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Can one get DynDOLOD to display custom objects in the LOD?


Question

Posted (edited)

Is there a way to implement e.g. those roof objects into the LOD?

 

Roof up close:

t51YxMO.jpg

 

No roofs in LOD:
kz70BZi.jpg

 

 

Edited by Wolfgrim

10 answers to this question

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Posted

Yes, that is one of the features of DynDOLOD.

 

Either create a dedicated LOD model and simple adhere to the filename conventions or use mesh rules to use the full model for LOD. These things are explained in the included manual, especially DynDOLOD_Mod_Authors.html

 

Also search the official support forum to find threads like this:

 

https://forum.step-project.com/topic/14997-city-entrances-overhaul-windhelm-objects-without-lod/

https://forum.step-project.com/topic/14249-guide-on-how-to-get-lod-glow-windows-for-custom-models

https://forum.step-project.com/topic/12446-building-custom-lods-exterior-structuresobjects

 

If you have specific question about any of this, I am always happy to explain in more detail.

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Posted (edited)

If I just check "IsFullLOD" in the ref window for every roofpiece in CK - will DynDOLOD just pick it up?
(Vanilla LOD does not react to IsFullLOD with the roofpieces for some reason)
Better ask the LOD expert before I sit there for an hour going from cell to cell changing the ref of every roofpiece.^^

Edited by Wolfgrim
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Posted

If I just check "IsFullLOD" in the ref window for every roofpiece in CK - will DynDOLOD just pick it up?

(Vanilla LOD does not react to IsFullLOD with the roofpieces for some reason)

Better ask the LOD expert before I sit there for an hour going from cell to cell changing the ref of every roofpiece.^^

Setting the isFullLOD flag is what you do if you do not care about performance or potential visual issue with non fading decals.

 

As explained in manual, DynDOLOD converts these to dynamic LOD so that they are only active within the Near/Far Grid distances to alleviate performance/resource issues.

 

As explained in the manual, mesh rules can be used to automatically use full models or dedicated LOD models in static object LOD or dynamic LOD without having to edit references or base records in plugins.

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Posted (edited)

Ah ok! So I just have to set the rules for a certain mesh file after the last entry in the advanced menu.

Alright, so I set the Mesh Lodgen export rules for this specific object, the roofpiece, like those you posted in the other thread?
 

"LOD4: Full model
LOD8: empty or Full model
LOD16: empty or Full model
VWD: not checked
Grid: Far LOD
Reference: Unchanged"
 
Or other settings? 
(Sry, senpai. I am a peasent worldspace editor and do not know much more than *put object into CK - place object - parent it if need be - choose refs - put marker in front of it so NPCs look at it in awe - etc.*.)
Edited by Wolfgrim
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Posted (edited)

Wait - those are dynamic and only show up after a quest so "Grid" would have to be "Far Full".
So in "Advanced" I choose e.g. "Medium", then add custom rules, save the present for future use and generate LOD, right?

Edited by Wolfgrim
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Posted (edited)

As explained in the manual, if you set Full model in LOD4/8/16 and Near LOD or Far LOD in Grid it will the full model to static object LOD if possible. It will only add LOD to dynamic LOD if technically required.

 

Yes, you can edit rules on the advanced options settings  and save/load them for later. Or you create a new rules file for the plugin as explained in DynDOLOD_Mod_Authors.html, so the rules are loaded automatically if the plugin is in the load order and low/medium/high is clicked .

Edited by sheson
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Posted

Now that I understand the thing with custom rules needed if an object has no lod file, I am wondering how DynDOLOD manages to implement any of the objects (walls, towers, windows, etc.) this castle was created with, since all of them are custom objects and none of those have lod files.
Anyway -  thank you so much for your help.
You are doing God's work here.

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