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Posted

Really odd, I can not replicate this and the log and export file do not show anything.

 

Can you check meshes\terrain\Tamriel\Objects\Tamriel.4.4.0.bto and meshes\terrain\Tamriel\Objects\Tamriel.8.0.0.bto in nifskope if they show the roof and if it is the same shape as the rest of the building? Just clock on it to highlight the the triangles.

 

Upload those files too if you like.

Posted (edited)

God, i hate Mondays... just got around to my desktop... sigh... Hope all those firstborn millennials are working out for you Sheson  :teehee:  

 

Anyhow, both LOD meshes look consistent and render just fine in NifScope. Here they are along with TexGen atlas, maybe you can spot something fishy: https://www.dropbox.com/s/ec67gipszte5jk2/sm0kem%20Dragonsreach%20BTO.7z?dl=0

 

P.S. Could it be ini settings?

The roof and the stone tower it sits on and the porch are all one shape and in the same segment (cell) in the BTO. Their LOD can only load/unload together.

 

What happens when you set the Large Object Distance slider to the left? (uLargeRefLODGridSize=5 in SkyrimPrefs.ini)

 

The roof is loading when you get near?

Edited by sheson
Posted

Well, uLargeRefLODGridSize=5 fixes it. In fact anything upto 9 (inclusive) is fine. However, 10 to 21 will cause this problem.

 

One more thing i've noticed is, it only affects the nearest LOD levels (4 i believe), meaning that if I go further away, LOD switches to the lower level (8?), and roof becomes visible again.

Posted (edited)

Well, uLargeRefLODGridSize=5 fixes it. In fact anything upto 9 (inclusive) is fine. However, 10 to 21 will cause this problem.

 

One more thing i've noticed is, it only affects the nearest LOD levels (4 i believe), meaning that if I go further away, LOD switches to the lower level (8?), and roof becomes visible again.

Only LOD 4 "knows" about large references, so it is possible if the uLargeRefLODGridSize is greater than how far LOD 4 goes (e.g. where LOD 8 starts) things get wierd. I never actually tested that specifically. Probably because large references are already pretty much broken in LOD 4 anyways if using any mods that modify the worldspace.

Edited by sheson
Posted (edited)

Not that we expected anything different from Bethesda, but the update to version 1.5.39.0.8 still did not fix the large reference bug or the broken tree LOD reflections and most likely none of the other well known and documented bugs that should have been fixed years ago already.

 

Shame.

Edited by sheson
Posted

@Sheson,

 

So unfortunately, after more testing, i can confirm that lowering large references didn NOT fix the issue. It just shifted the distance and view angle. Basically, now it appears when i am much closer. Definitely something is wrong with LOD4 and large ref

Posted

@Sheson,

 

So unfortunately, after more testing, i can confirm that lowering large references didn NOT fix the issue. It just shifted the distance and view angle. Basically, now it appears when i am much closer. Definitely something is wrong with LOD4 and large ref

There is nothing wrong with the LOD BTO you uploaded. The roof, tower and porch are all one "large reference" supermesh that all unload at the same time.

 

So you should tfc to the building when the roof is missing, but the stone tower and porch is still there, so we can see if those are LOD or not. Make a screenshot, then type tll and make a screenshot again.

 

Then go close so everything is in the loaded cells, get form ids of the objects and look them up in xEdit to see what mods are doing to them.

Posted (edited)

Sounds like game plan. Will do tonight and report.

 

Almost feels like there is an occlusion plane cutting mesh in half

Edited by sm0kem
Posted

There is nothing wrong with the LOD BTO you uploaded. The roof, tower and porch are all one "large reference" supermesh that all unload at the same time.

 

So you should tfc to the building when the roof is missing, but the stone tower and porch is still there, so we can see if those are LOD or not. Make a screenshot, then type tll and make a screenshot again.

 

Then go close so everything is in the loaded cells, get form ids of the objects and look them up in xEdit to see what mods are doing to them.

 

Here are the screenshots up close with LOD on and off:

 

https://i.imgur.com/p7mYnYa.png

https://i.imgur.com/edH07QH.png

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