 (edited) I distinctly recall reading either in the DynDOLOD doc or xLODGen doc (or other supporting doc) about trees placed above the visible terrain (i.e., floating above the ground). I cannot seem to find this info for reference on the cause and how to avoid. Would someone offer up a hint?DynDOLOD_Manual_SSE.html contains images that show coarse vanilla terrain LOD 16 or 32 meshes making it look like trees float. The solutions is to show terrain meshes LOD 4/8 further by fSplitDistanceMult or to use higher resolution meshes generated by xLODGen. The DynDOLOD FAQ contains an answer for Game: Out of place objects / floating objects / flickering full models A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. It can happen that a tree is placed on a rock that doesn't have LOD with low or medium settings. If this happens with vanilla a specific best to tell me, so I can add a rule to future versions. Edited August 28, 2020 by sheson Link to comment Share on other sites More sharing options...
z929669 Posted August 28, 2020 Share Posted August 28, 2020 Thanks for the pointers Link to comment Share on other sites More sharing options...
Smauxy Posted August 29, 2020 Share Posted August 29, 2020 I have bugged terrain after using 2.84. 2.83 was working fine for me sadly I deleted all files of 2.83. My modlist is just of 50 mods too mostly textures. Had more then 100+ mods while generating LOD on 2.83 and never had issue. While it has same 50 mods installed which were in those 100+ modlist.I am really clueless what I am doing wrong this time. Never ran in such issue before.https://imgur.com/a/UnpTSHE Link to comment Share on other sites More sharing options...
sheson Posted August 29, 2020 Author Share Posted August 29, 2020 I have bugged terrain after using 2.84. 2.83 was working fine for me sadly I deleted all files of 2.83. My modlist is just of 50 mods too mostly textures. Had more then 100+ mods while generating LOD on 2.83 and never had issue. While it has same 50 mods installed which were in those 100+ modlist.I am really clueless what I am doing wrong this time. Never ran in such issue before.https://imgur.com/a/UnpTSHEDynDOLOD does tree and object LOD only. DynDOLOD does not affect terrain or terrain LOD. No idea what "bugged terrain" is supposed to mean. No idea what to look at in the screenshot. Link to comment Share on other sites More sharing options...
Smauxy Posted August 29, 2020 Share Posted August 29, 2020 https://imgur.com/a/4FFQIxC Doesnt it looks like low poly model or LOD like things are overlapping over original model?. The Problem only occurs after running Dyndolod. I can check if issue still occur with old version only if I had old version (which worked great to me). I have generated lod like 10 times but never had this issue. Link to comment Share on other sites More sharing options...
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