sheson Posted March 27 Author Share Posted March 27 7 hours ago, PRieST said: Oh, ok, it's because of the naming. Now that I know that...this should be something I need to consider for the other 'textures not match' messages :/ I'll see if I can even further decimate the model myself. But wouldn't this one not ok for level 1 and a more optimized version for level 2 - and if I am correct renaming the mesh to *_lod_1.nif and *_lod_2.nif would than apply it correspondingly? I thought the new version only changed the NiTriShapes to BSTriShapes - will use the new version now. The main performance improvement of LOD is reducing draw calls by combining lots of different object into supershapes sharing textures on the atlas. This only works if the UV is not titled for the actual LOD texture that is being used in the end. In case of this LOD model and the 3 textures it uses, it is always between 0.0 to 1.0. LODGen will try to REUV/optimize on the fly but not sure how well it works in this case. Reducing vertices/triangle count comes secondary. One non actual LOD model here or there will not be noticeable, but more an more mods use full models or non actual LOD models it these things can add up, also prolonging generation time. If you are actually using Blender or 3DMax to do things, look into Simplygon, it can tile the UV on top of decimating triangles. Link to comment Share on other sites More sharing options...
PRieST Posted March 27 Share Posted March 27 (edited) 27 minutes ago, sheson said: If you are actually using Blender or 3DMax to do things, look into Simplygon, it can tile the UV on top of decimating triangles. I was already working with Simplygon via Blender, but haven't recognized the UV tiling feature. Will take a look, thank you. btw: Yep, renaming the BSTriShapes solved the issue as you said. Edited March 27 by PRieST Link to comment Share on other sites More sharing options...
LilSxmmy Posted March 28 Share Posted March 28 (edited) I've used Dyndolod successfully in the past, but for some reason it doesnt work now. I've deleted any trace of Dyndo to ensure a full redo. But when i go to use TexGen64, it freezes everytime at "Gathering base records for billboards". I also believe there's supposed to be a pop up screen that asks where the output goes,, but that isn't popping up either. I tried running as administrator, as well as turning off compatibility mode, still the same outcome. Any suggestions? Edited March 28 by LilSxmmy Link to comment Share on other sites More sharing options...
sheson Posted March 28 Author Share Posted March 28 3 hours ago, LilSxmmy said: I've used Dyndolod successfully in the past, but for some reason it doesnt work now. I've deleted any trace of Dyndo to ensure a full redo. But when i go to use TexGen64, it freezes everytime at "Gathering base records for billboards". I also believe there's supposed to be a pop up screen that asks where the output goes,, but that isn't popping up either. I tried running as administrator, as well as turning off compatibility mode, still the same outcome. Any suggestions? Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log, debug log and bugreport.txt if it exists to upload when making posts. If there are no logs because TexGen doesn't shutdown after clicking X once and waiting for a bit, enable the real time log as explained in the webpage. Check in task manager if TexGen uses any CPU in that case. Check in task manager if there Texconv processes TexGen might be waiting for. Link to comment Share on other sites More sharing options...
LilSxmmy Posted March 29 Share Posted March 29 On 3/28/2024 at 2:07 AM, sheson said: If there are no logs because TexGen doesn't shutdown after clicking X once and waiting for a bit, enable the real time log as explained in the webpage. There were no logs and it used 0% cpu. Here's the real time log: https://pastebin.com/1x6bCM44 Link to comment Share on other sites More sharing options...
sheson Posted March 29 Author Share Posted March 29 1 hour ago, LilSxmmy said: There were no logs and it used 0% cpu. Here's the real time log: https://pastebin.com/1x6bCM44 [00:25] [TMessageDialog.Dialog] Error: Texconv error 80004005 textures\landscape\grass\ewpshore07.dds "C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -m 1 -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\User\AppData\Local\Temp\TexGen_SSE" "C:\Users\User\AppData\Local\Temp\TexGen_SSE\E4AF8D1B1758485FA4A54636D914828B.dds" https://dyndolod.info/Help/Texconv 80004005 The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. I tries to show a message dialog box with the error. You sure it is not maybe hidden behind some other windows? In any case fix the texture and it should run through. Link to comment Share on other sites More sharing options...
PRieST Posted March 29 Share Posted March 29 (edited) On 3/27/2024 at 7:09 PM, PRieST said: I was already working with Simplygon via Blender, but haven't recognized the UV tiling feature. Will take a look, thank you. btw: Yep, renaming the BSTriShapes solved the issue as you said. @sheson Did what you suggested with Simplygon and the UV stuff. This is now the result of the same *32*.bto file (it's using textures from the atlas now as supposed to be). The mesh itself is a little bit broken, but for the map it's absolutely fine: vs. the old model: Just wanted to give you/all other people here the info. Of course best practice would be to reduce the overall polycount next, because you won't need all the little structures for the LOD-model at all - but I haven't worked on that, yet. Edited March 29 by PRieST Link to comment Share on other sites More sharing options...
DoubleYou Posted March 30 Share Posted March 30 31 minutes ago, PRieST said: @sheson Did what you suggested with Simplygon and the UV stuff. This is now the result of the same *32*.bto file (it's using textures from the atlas now as supposed to be). The mesh itself is a little bit broken, but for the map it's absolutely fine: vs. the old model: Just wanted to give you/all other people here the info. Of course best practice would be to reduce the overall polycount next, because you won't need all the little structures for the LOD-model at all - but I haven't worked on that, yet. Of note, Simplygon will no longer offer its free tier after March 31st. Link to comment Share on other sites More sharing options...
z929669 Posted March 30 Share Posted March 30 58 minutes ago, DoubleYou said: Of note, Simplygon will no longer offer its free tier after March 31st. There's no clear way to get said "free" tier now that I can see https://techraptor.net/gaming/news/simplygon-free-tier-abolished Link to comment Share on other sites More sharing options...
PRieST Posted March 30 Share Posted March 30 1 hour ago, DoubleYou said: Of note, Simplygon will no longer offer its free tier after March 31st. 35k/year...holy... that's kind of a statement... OK I guess that's it then. Glad I just finished this and a few other things earlier. Link to comment Share on other sites More sharing options...
User77111 Posted March 30 Share Posted March 30 Logs: https://1drv.ms/u/s!Av1dDuTYEuYRgcpG0GjoBXG5bQVTuQ?e=Bru3fR After updating DynDOLOD, all tree LOD in skyrim 3d trees LOD is very thin. LOD: Tree Model: Console of tree: Link to comment Share on other sites More sharing options...
sheson Posted March 30 Author Share Posted March 30 46 minutes ago, User77111 said: Logs: https://1drv.ms/u/s!Av1dDuTYEuYRgcpG0GjoBXG5bQVTuQ?e=Bru3fR After updating DynDOLOD, all tree LOD in skyrim 3d trees LOD is very thin. LOD: Tree Model: Console of tree: You seem to have customized 3D tree LOD models with a higher alpha threshold then the ones from Skyrim3DTrees and Plants 3dLOD Resources 5.0.1. Test with the original 3D tree LOD models that typically have a threshold of 128. Link to comment Share on other sites More sharing options...
User77111 Posted March 30 Share Posted March 30 (edited) 50 minutes ago, sheson said: You seem to have customized 3D tree LOD models with a higher alpha threshold then the ones from Skyrim3DTrees and Plants 3dLOD Resources 5.0.1. Test with the original 3D tree LOD models that typically have a threshold of 128. It's just slightly better with the normal ones. Not as good as the custom ones I made. Is it possible to disable or adjust this automatic alpha threshold that was added? Edited March 30 by User77111 Link to comment Share on other sites More sharing options...
z929669 Posted March 30 Share Posted March 30 9 minutes ago, User77111 said: It is better with the normal ones. Not as good as the custom ones I made. Is it possible to disable or adjust this automatic alpha threshold that was added? Did you make your own 3D models for this? If so, set NiAlphaProperty of the branches to 128. This will keep all of your other changes without messing up the alpha-to-coverage problem in LOD. If you also modified the base models to your own custom NiAlphaProperty, then just leave those as you like. Link to comment Share on other sites More sharing options...
User77111 Posted March 30 Share Posted March 30 (edited) 12 minutes ago, z929669 said: Did you make your own 3D models for this? If so, set NiAlphaProperty of the branches to 128. This will keep all of your other changes without messing up the alpha-to-coverage problem in LOD. If you also modified the base models to your own custom NiAlphaProperty, then just leave those as you like. I did not make my own custom models, I just edited the models. I edited the NiAlphaProperty of the leafs for each of the trees to make them perfectly match the normal models. Do I need to add an alpha property to the branches and set it to 128 for DynDOLOD not to touch the branches? Edited March 30 by User77111 Link to comment Share on other sites More sharing options...
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