DoubleYou Posted November 24, 2022 Share Posted November 24, 2022 1 hour ago, Kattmandu said: I see DoubleYou updated this mod to 4.0. Appears that it adds the option to use FOLIP - Far Object LOD Improvement Project, a new mod by DoubleYou. Is FOLIP going to be utilized in the 2.2.0 Step guide? It is the intent, albeit optional. Link to comment Share on other sites More sharing options...
Kattmandu Posted November 24, 2022 Share Posted November 24, 2022 6 minutes ago, DoubleYou said: It is the intent, albeit optional. Nice, looking forward to it! Any special instructions for the Step guide or do we just enable FOLIP and rerun TexGen and DynDOLOD? Link to comment Share on other sites More sharing options...
DoubleYou Posted November 24, 2022 Share Posted November 24, 2022 4 minutes ago, Kattmandu said: Nice, looking forward to it! Any special instructions for the Step guide or do we just enable FOLIP and rerun TexGen and DynDOLOD? That's it. Make sure you press the preset button to load the new rules. Link to comment Share on other sites More sharing options...
Kattmandu Posted November 24, 2022 Share Posted November 24, 2022 (edited) 16 minutes ago, DoubleYou said: That's it. Make sure you press the preset button to load the new rules. Load FOLIP after DynDOLOD Resources SE 3? EDIT: Ah yes, I see it on the mod page now... This mod's models should overwrite the DynDOLOD Resources. Edited November 24, 2022 by Kattmandu Link to comment Share on other sites More sharing options...
ButchDiavolo Posted November 24, 2022 Share Posted November 24, 2022 Of course I only JUST got done regenerating DynDOLOD and you come out with these, DoubleYou. I am starting to thing you do this on purpose to irk me... Anyways, after generating, do we keep the FOLIP file enabled or can we disable it? Link to comment Share on other sites More sharing options...
DoubleYou Posted November 24, 2022 Share Posted November 24, 2022 1 hour ago, ButchDiavolo said: Of course I only JUST got done regenerating DynDOLOD and you come out with these, DoubleYou. I am starting to thing you do this on purpose to irk me... Anyways, after generating, do we keep the FOLIP file enabled or can we disable it? It doesn't matter. It is only required for generation. Link to comment Share on other sites More sharing options...
z929669 Posted November 28, 2022 Author Share Posted November 28, 2022 On 11/24/2022 at 8:20 AM, Kattmandu said: I see DoubleYou updated this mod to 4.0. Appears that it adds the option to use FOLIP - Far Object LOD Improvement Project, a new mod by DoubleYou. Is FOLIP going to be utilized in the 2.2.0 Step guide? Almost certainly will be included once I get to LODGen phase for testing. Link to comment Share on other sites More sharing options...
CorneliusC Posted December 15, 2022 Share Posted December 15, 2022 Currently i've been playing with ACMOS with the optional clouds on the map, which i really like, although it is sometimes slightly annoying to have certain parts of the map obscured by clouds. Can i possibly switch back to the optional 'Remove Clouds' component mid game and without redoing LOD by just reinstalling the whole mod, only changing the 'clouds' feature? Or do i have to decide on wanting clouds or not before a playthrough? Thank you. Link to comment Share on other sites More sharing options...
DoubleYou Posted December 15, 2022 Share Posted December 15, 2022 3 hours ago, CorneliusC said: Currently i've been playing with ACMOS with the optional clouds on the map, which i really like, although it is sometimes slightly annoying to have certain parts of the map obscured by clouds. Can i possibly switch back to the optional 'Remove Clouds' component mid game and without redoing LOD by just reinstalling the whole mod, only changing the 'clouds' feature? Or do i have to decide on wanting clouds or not before a playthrough? Thank you. I believe that you can. Can't remember exactly how I have it configured, but I think I switched it to a simple mesh change, so it shouldn't matter. Just do as you said and it should be fine. Link to comment Share on other sites More sharing options...
RainingTacco Posted March 4, 2023 Share Posted March 4, 2023 (edited) How to make landscapes brighter? Ive tried the settings under display in .ini and it didnt work, only thing that slightly work is upping gamma in xlodgen. Is there a way to get truly snowy white in map? Also how to best handle misshap between whiteness of rock snow on map[object lod] and terrain snow? Edited March 4, 2023 by RainingTacco Link to comment Share on other sites More sharing options...
z929669 Posted March 5, 2023 Author Share Posted March 5, 2023 1 hour ago, RainingTacco said: How to make landscapes brighter? Ive tried the settings under display in .ini and it didnt work, only thing that slightly work is upping gamma in xlodgen. Is there a way to get truly snowy white in map? Also how to best handle misshap between whiteness of rock snow on map[object lod] and terrain snow? Be certaion the Cathedral Landscapes Temp mod was deactivated before you ran TexGen/DynDOLOD. That piece of CL is only enabled when generating terrain LOD. If you left it enabled, you will need to rerun TexGen/DynDOLOD after disabling it. Link to comment Share on other sites More sharing options...
RainingTacco Posted March 5, 2023 Share Posted March 5, 2023 (edited) Im facing two problems: -mismatch between brighteness/whiteness of object lod like rock snow and landscape snow in the map, i can make landscape snow pretty bright but rock snow will be grayish, using default majestic mountain mod -problem with yellow hue of landscape snow, while it doesnt affect rock snow As far as i understand the only texture that can affect snow LOD is noise.dds, and not projecteddiffuse.dds or any other texture. Ive already use white noise.dds. As for object LOD on map like the one with MM, it uses projecteddiffuse right? So to make rock snow brighter i should also use white projecteddiffuse right? As for landscape textures it doesnt matter if i use cathedral or omnibus or other pack, the problem persist. Ive changed world weather using doodlezoid mod and the landscape snow still has yellow hue compared to rock snow. Edited March 5, 2023 by RainingTacco Link to comment Share on other sites More sharing options...
DoubleYou Posted March 5, 2023 Share Posted March 5, 2023 Could you please link some screenshots? Link to comment Share on other sites More sharing options...
RainingTacco Posted March 5, 2023 Share Posted March 5, 2023 I've posted the question explaining my problem there but i would repeat it here. Here are two screenshots The snow ingame and in lod looks fine and matches the terrain pretty much, but the world map is horrible. There's a mismatch between snow lod, snow rock lod, and other snow objects. The snow lod have yellowish hue, the rock snow is too dim, and the only thing that resemble a real white snow properly are those small objects and terrain like you can see on the north or on some rocks. Im using cathedral landscapes, majestic mountain, with cathedral landscape overwriting MM and its projecteddiffuse.dds I use flat color noise.dds. Ive been trying different noise.dds textures, different projecteddiffuse.dds textures matching snow01.dds, different brightness, contrast and gamma settings when generating LOD, using different texture landscape packs, using cathedral lod textures for generating and then disabling. I've regenerated terrain lod like 30 times already and can't find a well matching settings. Link to comment Share on other sites More sharing options...
RainingTacco Posted March 5, 2023 Share Posted March 5, 2023 (edited) This is what im aiming for, this guy pretty much nailed how it should look when perfectly matched. Wonder how he got that sun effect, maybe evlas was involved? Here's also a good example, disregard a bad geometry, the snow and snow mountain color match quite well, albeit the image is quite too dark for my taste. Edited March 5, 2023 by RainingTacco Link to comment Share on other sites More sharing options...
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