Jump to content

Recommended Posts

Posted

Hi sheson,
I have a problem with the grass lod.
The color does not match between the load cells and the distant lod.
I set DynDOLODGrassMode = 2 and GrassLargeReference = 1.
In texgen if i play with grass: direct and ambient, i do not see any brightness diferrence in game after generation of texgen and dyndolod.
On the other hand it works for the lod of the trees.
How to fix this visible grass seam problem?
Could you please explain the difference between direct and ambient? how to properly set these two parameters?
Thank you.

Posted
  On 8/11/2021 at 12:17 PM, samaelxx46 said:

Hi sheson,
I have a problem with the grass lod.
The color does not match between the load cells and the distant lod.
I set DynDOLODGrassMode = 2 and GrassLargeReference = 1.
In texgen if i play with grass: direct and ambient, i do not see any brightness diferrence in game after generation of texgen and dyndolod.
On the other hand it works for the lod of the trees.
How to fix this visible grass seam problem?
Could you please explain the difference between direct and ambient? how to properly set these two parameters?
Thank you.

Expand  

Read the second post. Especially the part about brightness or color being off in Settings and Updating. E.g. change the GrassBrightnessTop, GrassBrightnessBottom RGB factors.

Direct (sun) and ambient light intensity values in TexGen do not change the color. They are equivalent to the two light sources in NifSkope.
https://en.wikipedia.org/wiki/Shading#directional_lightig
https://en.wikipedia.org/wiki/Shading#Ambient_lighting

Posted
  On 8/11/2021 at 10:37 AM, sheson said:

You can just use NGIO with default grass INI settings, use onyl cache  and not extend anything. This avoids accidentally loading wrong format gid files. Unless of course it's about Skyrim VR.

The tree LOD system does not allow rotation around the x/y axis, so the grass LOD would not slope properly with the terrain.
The tree LOD system has a limit of 256 billboards on the atlas, which could be enough or not depending on grass mods / worldspace.

Expand  

I was considering that generating a grass cache might be beneficial to the other Bethesda games if possible.

I do intend to use NGIO, but with the extra settings off, and then tweaking the grass lod in lod4 to be dim enough to make the transition at uGridsToLoad as seamless as possible. 

On another note, I've been creating object lod32 for SSE map, which turns out really well since I can have a really detailed map without messing up my in-game lod. However, I noticed that, as I am sure is by design, if I add a rule to add back the tree lod to it, it causes an error. Would it be possible to have an option to allow tree lod on lod32? 

Posted
  On 8/11/2021 at 4:14 PM, DoubleYou said:

I was considering that generating a grass cache might be beneficial to the other Bethesda games if possible.

I do intend to use NGIO, but with the extra settings off, and then tweaking the grass lod in lod4 to be dim enough to make the transition at uGridsToLoad as seamless as possible. 

On another note, I've been creating object lod32 for SSE map, which turns out really well since I can have a really detailed map without messing up my in-game lod. However, I noticed that, as I am sure is by design, if I add a rule to add back the tree lod to it, it causes an error. Would it be possible to have an option to allow tree lod on lod32? 

Expand  

You have to make sure that there that all old format gid files are being overwritten.

The game shows LOD Level 32 beyond LOD level 16 to the max render distance. How could having more detailed LOD in any LOD Level mess up the in-game LOD?

The LOD Level 32 column in DynDOLOD 32 Alpha is untested at the moment. Read the first post what log files to upload when reporting errors. I can not troubleshoot "an error" without information.

Posted
  On 8/11/2021 at 4:57 PM, sheson said:

You have to make sure that there that all old format gid files are being overwritten.

The game shows LOD Level 32 beyond LOD level 16 to the max render distance. How could having more detailed LOD in any LOD Level mess up the in-game LOD?

The LOD Level 32 column in DynDOLOD 32 Alpha is untested at the moment. Read the first post what log files to upload when reporting errors. I can not troubleshoot "an error" without information.

Expand  

It will be necessary to modify the Skyrim - Misc.bsa (or similar file for the other games) to remove the *.gid files then. I checked my grass cache, and while most of them are overwritten, not all of them would be. Easiest method would be to create a replacement Skyrim - Misc.bsa (or similar file for the other games) that doesn't contain the *.gid files.

As to LOD Level 32, I am specifically talking about Object LOD 32 as can only be generated by setting Level32=1 in DynDOLOD_SSE.ini. I do not believe these files are shown by the game except on the map when you set uLockedObjectMapLOD=32 in Skyrim.ini. Basically, what I have done is enabled Level32=1 in DynDOLOD_SSE.ini and applied rules to level 32 to make it as detailed as object LOD level 4. You might argue, why not just set uLockedObjectMapLOD=4? But there are bugs with using that. For instance, lod4 is where the grass lod is loaded, so it makes the map fps/performance tank. Also, it causes stuck lod setting uLockedObjectMapLOD lower than the highest object lod level from my testing.

Naturally, I like the option without the grass, but to get the best of both worlds I would like to be able to set a rule to enable tree lod on this fake object lod level 32.

I was unaware that the LOD Level 32 column was untested at the moment. I thought this was expected behavior. I reproduced and posted my logs here (I only chose chunk level 32 to save some digging hopefully):

Relevant logs

All logs

Posted

I tested Fallout 4 just now and it can create the gid files via the following INI settings:

[Grass]
bAllowCreateGrass=1
bAllowLoadGrass=0
bGenerateGrassDataFiles=1

Whether or not they work or not, or if they need to be modified to work for Fallout 4, remains to be seen. As it is, it would seem there is potential to generate this grass cache and potentially grass lod for all versions of Skyrim and Fallout 4. Sadly, it doesn't appear that this feature exists prior to Skyrim, or at least, the INI settings mentioned do not exist.

Also, apparently a console command exists: cga (CreateGrassAt x y)

Posted
  On 8/11/2021 at 8:13 PM, DoubleYou said:

It will be necessary to modify the Skyrim - Misc.bsa (or similar file for the other games) to remove the *.gid files then. I checked my grass cache, and while most of them are overwritten, not all of them would be. Easiest method would be to create a replacement Skyrim - Misc.bsa (or similar file for the other games) that doesn't contain the *.gid files.

As to LOD Level 32, I am specifically talking about Object LOD 32 as can only be generated by setting Level32=1 in DynDOLOD_SSE.ini. I do not believe these files are shown by the game except on the map when you set uLockedObjectMapLOD=32 in Skyrim.ini. Basically, what I have done is enabled Level32=1 in DynDOLOD_SSE.ini and applied rules to level 32 to make it as detailed as object LOD level 4. You might argue, why not just set uLockedObjectMapLOD=4? But there are bugs with using that. For instance, lod4 is where the grass lod is loaded, so it makes the map fps/performance tank. Also, it causes stuck lod setting uLockedObjectMapLOD lower than the highest object lod level from my testing.

Naturally, I like the option without the grass, but to get the best of both worlds I would like to be able to set a rule to enable tree lod on this fake object lod level 32.

I was unaware that the LOD Level 32 column was untested at the moment. I thought this was expected behavior. I reproduced and posted my logs here (I only chose chunk level 32 to save some digging hopefully):

Relevant logs

All logs

Expand  

Setting uLockedObjectMapLOD=32 often ends up with stuck object LOD when the player runs around long enough in a worldspace  in a single session. It clears with reload or restart.

If you could upload the preset so I don't have to rebuild the rules from the debug log. It is automatically saved to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini

Posted (edited)

Hi all.

 

Been using D 3.00 for a while and just downloaded newest version off NEXUS (Alpha-36) I also re-downloaded  DynDOLOD Resources SE 3 (Aplpha-11)

Now though if I try to run TexGen 3.0x64 - it instantly Goes back to EXIT TexGen, check log or restart?

Using it through MO 2.

 

*UPDATE - I scrubbed out last install - reinstalled from scratch and is now working.. :)

 

 

Screenshot_1.png

Screenshot_2.png

Edited by Jayombi
Posted (edited)

Hey, just thought I would poke my nose in here to let you know the latest version that you released is still not liking that Tamrielic Landscape's icesurflayer_n.dds file. I don't know if its that particular mod or normal, my setup, or whether or not you got to include the revisions you had planned on making to Duplicates. I didn't see it mentioned in the logs, but you may have it fixed under one of the lines of text you wrote in there. Either way its not a big deal on my end right now, I just thought I would mention it if you have further bug-squishing to do in that part of the code.

 

EDIT: Sorry, this was both without and then with reinstalling the esm/esp from scratch.

Edited by skinjack
Posted
  On 8/12/2021 at 5:21 PM, skinjack said:

Hey, just thought I would poke my nose in here to let you know the latest version that you released is still not liking that Tamrielic Landscape's icesurflayer_n.dds file. I don't know if its that particular mod or normal, my setup, or whether or not you got to include the revisions you had planned on making to Duplicates. I didn't see it mentioned in the logs, but you may have it fixed under one of the lines of text you wrote in there. Either way its not a big deal on my end right now, I just thought I would mention it if you have further bug-squishing to do in that part of the code.

Expand  

Post the logs and bugreport of the latest version as explained in the first post, otherwise I am lacking the details to investigated this further atm.
Click "Help for this message" if further details or instructions for an error message are required.

In any case, if there still is a message that the texture  icesurflayer_n.dds used by meshes\lod\ice\frozenmarshicefloechunks03_lod_0.nif can not be found, then you should fix the error in the the load order by either supplying the required texture or by removing or updated the LOD model.
It doesn't seem useful having LOD models with missing assets replacing the vanilla or DynDOLOD Resources assets.

Posted

Sorry about that. I'm popping in here between cleaning since I'm getting a new stove tomorrow or the next day and I have two big dogs, so it smells like a kennel in here when it gets warm.

Here is the bugreport

bugreport - Pastebin.com

Here is the end of the debug 

Debug log - Pastebin.com

Looking at that last one real quickly it looks like it bypassed the icesurflayer_n.dds as you intended and went onto a wizkid file that stopped it. But I'm not a coder so I'm only guessing. I did try the full report first but I guess that hit a limit. If you need the whole thing I will send a mediafile link or something.

Posted
  On 8/12/2021 at 5:52 PM, skinjack said:

Sorry about that. I'm popping in here between cleaning since I'm getting a new stove tomorrow or the next day and I have two big dogs, so it smells like a kennel in here when it gets warm.

Here is the bugreport

bugreport - Pastebin.com

Here is the end of the debug 

Debug log - Pastebin.com

Looking at that last one real quickly it looks like it bypassed the icesurflayer_n.dds as you intended and went onto a wizkid file that stopped it. But I'm not a coder so I'm only guessing. I did try the full report first but I guess that hit a limit. If you need the whole thing I will send a mediafile link or something.

Expand  

Post/Upload the entire log file, not just parts of it as explained in the first post.

Posted
  On 8/11/2021 at 2:23 PM, sheson said:

change the GrassBrightnessTop, GrassBrightnessBottom RGB factors.

Expand  

Hi,
Thank you for your answer and sorry to waste your time, i should have read the description better.
So if we adjust the brightness of the grass lod with the ini parameters; what are the texgen grass parameters for?
I see in game as i said that it accentuates the luminosity or darkens the lod for the trees but no difference for the grass.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.