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DynDOLOD 3.00 Alpha 180


sheson

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1 hour ago, teadude said:

hi. i am getting thin black bar artifacts on my reach trees again. i fixed it once by re installing EVT but after regenning trees they are appearing again. i am using the latest dyndolod setup.

here are logs

https://www.mediafire.com/file/er1dxb5xl0qnjzw/Logs.zip/file

the artifacts appear on reachtree02.nif

image.png

image.png

some photo examples. i am using billboard 4 for trees, and using object lod system for trees (i followed the latest step guide for skyrim)

From MO2 right window data tab find the billboards and make sure they are from TexGen output and upload them:
..\Textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1.dds
..\Textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2.dds
from DynDOLOD output upload
..\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds

Also upload C:\Modding\Modlist Wabba\Tools\DynDOLOD 3 Alpha 128\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt

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DynDOLOD Resources SE 3a45

In the following meshes:

meshes\DynDOLOD\lod\trees\dlc1treewinteraspensnow01passthru_lod.nif
meshes\DynDOLOD\lod\trees\dlc1treewinteraspensnow03passthru_lod.nif
meshes\DynDOLOD\lod\trees\dlc1treewinteraspensnow05passthru_lod.nif

it looks like the Crown and Trunk terms added to the shape names are reversed. Crown is attached to the trunk shape and Trunk is attached to the crown shape.

image.png

Thanks.

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1 hour ago, sheson said:

From MO2 right window data tab find the billboards and make sure they are from TexGen output and upload them:
..\Textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1.dds
..\Textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2.dds
from DynDOLOD output upload
..\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds

Also upload C:\Modding\Modlist Wabba\Tools\DynDOLOD 3 Alpha 128\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt

https://www.mediafire.com/file/pcrl5lgt14ri3ut/forsheson.zip/file

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15 hours ago, sheson said:

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

It is unclear what TexGen_SSE.INI you actually tried. The debug log contains that information.

https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures

BC7 uses Texconv to convert the compression, while BC3 does not. So most likely TexGen is waiting on a stuck Texconv.

I actually dont have that log since I had forgotten to save it before generating my BC3 compression so I could play the game but the ini edits to TexGenSSE.ini were 

LockTexconv=1

RenderSingle=1

RenderTexturesSingleThread=1

These edits cause texgen to hang when creating billboards on BC7 and without them I hang on creating textures with BC7

Texconv shows 0% during the hangs so I do know texgen is waiting for it I'm just stumped on how to fix it

If you would like I can go ahead and read them and run texgen again with the ini edits to generate a new debug log, but let me know if the info I gave is sufficient. Thanks for your patience. :)

 

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Found this post searching, and with the latest version of DynDOLOD it doesn't give me an option to update it, it says either remove, or activate to update, and it's already activated in MO2 with the ESM and ESP activated, so I'm confused.

 

On 9/9/2023 at 8:04 AM, sheson said:

The principle is the same as the 3rd bullet point at https://dyndolod.info/Updating#New-or-Updated-Mods-or-Plugins

Oh dear, I meant to reply to this post. Seem to have misinterpreted the quote function, it's been years since I'm used any forum.

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10 hours ago, Mousetick said:

DynDOLOD Resources SE 3a45

In the following meshes:

meshes\DynDOLOD\lod\trees\dlc1treewinteraspensnow01passthru_lod.nif
meshes\DynDOLOD\lod\trees\dlc1treewinteraspensnow03passthru_lod.nif
meshes\DynDOLOD\lod\trees\dlc1treewinteraspensnow05passthru_lod.nif

it looks like the Crown and Trunk terms added to the shape names are reversed. Crown is attached to the trunk shape and Trunk is attached to the crown shape.

image.png

Thanks.

Will be fixed next DynDOLOD Resources SE version.

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7 hours ago, Rvinbowxxkitty said:

I actually dont have that log since I had forgotten to save it before generating my BC3 compression so I could play the game but the ini edits to TexGenSSE.ini were 

LockTexconv=1

RenderSingle=1

RenderTexturesSingleThread=1

These edits cause texgen to hang when creating billboards on BC7 and without them I hang on creating textures with BC7

Texconv shows 0% during the hangs so I do know texgen is waiting for it I'm just stumped on how to fix it

If you would like I can go ahead and read them and run texgen again with the ini edits to generate a new debug log, but let me know if the info I gave is sufficient. Thanks for your patience. :)

Without logs it is unclear if the settings have been applied correctly or what is happening.

If Texconv does not finish, then it means Texconv hangs and not that TexGen hangs.

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3 hours ago, MaeveNicole said:

Found this post searching, and with the latest version of DynDOLOD it doesn't give me an option to update it, it says either remove, or activate to update, and it's already activated in MO2 with the ESM and ESP activated, so I'm confused.

 

Oh dear, I meant to reply to this post. Seem to have misinterpreted the quote function, it's been years since I'm used any forum.

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.

As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, use the Copy message to clipboard link to copy and paste the message.

As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, read the message and its explanation.
The message states a fact: The plugin mentioned in the message already exists in the data folder but is not activated in the used plugins.txt.

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On 9/19/2023 at 7:46 PM, sheson said:

The 3D tree LOD models use 1:1 copies of the full models. Whatever you see are probably effects in the game.

For context, the above was in response to my inquiry regarding perceived differences in lighting effects between 3D tree LOD models and full models.

Ok, the 3D tree LOD models from DynDOLOD Resources are exact copies of the vanilla full models, indeed. But...

When the 3D tree LOD models are merged into the object LOD BTO mesh, their BSLightingShaderProperty is not copied over. The whole tree object LOD node has its own BSLightingShaderProperty.

treepineforest01passthru_lod.nif | Tamriel.4.0.4.bto

image.pngimage.png

I understand some are useless/ineffective with LOD, such as shadows and animations, so are omitted in the BTO. I'm not sure about the other differences, though, whether they are significant or not.

Thanks.

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54 minutes ago, Mousetick said:

For context, the above was in response to my inquiry regarding perceived differences in lighting effects between 3D tree LOD models and full models.

Ok, the 3D tree LOD models from DynDOLOD Resources are exact copies of the vanilla full models, indeed. But...

When the 3D tree LOD models are merged into the object LOD BTO mesh, their BSLightingShaderProperty is not copied over. The whole tree object LOD node has its own BSLightingShaderProperty.

treepineforest01passthru_lod.nif | Tamriel.4.0.4.bto

image.pngimage.png

I understand some are useless/ineffective with LOD, such as shadows and animations, so are omitted in the BTO. I'm not sure about the other differences, though, whether they are significant or not.

Thanks.

Own Emit is removed because the color is black.

Vertex Alpha is not properly supported by LOD - it becomes transparency with a threshold of 128.

Env map is not suported by LOD.

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2 hours ago, sheson said:

Own Emit is removed because the color is black.

Vertex Alpha is not properly supported by LOD - it becomes transparency with a threshold of 128.

Env map is not suported by LOD.

Texture Clamp, Glossiness, Specular Color, and Specular Strength are also changed for the trees in the BTO, so can I assume that all 3D tree LODs could adopt those (and only those) shader flags you mention and values for the four settings I mention here?

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1 hour ago, z929669 said:

Texture Clamp, Glossiness, Specular Color, and Specular Strength are also changed for the trees in the BTO, so can I assume that all 3D tree LODs could adopt those (and only those) shader flags you mention and values for the four settings I mention here?

Leave the shader settings as the full model. If any of the settings causes issues in LOD because it slips through, report it.

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1 hour ago, teadude said:

hi sheson. your latest exe fixed the issue :) what should i tell the developer for EVT? as i reported it as a bug on they page

This is about billboard placements on the atlas texture. The billboards you have were generated by TexGen, so they are good to use as is.

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