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Converting Tree Mods to DynDOLOD's 3D Tree LOD system


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Posted

I took a very long break from Skyrim, but with a bunch of cool stuff having been released, I'm getting back into the modding scene again.

 

Now, got a wee pickle here. There's a simple-but-good mod called Simply Bigger Trees, and I've been trying to get this working with DynDOLOD's new 3D tree LOD process. Made sure to edit the DynDOLOD_SSE.ini file, so that it has TreeLOD=0 . Also made sure that the LOD 4 is using the mesh rather than the billboard textures. Unfortunately, the billboard textures are used regardless of these settings.

 

What's the process for updating mods to make use of this new feature?

12 answers to this question

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Posted (edited)

Read Docs\trees.ultra\DynDOLOD-Trees.html

 

Then read Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html

 

If no specific 3D LOD model exists in the load order, it automatically uses the billboard texture by default.

 

BTW, the ultra tree LOD exists since over 5 years ;)

Edited by sheson
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Posted

Read Docs\trees.ultra\DynDOLOD-Trees.html

 

Then read Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html

 

If no specific 3D LOD model exists in the load order, it automatically uses the billboard texture by default.

Aye sorry about that, found that document about half an hour ago.

 

What I've noticed so far, is that the trees used in SBT really are just scaled up vanilla meshes. Will the LOD models appear properly with their scale properties having been increased? Only tree that needs entirely new LOD generated for it is TreeAspen04, as DynDOLOD is missing a treeaspen04passthru_lod.nif file. I'll have a go at making that the now, see if I can get a proper tree punted out.

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Posted

You might be able to use the vanilla hybrids as a source then. Rename them to match the CRC32s of the scaled full models and apply the same scale to their Shapes. Avoid setting any transformation/scale on the root node, as the game ignores it.

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Posted

You might be able to use the vanilla hybrids as a source then. Rename them to match the CRC32s of the scaled full models and apply the same scale to their Shapes. Avoid setting any transformation/scale on the root node, as the game ignores it.

Gotcha. The root nodes are named like BSFadeNode, right? I've been applying the transforms to the NiTriShape branches that directly descend from the BSFadeNode.

 

Once I've got this pack done, would you be up for having it integrated into DynDOLOD? Sounds proper to have it integrated like the other tree mod LOD files.

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Posted

Yes, the root node (block number = 0) is typically a BSFadeNode here.

 

I happily include the LOD assets in DynDOLOD Resources, no problem.

Aye that's fabulous.

 

Now I'm trying to figure out this tree mesh magic. The first step already failed, with editing merge.txt in .\DynDOLOD\Docs\trees.ultra\tools\re-uv as the command line tool just ends with code 0. Mere.txt: https://pastebin.com/9rzUNqzh

 

The output log: https://pastebin.com/Nr1ZaqpF

 

Since it fails with error code 0, I'm guessing that it means it didn't even bother to try converting since no valid files were found. Rather odd.

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Posted

Code: 0 means there were no errors.

 

There is nothing to merge. treeaspen04.nif contains two shapes with different shaders/textures that can not be merged.

 

If I wanted to make a 3D tree LOD model for it, I would just remove the trunk and convert the BSLeafAnimNode to NiNode and then a BSFadeNode. There isn't any animation in the NIF anyways. It is already static.

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Posted (edited)

Code: 0 means there were no errors.

 

There is nothing to merge. treeaspen04.nif contains two shapes with different shaders/textures that can not be merged.

 

If I wanted to make a 3D tree LOD model for it, I would just remove the trunk and convert the BSLeafAnimNode to NiNode and then a BSFadeNode. There isn't any animation in the NIF anyways. It is already static.

That's a fair point, actually. The trunk mesh is only 27 polygons. Might as well just keep it and restructure the nif like you said.

 

Edit: Agh it does have animation. But it's very subtle, and it doesn't have any bones, so that's rather weird. Or at least, there is animation being shown with the mesh in Nifskope.

Edited by FiftyTifty

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