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DynDOLOD 3.00 Alpha 180


sheson

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2 hours ago, sheson said:

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

So since you did not mention the other values in the BTO for Texture Clamp, Glossiness, Specular Color, and Specular Strength, I must assume that you agree these settings could be adjusted in the LOD models to those values used in the BTO tree shapes?

3 hours 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

2 hours ago, sheson said:

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.

I would be servicing this issue if the mod (EVT in this case) had an issue, but your response tells me nothing about the 'problem'. I must assume that the change you added to the test DynDOLODx64.exe resolved the issue and that the mod is not the problem here? Or are you saying that there are third-party billboards mucking things up?

So what was the cause of the billboard artifacts mentioned and the resolution?

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38 minutes ago, z929669 said:

So since you did not mention the other values in the BTO for Texture Clamp, Glossiness, Specular Color, and Specular Strength, I must assume that you agree these settings could be adjusted in the LOD models to those values used in the BTO tree shapes?

No. I do not not. As I said, leave the shader settings as the full model. They should not be adjusted. Do not invent unnecessary or counter productive steps. The LOD model should work exactly like the full model when being used in the game directly.

38 minutes ago, z929669 said:

I would be servicing this issue if the mod (EVT in this case) had an issue, but your response tells me nothing about the 'problem'. I must assume that the change you added to the test DynDOLODx64.exe resolved the issue and that the mod is not the problem here? Or are you saying that there are third-party billboards mucking things up?

So what was the cause of the billboard artifacts mentioned and the resolution?

"The billboards you have were generated by TexGen, so they are good to use as is." <- That means the mipmap artefact was not caused by third party billboards.
"This is about billboard placements on the atlas texture." <- That means, the placement of a billboard next to another texture on the object LOD atlas texture caused the mipmap artefact. The solution was to fix how billboards are placed on the texture atlas.

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1 hour ago, sheson said:

No. I do not not. As I said, leave the shader settings as the full model. They should not be adjusted. Do not invent unnecessary or counter productive steps. The LOD model should work exactly like the full model when being used in the game directly.

Got it. Thanks

1 hour ago, sheson said:

"The billboards you have were generated by TexGen, so they are good to use as is." <- That means the mipmap artefact was not caused by third party billboards.
"This is about billboard placements on the atlas texture." <- That means, the placement of a billboard next to another texture on the object LOD atlas texture caused the mipmap artefact. The solution was to fix how billboards are placed on the texture atlas.

So I assume you mean on the DynDOLOD atlas and not an atlas from the mod?

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8 hours ago, z929669 said:

Got it. Thanks

So I assume you mean on the DynDOLOD atlas and not an atlas from the mod?

The object LOD atlas texture - in particular the one I requested from the user together with the txt from the DyNDOLOD export folder - was part of the DynDOLOD output.

Read the posts what was troubleshooted and what files I requested in addition to the logs.

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On 9/23/2023 at 2:20 PM, 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

8 hours ago, sheson said:

The object LOD atlas texture - in particular the one I requested from the user together with the txt from the DyNDOLOD export folder - was part of the DynDOLOD output.

Read the posts what was troubleshooted and what files I requested in addition to the logs.

I understand you want users to really read the documentation and your posts, but it's not possible to glean the necessary information requested without using assumptive inference unless explicitly stated. This is why we are both spending extra time on my now three follow-up questions.

The answer I now more confidently assume explicitly stated:

The object LOD atlas texture, DynDOLOD_Tamriel.dds <-- the placement of a billboard next to another texture on the object LOD atlas texture caused the mipmap artifact. The solution was to fix how billboards are placed on the this texture atlas.

Thank you

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Hi Sheson, at first thank you for your ongoing efforts!

Since v129 Texgen produces brighter LOD-textures than before for me. Process runs through like before with no errors. So my solution was to use v128 since it produced the desired results - until today.

I can't use this version anymore.

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11 minutes ago, 2PHAZT said:

Hi Sheson, at first thank you for your ongoing efforts!

Since v129 Texgen produces brighter LOD-textures than before for me. Process runs through like before with no errors. So my solution was to use v128 since it produced the desired results - until today.

I can't use this version anymore.

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

From the first post:
Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info
Always use the latest version. Using the latest version and providing feedback or reporting problems is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions. Participating in the alpha test requires to report any problems to the official DynDOLOD support forum.

https://dyndolod.info/Help/TexGen#Direct-Ambient-Smoothness

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Here are the logs:

https://ufile.io/f/xa97c

It's just that from v129 on the almost default values produce a much brighter outcome - at least for me.

Hoped that this effect would be fixed in the meanwhile just to see, that I cant generate lod anymore with the last working version I used.

Using dyndolod since v30 or so with no problems.

Edit: Seems, that only the grass is affected.

Seems to be some grass where loose textures overwrite a bsa.

Edited by 2PHAZT
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1 hour ago, 2PHAZT said:

No, it means that only grass seems to be affected that overwrites the original bsa with some losefiles.

Looks like the brighter version from the bsa is taken for lod generation.

You seem to be reporting that TexGen generates brighter grass billboard textures for some grass models/textures but not for others.
TexGen should always be using the same direct and ambient lighting settings for all grass billboards it generates, so they all should have the same brightness.

Use the Preview button next to the HD grass billboards to check their visuals.
If there is a difference between models/textures from BSA and loose files it should be obvious in either the diffuse or normal preview.
If that is the case provide screenshots of two different textures that show the difference.

If there is no difference in the preview, check the actual generated grass LOD billboard dds textures in the TexGen output folder.
In that case upload two textures that show the difference.

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16 hours ago, sheson said:

You seem to be reporting that TexGen generates brighter grass billboard textures for some grass models/textures but not for others.
TexGen should always be using the same direct and ambient lighting settings for all grass billboards it generates, so they all should have the same brightness.

Use the Preview button next to the HD grass billboards to check their visuals.
If there is a difference between models/textures from BSA and loose files it should be obvious in either the diffuse or normal preview.
If that is the case provide screenshots of two different textures that show the difference.

If there is no difference in the preview, check the actual generated grass LOD billboard dds textures in the TexGen output folder.
In that case upload two textures that show the difference.

It is my assumption that it is related to the loose files but it could be a coincedence. The unexpected behaviour started with v129. No changes on the textures or texgen settings otherwise. Of course I follow the update procedure and don't have other problems with dyndolod

texgen bugs.zip

Did a test run without the loose files with the same results: some grasses are too bright.

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