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DynDOLOD 3.00 Alpha 173


sheson

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52 minutes ago, Phlunder said:

Hey sheson! I have a question regarding the glow/emit effect in object LOD. I made some resources for Blackreach assets that were lacking LOD so far, to reduce the jarring pop-in of large glowing objects in that small worldspace. As its not possible to directly use the layered effect shaders that are used for the full model, I attempted to manually adjust the glow so it matches the full model good enough. This worked for all of the regular mushrooms and tendrils hanging from the ceiling. But for the big/epic mushroom in the middle, it seems to ignore the different color of glow/emit effect. I attached some screens and relevant logs if it helps. Maybe I am just misunderstanding how exactly the emit effect is even supported in LOD, it just seemed to have worked for all the other assets:

Logs

General overview how LOD meshes with glow/emit are displayed in LOD (still needs some adjusting to match):

8WmnDeV.png 

The difference of the epic mushroom, that seems to not use the glow/emit color as set in the LOD mesh:

sLJxQRk.png cyYJpLH.png

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console.

You did not upload any of the LOD models. Check the own emit color and intensity in the BTO is the same as in the LOD model.

Add passthru to the LOD model filename or add it to select shape names in the NIF and then test with the exact same shader/settings as the full model.
Then test unsetting decal/dynamic decal/No_Fade.

Make sure you are not confused by other FX glow meshes / add rules so they have dynamic LOD.

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57 minutes ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console.

You did not upload any of the LOD models. Check the own emit color and intensity in the BTO is the same as in the LOD model.

Add passthru to the LOD model filename or add it to select shape names in the NIF and then test with the exact same shader/settings as the full model.

Make sure you are not confused by other FX glow meshes / add rules so they have dynamic LOD.

Sorry, the epic mushroom in question has the base ID DB9CE, ref ID DB9CF:

875c7kA.png

The LOD mesh has exactly the same emit settings as the full model, it mostly still is the full model, so far I just removed some small parts inconsequential or unsupported by LOD. I wanted to check how the glow matches before reducing the mesh further/merging the shapes etc.

WIP LOD Mesh

I'll try adding passthrough to the relevant shapes/filename. Dynamic LOD would be an option as well for this specific case, and maybe the Blackreach sun too, thanks.

Edit: I checked the BTO and the epic mushroom indeed uses the same emit settings/color as all the other mushrooms, and not his own:

BTO Mesh

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3 часа назад, Шесон сказал:

Что ты выяснил? Почему вы не можете предоставить запрашиваемые скриншоты или предоставить актуальную информацию?

Прочтите первое сообщение и/или https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs . сообщений записывают в журнал и журнал отладки для , которые DynDOLOD загрузки при создании

Прочтите https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots , : как консолью использовать скриншоты с более информативной
Если вы делаете скриншоты области LOD, сделайте также скриншоты объекта крупным планом или полной модели для сравнения.
Делая снимки экрана полных моделей, откройте консоль и щелкните соответствующий объект, чтобы отобразить его идентификатор справочной формы.
Используйте консоль Mfg или более информативную консоль, чтобы отобразить дополнительную информацию при открытии консоли и щелчке объекта.

The Winterhold Restored had strange purple lods early in my game, I don’t remember what caused it, it probably happened after turning off DynDOLOD 2. A long time ago I deleted them so that they would not interfere and forgot about it. And during the generation of DynDOLOD 3, this caused the disappearance of some objects. As soon as I restored them and restarted DynDOLOD, everything was fixed.

And I found the reason for the purple lod of the Temple of Mara, the answer in the comments here: https://www.nexusmods.com/skyrimspecialedition/mods/81785?tab=posts (I use the roofs from this mod in Riften, mod Norsified Riften give such problem).

So the problem is not on your side. I'm sorry.

Once again, thank you very much for your work, this is a much needed product for Skyrim. 

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30 minutes ago, Phlunder said:

Sorry, the epic mushroom in question has the base ID DB9CE, ref ID DB9CF:

875c7kA.png

The LOD mesh has exactly the same emit settings as the full model, it mostly still is the full model, I just removed some small parts inconsequential or unsupported by LOD:

WIP LOD Mesh

I'll try adding passthrough to the relevant shapes/filename. Dynamic LOD would be an option as well for this specific case, and maybe the Blackreach sun too, thanks.

This is how the LOD model looks when it is a placed reference:

full.jpg

This is how the LOD model looks when being part of object LOD BTO:

lod.jpg

Seems to match, no change in emit color or intensity.

The LOD model is probably not matching the actual full model it is supposed to represent or it is the additional glow FX references being placed around it in Blackreach.

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28 minutes ago, sheson said:

This is how the LOD model looks when it is a placed reference:

full.jpg

This is how the LOD model looks when being part of object LOD BTO:

lod.jpg

Seems to match, not change in emit color or intensity.

Thanks for testing! I edited my post above with a link to the BTO Mesh. It seems to work as a singular LOD mesh, but in the Blackreach worldspace, it combines it with all the other smaller glowing mushrooms, and also uses their different emit settings. Is it because they use the same texture?

Edit: Just wanted to confirm my theory. When I remove the LOD resources for all the other glowing mushrooms, the correct emit settings are used on the epic mushroom LOD mesh:

wjFZ9KR.png

Already tried the passthru for filename/shapes as well without any luck.

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31 minutes ago, Phlunder said:

Thanks for testing! I edited my post above with a link to the BTO Mesh. It seems to work as a singular LOD mesh, but in the Blackreach worldspace, it combines it with all the other smaller glowing mushrooms, and also uses their different emit settings. Is it because they use the same texture?

Edit: When I remove the LOD resources for all the other glowing mushrooms, the correct emit settings are used on the epic mushroom LOD mesh:

wjFZ9KR.png

Object LOD uses the same object LOD atlas textures...

Shaders that have different hashes (i.e. settings) and are marked with passthru in shape name or NIF filename are not supposed to be merged by LODGen.

What are the changes you did between the initial post/logs and this?

Upload your latest version of the LOD model for blackreachepicmushroom01.nif and one of the others with a different emit color/multiplier.

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13 minutes ago, sheson said:

Object LOD uses the same object LOD atlas textures...

Shaders that have different hashes (i.e. settings) and are marked with passthru in shape name or NIF filename are not supposed to be merged by LODGen.

What are the changes you did between the initial post/logs and this?

Upload your latest version of the LOD model for blackreachepicmushroom01.nif and one of the others with a different emit color/multiplier.

Yes that's clear to me, I was just wondering why it does that even though the emit settings are different. Here are all the meshes used, the only thing I changed for the correct emit settings to be applied was hiding everything else but the epic mushroom LOD mesh, and I added "passthru" to its filename: Blackreach LOD Meshes

As soon as I use them together, it applies the emit settings of the other mushroom LOD meshes to the epic mushroom.

 

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1 hour ago, Phlunder said:

Yes that's clear to me, I was just wondering why it does that even though the emit settings are different. Here are all the meshes used, the only thing I changed for the correct emit settings to be applied was hiding everything else but the epic mushroom LOD mesh, and I added "passthru" to its filename: Blackreach LOD Meshes

As soon as I use them together, it applies the emit settings of the other mushroom LOD meshes to the epic mushroom.

There is a problem with the has generation in the .NET version. Test with this LODGenx64Win.exe https://mega.nz/file/BAAUgKgZ#AJxeVbaP9cRq8ejV8g-TLhgvPNZcHccxI4I5Yzpx-_U

Also, if Glow Shader is used there is actually no need anymore for adding passthru manually since Alpha-24. So do not change NIF filename in the final test.

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7 minutes ago, sheson said:

There is a problem with the has generation in the .NET version. Test with this LODGenx64Win.exe https://mega.nz/file/BAAUgKgZ#AJxeVbaP9cRq8ejV8g-TLhgvPNZcHccxI4I5Yzpx-_U

Also, if Glow Shader is used there is actually no need anymore for adding passthru manually since Alpha-24. So do not change NIF filename in the final test.

That fixed it! I also removed the passthru before generating.

rMqZh2J.png

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14 minutes ago, SkyKatarsis said:

How do I generate LODs using DynDOLOD 3 for mods with trees in a inner city space like in mods Perfecter Whiterun and A Few Trees in Windhelm?

https://dyndolod.info/Help/Advanced-Mode#Child-gt-Parent
The Child > parent option copies references that could have LOD from the child worldspaces to the parent worldspace. The presets can be used to control what types of objects are copied. Low does not make copies for trees for example, while the medium and high presets do. See Child/Parent Worldspace Copies for more.

ChildParentHint.png

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3 минуты назад, Шесон сказал:

https:// dyndolod .info/Help/Advanced-Mode#Child-gt-Parent
Опция Child > Parent копирует ссылки, которые могут иметь LOD, из дочерних мировых пространств в родительское мировое пространство. Предустановки можно использовать для управления типами обрабатываемых объектов. Например, режим «Низкий» не создает копии деревьев, в то время как настройки «Средний» и «Высокий» делают копии. Дополнительную информацию см. в разделе Копии дочернего/родительского мирового пространства.

Чайлдпарентхинт.png

Thank you so much.

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34 minutes ago, mitzie92 said:

Hello,  I'm not really happy with how my map, (A Quality World Map), looks. I removed trees in rules but still like to take it back to its vanilla state. Should I just not include it in generation or should I change some  rules?

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.

It is unclear what "Im not really happy with how my map, (A Quality World Map), looks" is supposed to mean. Provide https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots and explain what the actual problem is.

The mod A Quality World Map contains terrain LOD meshes and textures which are not affected by DynDOLOD.

Read https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/How-LOD-Works

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1 hour ago, mitzie92 said:

Hello,  I'm not really happy with how my map, (A Quality World Map), looks. I removed trees in rules but still like to take it back to its vanilla state. Should I just not include it in generation or should I change some  rules?

For a terrain LOD and DynDOLOD-capable map, you can use ACMoS.

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