Jump to content

DynDOLOD 3.00 Alpha 180


sheson

Recommended Posts

10 hours ago, ErikSteiner said:

I see my mistake. This happened when I tried to test different Windows versions and the effect onto the visibility of ListView.

Thank you very much for the explanation of the .NET Framework and the technique behind your tools. This will help me in using it under Linux. I already noticed, that TexGen will not work very well under "Windows XP", so I will try to install dotnet48, and maybe I can omit those entries under [TexGen]/[DynDOLOD].

xEdit, xLODGen, DynDOLOD are compiled Delphi program and does not require anything aside from Windows 7 or higher.
Texconv, L0ODGenx64.exe, LODGenx64Win.exe require Microsoft Visual C++ Redistributable packages for Visual Studio 2015, 2017, 2019 and 2022 or higher.
LODGenx64.exe requires .Net Framework 4.8 or higher, LODGenx64Win.Exe requires .NET6 or higher

Run the original version of Texconv without any command line arguments and copy/paste the list of adapters shown.

Does the referenced by listing work in xEdit?

Link to comment
Share on other sites

I can't figure out why the leaves of my 3D Hybrid LOD use a bark texture. About 50% of my LODs look wrong like this (however the other 50% look completely correct).

image.thumb.png.6ab56b00b4183b65389144efe931753b.png

Original Full Mesh: betula02.nif

3D Hybrid LOD Mesh: betula02_c36d6757passthru_lod.nif

Bugreport: bugreport.txt

Logs: Logs.rar

In Tree_Report:

Quote

Betula02 "betula 02" [TREE:2802447E] Meshes\landscape\trees\nature_of_the_wild_lands\betula\betula02.nif [CRC32:C36D6757] using textures\true forest\betula\new\bark_2.dds, textures\true forest\betula\new\bark_2_n.dds, textures\true forest\betula\new\bark_2_det.dds, textures\true forest\betula\new\bark_2_det_n.dds, textures\true forest\betula\new\branches.dds, textures\true forest\betula\new\branches_n.dds, textures\true forest\betula\new\branches_sk.dds 
    New tree, Billboard found, 3D LOD model found
    betula02_c36d6757passthru_lod.nif betula_3(photogrammetry) Crown = textures\true forest\betula\new\branches.dds -> textures\true forest\betula\new\bark_2.dds
    Billboard_0: textures\terrain\lodgen\nature of the wild lands.esp\betula02_0002447e.dds, textures\default_n.dds
    Billboard_1: textures\terrain\lodgen\nature of the wild lands.esp\betula02_0002447e_1.dds, textures\terrain\lodgen\nature of the wild lands.esp\betula02_0002447e_1_n.dds
    Billboard_2: textures\terrain\lodgen\nature of the wild lands.esp\betula02_0002447e_2.dds, textures\terrain\lodgen\nature of the wild lands.esp\betula02_0002447e_2_n.dds
    Level0: meshes\dyndolod\lod\trees\betula02_c36d6757passthru_lod.nif [CRC32:3367CEB7] using textures\true forest\betula\new\branches.dds, textures\true forest\betula\new\branches_n.dds, textures\true forest\betula\new\branches_sk.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_1.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_1_n.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_2.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_2_n.dds
    Level1: meshes\dyndolod\lod\trees\betula02_c36d6757passthru_lod.nif [CRC32:3367CEB7] using textures\true forest\betula\new\branches.dds, textures\true forest\betula\new\branches_n.dds, textures\true forest\betula\new\branches_sk.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_1.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_1_n.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_2.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_2_n.dds
    Level2: meshes\dyndolod\lod\trees\betula02_c36d6757passthru_lod.nif [CRC32:3367CEB7] using textures\true forest\betula\new\branches.dds, textures\true forest\betula\new\branches_n.dds, textures\true forest\betula\new\branches_sk.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_1.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_1_n.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_2.dds, textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\betula02_c36d6757_trunk_2_n.dds
    Dynamic: Meshes\landscape\trees\nature_of_the_wild_lands\betula\betula02.nif [CRC32:C36D6757] using textures\true forest\betula\new\bark_2.dds, textures\true forest\betula\new\bark_2_n.dds, textures\true forest\betula\new\bark_2_det.dds, textures\true forest\betula\new\bark_2_det_n.dds, textures\true forest\betula\new\branches.dds, textures\true forest\betula\new\branches_n.dds, textures\true forest\betula\new\branches_sk.dds
    Mask: tree    File: C:\Games\Modding\DynDOLOD 3\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini
    LOD4: Level0
    LOD8: Billboard1 using internal
    LOD16: Billboard1 using internal
    Grid: FarLOD    Reference: Unchanged

It's using branches.dds for leaves, but when I directly open the texture branches.dds, it just looks like normal leaves. 

Branches.dds: https://file.io/Ji3SwxeP7wFQ

Trunk billboard textures: https://www.file.io/

It appears as though the billboard trunk texture somehow got applied to the crown of the tree? It's the same white/grey color.

image.thumb.png.01aa85fae888704e9247a36e046c40ea.png

Edited by tamrieltwo
Link to comment
Share on other sites

7 hours ago, khaosjimena said:

The_Elder_Scrolls_V_Skyrim_Special_Editi Can the textures of the houses be the effect of DynDOLOD? Increasing uLargeRefLODGridSize a lot (19 in BethINI) solves this, but the fps are reduced a lot.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console and how to test if something is LOD or not.

This looks like a problem with parallax or 2 pass show shaders.

Link to comment
Share on other sites

4 hours ago, tamrieltwo said:

I can't figure out why the leaves of my 3D Hybrid LOD use a bark texture. About 50% of my LODs look wrong like this (however the other 50% look completely correct).

image.thumb.png.6ab56b00b4183b65389144efe931753b.png

Original Full Mesh: betula02.nif

3D Hybrid LOD Mesh: betula02_c36d6757passthru_lod.nif

Bugreport: bugreport.txt

Logs: Logs.rar

In Tree_Report:

It's using branches.dds for leaves, but when I directly open the texture branches.dds, it just looks like normal leaves. 

Branches.dds: https://file.io/Ji3SwxeP7wFQ

Trunk billboard textures: https://www.file.io/

It appears as though the billboard trunk texture somehow got applied to the crown of the tree? It's the same white/grey color.

image.thumb.png.01aa85fae888704e9247a36e046c40ea.png

The full model shape names do match wrongly the LOD model shape names.

The shape "betula_3(photogrammetry)" in the full model is part of the trunk and uses the bark.dds texture. The crown has the shape name "betula_3(photogrammetry).001"

The crown in the LOD model has "betula_3(photogrammetry) Crown" so its texture gets replaced to one the full defines. Rename the shape name to "betula_3(photogrammetry).001 Crown".

Link to comment
Share on other sites

I keep getting this error Error: OpenGL: framebuffer objects unsupported. Any help would be apreciated since now i cant generate any texures using texgen and wont be able to use dyndolod until this issue is fixed. it was working great a few days ago. ive uninstalled mods i installed since then and i still get this error message. I updated my Nvidia Graphics Drivers a couple of days ago.

TexGen_SSE_log.txt

Link to comment
Share on other sites

2 hours ago, Rangerx said:

I keep getting this error Error: OpenGL: framebuffer objects unsupported. Any help would be apreciated since now i cant generate any texures using texgen and wont be able to use dyndolod until this issue is fixed. it was working great a few days ago. ive uninstalled mods i installed since then and i still get this error message. I updated my Nvidia Graphics Drivers a couple of days ago.

TexGen_SSE_log.txt 632.99 kB · 0 downloads

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug and bugreport.txt if it exists to upload.

See https://dyndolod.info/Messages/Exceptions#OpenGL which should open when clicking the link "Click on this link for additional explanations and help for this message" of the message prompt.

Link to comment
Share on other sites

Hi, When DynDOLOD generates refs for [0009A365] and [0009A366] (2 "WHshorttower" in WindHelm), it copies the position and rotation edits by JK's Skyrim. As a result, the generated refs are out of place. 

2023-10-20142806.thumb.png.b556f05acf14bb5ba26ca80a5399682f.png 2023-10-20142728.thumb.png.21bc06eb4c9a0498f0858f8abbfb468e.png

508.thumb.jpg.949ea03c01431db9ed6c5afd81522381.jpg 509.thumb.jpg.bc248afce6cc66465ad0d9e1f2a55c08.jpg

Any chance for somthing like a custom rule for the refs?

Edited by objir
Link to comment
Share on other sites

2 hours ago, objir said:

Hi, When DynDOLOD generates refs for [0009A365] and [0009A366] (2 "WHshorttower" in WindHelm), it copies the position and rotation edits by JK's Skyrim. As a result, the generated refs are out of place. 

2023-10-20142806.thumb.png.b556f05acf14bb5ba26ca80a5399682f.png 2023-10-20142728.thumb.png.21bc06eb4c9a0498f0858f8abbfb468e.png

508.thumb.jpg.949ea03c01431db9ed6c5afd81522381.jpg 509.thumb.jpg.bc248afce6cc66465ad0d9e1f2a55c08.jpg

Any chance for somthing like a custom rule for the refs?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Using the position data from the winning plugin is the correct, documented and expected procedure.

In cases where mods make "bad" changes to child worldspaces to objects that have no representation in the parent worldspace already, the solution is to ignore the objects for the child > parent copying. In fact, included rules already instruct to ignore JK Skyrim.esp changes to the the child worldspace.

Next alpha version will make sure that it is also ignored in case the record is overwritten.

Link to comment
Share on other sites

On 10/15/2023 at 9:43 AM, sheson said:

Find the best translation, so it looks good when hopefully most of the trunk is hidden behind the crown.
Or edit the full model to have a straight trunk.
Or keep the 3D of the trunk and optimize/decimate it and make its UV stay inside 0.0 and 1.0 (if beneficial create a TexGen rule to generate a stitched 2x2 version so UV can stay between 0.0 and 2.0)

I'm trying the 3rd option: decimated 3D trunks.

However I'm struggling to get Texture Clamp Mode of CLAMP_S_CLAMP_T to work. Ingame, the trunk becomes partially invisible if I use CLAMP_S_CLAMP_T . Here's how it looks in Nifskope:

image.thumb.png.38821a78ebdf7122b83bc94526c94f8c.png

The UV map looks like this:

image.thumb.png.0747e99a1631bf3c34f263e2b5fe4a9c.png

3D LOD with decimated 3D trunks: pinus04_599919f0passthru_lod.nif

Trunk texture, bark_4.dds: https://file.io/j6TSLL8b7irl

Thank you

image.png

Link to comment
Share on other sites

4 minutes ago, tamrieltwo said:

I'm trying the 3rd option: decimated 3D trunks.

However I'm struggling to get Texture Clamp Mode of CLAMP_S_CLAMP_T to work. Ingame, the trunk becomes partially invisible if I use CLAMP_S_CLAMP_T . Here's how it looks in Nifskope:

image.thumb.png.38821a78ebdf7122b83bc94526c94f8c.png

The UV map looks like this:

image.thumb.png.0747e99a1631bf3c34f263e2b5fe4a9c.png

3D LOD with decimated 3D trunks: pinus04_599919f0passthru_lod.nif

Trunk texture, bark_4.dds: https://file.io/j6TSLL8b7irl

Thank you

image.png

You do not want the force the UV between into 0.0 and 1.0 with the shader clamp setting. You should edit the actual UV instead.
The clamp can work OK if the UV is slightly over the limits but this is > 4.0. 

Not sure what you did to decimate the mesh, but it looks weird. Look into Simplygon, it is free for personal use and can take care of the UV to be between 0.0 and 1.0, or 0.0 and 2.0 for stitched textures generated by TexGen for example in addition to creating LOD meshes. (It can also create rendered LOD textures, but that prevents automatic updating with TexGen)

I have a hard time seeing anything in the 3rd screenshot. The branches seem to be in the way.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
To get closer to LOD, toggle to the free fly camera with tfc in console.

Link to comment
Share on other sites

12 minutes ago, sheson said:

You do not want the force the UV between into 0.0 and 1.0 with the shader clamp setting. You should edit the actual UV instead.
The clamp can work OK if the UV is slightly over the limits but this is > 4.0. 

Not sure what you did to decimate the mesh, but it looks weird. Look into Simplygon, it is free for personal use and can take care of the UV to be between 0.0 and 1.0, or 0.0 and 2.0 for stitched textures generated by TexGen for example in addition to creating LOD meshes. (It can also create rendered LOD textures, but that prevents automatic updating with TexGen)

I have a hard time seeing anything in the 3rd screenshot. The branches seem to be in the way.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
To get closer to LOD, toggle to the free fly camera with tfc in console.

I will check out Simplygon, ty.

So, I got it to work just leaving shader clamp as WRAP_S_WRAP_T. Can I ask what the downside of WRAP_S_WRAP_T is? As far as I can tell, it looks like it's working.

Regarding the decimated mesh: I use Blender, the automated decimate modifier, to reduce polys by 75%. The decimated looks similar to the full 3D model trunk from LOD4 distance.

Link to comment
Share on other sites

15 minutes ago, tamrieltwo said:

I will check out Simplygon, ty.

So, I got it to work just leaving shader clamp as WRAP_S_WRAP_T. Can I ask what the downside of WRAP_S_WRAP_T is? As far as I can tell, it looks like it's working.

Regarding the decimated mesh: I use Blender, the automated decimate modifier, to reduce polys by 75%. The decimated looks similar to the full 3D model trunk from LOD4 distance.

The most important optimization of LOD happens if it combines several different shapes into a single shape with one atlas texture to reduce drawcalls. That can only work if the UV is within the bounds of its specific LOD texture on the atlas texture.
LODGen will attempt to update the UV accordingly in case it is outside. It might have worked or the LOD is just using the full texture as is instead of the atlas texture.
If you have there are many of the same trees in the covered area, they will still be merged of course, just not with any other LOD, so in single case the performance impact is not noticeable but it will be a problem if each BTO ends up with several dozen shapes.

Decimating a mesh can have better results when ignoring normals, vertex colors, material boundaries etc. and first repeating holes, welding vertices.

Clamping the crown seem to work as is, right? Its UV is slightly over the limit where it should work out.

Link to comment
Share on other sites

DynDOLOD 3a155 / DLL NG + Scripts 3a12

The dynamic LOD of certain references is not disabled when full models are loaded.

Dynamic LOD | Full Model

image.jpegimage.jpeg

image.jpegimage.jpeg

The above shots are just 2 instances. Upon closer inspection, all dynamic LOD of the same mod, or perhaps of all references with the same Enable Parent, not sure, is affected. The mod is Environs - Whiterun Watchtower Doesn't Stay Broken.

I haven't done an extensive check but other dynamic LOD works fine, such as Hearthfire houses.

Logs and other relevant files: https://drive.google.com/file/d/1ssrM9OwD-gSECDe9VrwLA5Szcdawq535/view

Thank you.

Link to comment
Share on other sites

26 minutes ago, sheson said:

Clamping the crown seem to work as is, right? Its UV is slightly over the limit where it should work out.

Yeah, CLAMP_S_CLAMP_T on the crown works perfectly, it only fails with the trunk.

I'm using Simplygon now. I'm trying to constrain the trunk UV between [0,1] so that I can use CLAMP_S_CLAMP_T. Do you know what option I should try?

Basic options:

image.thumb.png.2923dcd61f93748a286386c30ea4632b.png 

Advanced options:

image.thumb.png.49833c0c3966ee45d13c835fc874aa4d.png

I tried the ReductionPipeline. It decimated the mesh (50% less polys on trunk), but the UV mapping still appears to be the same as before (i.e. not in [0, 1]).

image.thumb.png.bd9fb7ff737060f9db977c6d5fa33041.png

image.thumb.png.fde7106aa09b5b049540444d8720e619.png

Btw, this is the original full model before decimation of the tree Im working on from NOTW: pinus04.nif

Link to comment
Share on other sites

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.