Jump to content
  • 0

About MM DynDoLod Ressources and why they behave like they do


Question

Posted

Majestic Mountains has a multilayer texture applied to the whole mesh without tiling to achieve variety. This forces me to apply one texture on the HDLod mesh without tiling.
The irony is the fact that it was never planned to use the mountainslab02.dds for the lod. I've created a mountainslabHQ.dds for
this purpose.
But DynDoLod refused to flag the mountains as HQLod when I used another texture. Even when I set this texture as HQLod
texture in the plugin files.

I had to use the mountainslab02.dds as a workaround.
The mountainslab02.dds and the lod normal is a 8 x 4 tiled texture that blends with a single tiled one. This means that the mountainslab02.dds has a lod only function in MM.
It wasn't the most elegant solution. But it works pretty good.

The next problem were all the rock and trim meshes that are using multiple lod textures.
These meshes are using the mountainslab02.dds and additional lod textures. The fact that these meshes have mixed textures prevents DynDoLod form flagging these meshes with HdLod.
This caused problems due to the mesh merging. DynDoLod merges the lod meshes by texture. And it merged the unflagged cliff and trim meshes with the lod mountains and it didn't set the HdLod flag for the mountain meshes after the merging.

About 30 percent of my mountain lod was merged with rockcliff meshes etc. And the mountain lod got the wrong normal map applied.

I dealt with the problem by redirecting the texture path to the correct mountainslablod.dds and did a reunwrap.
I didn't report this issue because I assume that DynDoLod would need bigger changes to solve this issue. And I solved it anyway.

Concerning texture path:

MM changes almost every mesh that uses the mountainslab textures in Skyrim. This means the near models and the lod models.
There is simply no reason for keeping the DynDoLod textures.
Because DynDoLod doesn't have the control about the near meshes. The near meshes are always controlled by the texture or model author.
And it is the duty of these authors to take care about the lod textures. Though many authors seem to forget this.

This is the reason why I've chosen and keep the vanilla path. And it is the technically correct path.

And getting the MMDynDoLod to work is pretty easy in that way.

Install DynDoLod, install DynDoLod Ressources, install DynDoLod Ressources for MM, overwrite the original DynDoLod Ressources, run DynDoLod, install the generated lod, be happy...

I hope that I could finally clarify how the MM lod works, what obstacles I had to overcome and why I made certain descisions.


Cheers,

T4

  • Like 1

Recommended Posts

  • 0
Posted

Great. Then all that is left to do is to make sure TexGen generates the appropriate LOD texture(s) as required by the mod, so users do not accidentally end up with the wrong mountainslablod.

If that is all the same to you I can just add that with the next update of DynDOLOD. It seems to be made out of mountainslab01.dds and mountainslab02_n.dds in a 2x1 tile. Is that correct?

  • Like 1

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

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