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DynDOLOD 3.00 Alpha 180


sheson

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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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6 hours ago, sheson said:

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

 

Here a  a  shot

enb2023_9_30_14_00_59.jpg

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Sheson, I've been struggling with large reference bug issue around markarth outskirts. The weird thing is it only happen to certain cliffs and buildings, some of the cliffs further back is not even affected, only this particular area. First I thought it was because of parent>child copy, so I generate new file without activating it, but the problem is still there. Then I thought it was because I set markarth to scan parents in DynDOLOD_SSE_childworld_MarkarthWorld, so I deactivated it too, but still the problem persist.

I don't think this is dyndolod fault or bug, but more of my settings or load order issue, so maybe you can give me some insight of what settings that I did wrong?

Here's my logs : https://ufile.io/qq5yvt8q

Here's my mod list : https://modwat.ch/u/leostevano/plugins

 

ScreenShot3.thumb.jpg.4baf3b7761fa55fe6c391ea28d276d2c.jpgScreenShot2.thumb.jpg.3f12fd20d4cbcd0fdc1a379118f403b5.jpgScreenShot1.thumb.jpg.08c13913b899e8e318cee021d10b1894.jpg

 

Edited by leostevano
Uploaded better screen shots
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4 hours ago, mitzie92 said:

Here a  a  shot

enb2023_9_30_14_00_59.jpg

You did not explain what the problem is or what you want to change.

You may want to generate better terrain LOD meshes level 32 with xLODGen

https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes
Typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map.

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55 minutes ago, leostevano said:

Sheson, I've been struggling with large reference bug issue around markarth outskirts. The weird thing is it only happen to certain cliffs and buildings, some of the cliffs further back is not even affected, only this particular area. First I thought it was because of parent>child copy, so I generate new file without activating it, but the problem is still there. Then I thought it was because I set markarth to scan parents in DynDOLOD_SSE_childworld_MarkarthWorld, so I deactivated it too, but still the problem persist.

I don't think this is dyndolod fault or bug, but more of my settings or load order issue, so maybe you can give me some insight of what settings that I did wrong?

Here's my logs : https://ufile.io/qq5yvt8q

Here's my mod list : https://modwat.ch/u/leostevano/plugins

 

ScreenShot3.thumb.jpg.4baf3b7761fa55fe6c391ea28d276d2c.jpgScreenShot2.thumb.jpg.3f12fd20d4cbcd0fdc1a379118f403b5.jpgScreenShot1.thumb.jpg.08c13913b899e8e318cee021d10b1894.jpg

The cells -41.1 and -42,0 are not listed in the log.

Can you check if the problem goes away when you remove Occ_Skyrim_Tamriel.esp for a test?
Test just removing it, only if there is no change generate a new LOD patch for Tamriel.

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2 hours ago, sheson said:

The cells -41.1 and -42,0 are not listed in the log.

Can you check if the problem goes away when you remove Occ_Skyrim_Tamriel.esp for a test?
Test just removing it, only if there is no change generate a new LOD patch for Tamriel.

After deactivating efps and regenerate the lod the issue gone, thank you Sheson!

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15 minutes ago, leostevano said:

After deactivating efps and regenerate the lod the issue gone, thank you Sheson!

Thanks for letting me know. That will help to fix it or add the cells to the large reference bugs workaround in the next alpha version.

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DynDOLOD 3a150 + xLODGen b101 Combined Worldspaces

Using a <worldspace>_Combine.ini containing multiple instances of the same source worldspace in order to map different rectangles to the destination worldspace, results in DynDOLOD failure during object LOD generation for the destination worldspace.

Relevant DynDOLOD error message:

[26:34] <Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned 427. Check G:\( Platform )\Tool\DynDOLOD 3a150\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt>

Relevant LODGen error messages:

Using UV Atlas: G:\( Platform )\Tool\DynDOLOD 3a150\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_DLC2SolstheimWorld_Combined.txt
Texture name already defined in atlas file textures\architecture\highhrothgar\hhcol01.dds,textures\architecture\highhrothgar\hhcol01_n.dds
Log ended at 22:06:26 (00:00:03)
Code: 1063

Full logs and other relevant files: https://drive.google.com/file/d/1k6jnPCs8QSUmgPea7xGQMPsypSi7wrDN/view

Thanks.

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