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DynDOLOD 3.00 Alpha 173


sheson

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11 hours ago, mooit said:

I'm trying Happy Little Trees 1.04 and I used Happy Little Trees 3D LOD - (Quality)

Just outside the gate at Whiterun, the lookout on the left, I took a screen shot of the trees next to the mountain base. 

I posted a question about this at Nexusmods - Happy Little Trees, z929669 replied saying these are Vanilla LOD, that I am seeing in the distance.

On the Steps Guide for SSE, I am using default settings for xLODGen, TexGen, and DynDOLOD-HD-QHD.

In DynDOLOD, besides 'LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1' I also tried, 'LOD4/Level0, LOD8/Level1, LOD16/Level2'.

Here's a screen shot of how the trees look in the distance next to Whiterun, just outside the gate. They don't look too good, so I'm not sure why they aren't showing the 3D LODs with nicer detail.

This is also a problem with every tree mod I run into, the trees looking this bad in the distance. But EVT doesn't look quite as bad, so far, they're the only tree mod that looks fairly decent in the distance. SFO, Happy Little Trees, Myrkvior, Treerific, and a few others I can't think of right now, all look bad at around this distance, which, I didn't think would be considered far in the game, to have such poor looking models...

THANKS

Trees-At-Whiterun.thumb.jpg.9b168e0f5e6b6a425213746da9f934b2.jpg

 

DynDOLOD_SSE.ini 18.99 kB · 0 downloads

DynDOLOD_SSE_log.txt 3.81 MB · 2 downloads

I moved your post to the DynDOLOD 3 Alpha thread. 

Read the first post which debug log to also upload when making posts.

Pay attention to the log message https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages.
The HITMEs could be relevant.

Read https://dyndolod.info/Help/Ultra-Tree-LOD

As explained, for every tree you want 3D tree LOD, a matching 3D tree LOD model needs to be installed. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt file for the tree base records in question to see what LOD assets were found and used for them.

Make sure the DynDOLOD output is not overwritten by anything.

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On 2/4/2021 at 12:09 PM, audawarduz said:

I suspect the direct/ambient settings in TexGen will produce "better" results for color matching

Sorry if this is treated elsewhere but what direct/ambient settings in TexGen will produce darker grass lods?  In other words, which way should I change the settings for direct and ambient to get darker lods.

Edited by Dez756
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1 hour ago, Dez756 said:

Sorry if this is treated elsewhere but what direct/ambient settings in TexGen will produce darker grass lods?  In other words, which way should I change the settings for direct and ambient to get darker lods.

https://dyndolod.info/Help/TexGen (opens when click the Help button), scrolling down to https://dyndolod.info/Help/TexGen#Direct-Ambient-Smoothness
These settings change the direct (default from top) and ambient lighting strength for the created diffuse texture and the smoothness of the created normal map textures.
Use the Preview button to see changes to these settings in real time. Click the Use button in the preview window to use the new settings.

Lower numbers mean less light strength = darker, which can easily be seen when using the preview as suggested.

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD.

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On 7/21/2022 at 8:52 AM, sheson said:

How do you load into the new game and how long do you wait before fast traveling?

coc whiterun from main menu, waited until got all init messages from all mods and bit more.

On 7/21/2022 at 8:52 AM, sheson said:

Are there any plugins overwriting the reference form ID 000CA6EA for the Winterhold Tower?

No.

On 7/21/2022 at 8:52 AM, sheson said:

Check for DynDOLOD related error messages in the papyrus log.

Seems fine.

On 7/21/2022 at 8:52 AM, sheson said:

Open ..skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json from the DynDOLOD output in a text editor and search for a line containing winterholdexttower01.
Paste that line.

"1557691":["","1","1","1","","829162","Skyrim.esm","-1","-1","1","1","winterholdexttower01:10","829162","Skyrim.esm"],

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33 minutes ago, had said:

coc whiterun from main menu, waited until got all init messages from all mods and bit more.

No.

Seems fine.

"1557691":["","1","1","1","","829162","Skyrim.esm","-1","-1","1","1","winterholdexttower01:10","829162","Skyrim.esm"],

Does it happen with DynDOLOD DLL and its Scripts installed, while doing everything else the same?

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I think the new AMD graphics drivers might have broken TexGen. I'm using an RX 5700 XT with the 22.7.1 driver and every time it gets past billboard generation and tries to start processing textures I get an "OpenGL: invalid operation" error. Here are the relevant logs from TexGen. Let me know if you need anymore information from me.

https://paste.ee/p/ojZU5

https://paste.ee/p/Maj4k

 

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5 hours ago, Dwailing said:

I think the new AMD graphics drivers might have broken TexGen. I'm using an RX 5700 XT with the 22.7.1 driver and every time it gets past billboard generation and tries to start processing textures I get an "OpenGL: invalid operation" error. Here are the relevant logs from TexGen. Let me know if you need anymore information from me.

https://paste.ee/p/ojZU5

https://paste.ee/p/Maj4k

If this is supposedly a problem with the new graphics drivers and I am not working for AMD I am not quote sure why you are posting here. Best to verify that theory by installing an older driver to see if the problem persists.

Lets assume the driver works fine:

The message: Error: OpenGL: invalid operation while processing textures\cubemaps\ShinyBright_e.dds

The TexGen log seems to be missing lines. Always upload the entire session.
Was there no bugreport.txt?

We had problems with that texture (or cubemaps) before, which resulted in an TexGen update https://stepmodifications.org/forum/search/?q=ShinyBright_e.dds

Let me know which mod is the one to supply that texture. Use xEdit Asset Browser (start with CTRL+F3) to find out the last BSA to contain it in case there is no loose file.

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I think this is the last question I’ll have for a while. With the release of Happy Little Shrubs, my eyes were opened to further flora customization and got me thinking. HLTS comes with a file that tells TexGen to generate textures for the associated shrubs. I compared with my previous TexGen output and sure enough, they were not created automatically without the HLTS file, so that’s pretty cool I may be able to further add other shrubs following that template.

 

So with the texture generated, does the final TREE rule in DynDOLOD automatically cover those meshes since they are technically tree records? Or do I need to also set custom rules, so say, pineshrub01: BB1, BB1, BB1, vwd, etc?

 

At first glance, I would think that was what the TREE rule would cover, however I did also notice that rule mentions having the tree flag and has LOD flag, which when looking at HLT for example (and also the shrub ESP), I don’t see any records flagged as has LOD to confirm I’m understanding that rule correctly

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1 hour ago, EazyH said:

I think this is the last question I’ll have for a while. With the release of Happy Little Shrubs, my eyes were opened to further flora customization and got me thinking. HLTS comes with a file that tells TexGen to generate textures for the associated shrubs. I compared with my previous TexGen output and sure enough, they were not created automatically without the HLTS file, so that’s pretty cool I may be able to further add other shrubs following that template.

So with the texture generated, does the final TREE rule in DynDOLOD automatically cover those meshes since they are technically tree records? Or do I need to also set custom rules, so say, pineshrub01: BB1, BB1, BB1, vwd, etc?

At first glance, I would think that was what the TREE rule would cover, however I did also notice that rule mentions having the tree flag and has LOD flag, which when looking at HLT for example (and also the shrub ESP), I don’t see any records flagged as has LOD to confirm I’m understanding that rule correctly

Moved the post the DynDOLOD 3 Alpha thread.

https://dyndolod.info/Help/Tree-LOD
Tree LOD is generated if a tree LOD billboard is found for a tree in the load order. In this context trees are references that use base records of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set.

https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
A tree is every base record of the types 'TREE' and 'STAT' with the 'Has Tree LOD' flag set.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask
The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. It does not use wildcards and simply matches any part of the entire path.
Entering the term tree into the field means this rule will match any filename that has the term tree in it but also any other NIF that might be in a folder that has the term tree in it as well, regardless of the filename.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#TREE-Apply-rule-to-TREE-and-Has-Tree-LOD-flag-base-records-in-addition-to-mesh-mask
This flag makes it possible to use a single 'tree' mesh mask rule to match all trees that didn't match any rules above it regardless of their path or filename.

So while not specifically stated in the explanation for the TREE checkbox on the rule, it applies to TREE and STAT with Has Tree LOD flag, too. In addition to the filename matching anything with 'tree' with the path.

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13 hours ago, sheson said:

If this is supposedly a problem with the new graphics drivers and I am not working for AMD I am not quote sure why you are posting here. Best to verify that theory by installing an older driver to see if the problem persists.

Lets assume the driver works fine:

The message: Error: OpenGL: invalid operation while processing textures\cubemaps\ShinyBright_e.dds

The TexGen log seems to be missing lines. Always upload the entire session.
Was there no bugreport.txt?

We had problems with that texture (or cubemaps) before, which resulted in an TexGen update https://stepmodifications.org/forum/search/?q=ShinyBright_e.dds

Let me know which mod is the one to supply that texture. Use xEdit Asset Browser (start with CTRL+F3) to find out the last BSA to contain it in case there is no loose file.

I reverted to the 22.5.1 driver and it worked perfectly, so it's definitely connected to how AMD has changed their OpenGL implementation in the new driver. If there's nothing you can do on your end I understand, but it's a cause for concern so I wanted you to be aware if for no other reason than so you can put a warning up for AMD GPU users that there might be issues which can be resolved by reverting drivers.

The error pops up with other, non-cubemap textures, so I don't think that's the reason. The top post in the thread said to truncate the session log to the relevant generation, so that's what I did. There's no bugreport.txt in the folder from that session as far as I can see.

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So I periodically check the latest alpha to see if I can succesfully generate high quality Ultra tree/HD tree leaf textures with 3.00 and it seems I can't, its vastly inferior in that dept to 2.98 which is disappointing and seems a backwards step honestly. If anyones managed to succesfully generate HQ leaf textures for HD trees I'd love to know how you managed it. 

n.b. ultra tree on left, "full" tree on the right. Bark textures for trunk, branches etc are fine its leaves that just look awful if anyone knows how to fix please let me know.

https://ibb.co/TrrFVH5

Logs

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