I recently updated my LOD's (not DynDOLOD itself) using the clean save method outlined in the manual. However, when I started playing, every time landscape LOD's would load in, I was getting a crosshatch pattern on the texture as it loaded in, where any given LOD's texture looked like it was made up of differently-bright squares, so that each square is beside squares of a very different level of brightness: with the result that any loading-in texture ends up looking like a checkerboard. This is pretty distracting and visually ugly as heck.
It wasn't doing this before I updated my LOD's, and I've updated my LOD's at least a dozen times before without this happening - though, interestingly, this is the first time I've done the clean save update method and the first time I've run into this visual glitch.
Does anyone know what might cause this and how I might fix it?
Edit: would it have anything to do with running xLODGen wrong or TexGen?
Question
tweedledumb99
Hi there,
I recently updated my LOD's (not DynDOLOD itself) using the clean save method outlined in the manual. However, when I started playing, every time landscape LOD's would load in, I was getting a crosshatch pattern on the texture as it loaded in, where any given LOD's texture looked like it was made up of differently-bright squares, so that each square is beside squares of a very different level of brightness: with the result that any loading-in texture ends up looking like a checkerboard. This is pretty distracting and visually ugly as heck.
It wasn't doing this before I updated my LOD's, and I've updated my LOD's at least a dozen times before without this happening - though, interestingly, this is the first time I've done the clean save update method and the first time I've run into this visual glitch.
Does anyone know what might cause this and how I might fix it?
Edit: would it have anything to do with running xLODGen wrong or TexGen?
Edited by tweedledumb992 answers to this question
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