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DynDOLOD 3.00 Alpha 180


sheson

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17 minutes ago, User77111 said:

When setting AllHD32=-1 and GenerateVertexColorsLOD32=False I get this:

xzhLYxH.jpg

It is perfect! Thanks sheson :)

 

As for the skyrim 3d trees 3d LOD, just don't use them?

 

Well... actually is there a way to generate vertex colors for only the trees?

I am still looking into the 3D tree LOD.

Currently the GenerateVertexColor setting is an all other nothing setting. You could make _lod_3.nif without vertex colors from the ..\Meshes\lod\mountains\mountain*_lod_*.nif with NifSkope.

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17 minutes ago, sheson said:

I am still looking into the 3D tree LOD.

Currently the GenerateVertexColor setting is an all other nothing setting. You could make _lod_3.nif without vertex colors from the ..\Meshes\lod\mountains\mountain*_lod_*.nif with NifSkope.

I'm thinking for now I could just create vertex colors manually for the trees for now.

Also I lowered the terrain underside mesh about 150 and it still has the black lines, it is just lower now:

Ny6JlEY.jpg

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34 minutes ago, User77111 said:

I'm thinking for now I could just create vertex colors manually for the trees for now.

Also I lowered the terrain underside mesh about 150 and it still has the black lines, it is just lower now:

Ny6JlEY.jpg

Doublecheck it is the underside, tll in console to turn off LOD, then click the underside mesh and disable it, tll in console to turn on LOD,  artefacts are gone?

Lower the underside further and/or increase its quality or increase terrain LOD distances.
Oh, and make sure to generate terrain LOD xLODGen, too, so it has equal quality.

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58 minutes ago, sheson said:

Doublecheck it is the underside, tll in console to turn off LOD, then click the underside mesh and disable it, tll in console to turn on LOD,  artefacts are gone?

Lower the underside further and/or increase its quality or increase terrain LOD distances.
Oh, and make sure to generate terrain LOD xLODGen, too, so it has equal quality.

I set the terrain underside to the highest quality, and set it to the lowest possible.

https://imgur.com/a/FAa3FV1

Dosn't seem to be affected by the settings in this area.

Also I think I finally figured out the map situation. 

I regenerated the textures with xLODGen with half the gamma and left on vertex coloring. Also set AllHD32=1. It gives the most usable image.

The only problem when using AllHD32=1 is some objects are completely white:

UfIxk7r.jpg

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1 hour ago, User77111 said:

I set the terrain underside to the highest quality, and set it to the lowest possible.

https://imgur.com/a/FAa3FV1

Dosn't seem to be affected by the settings in this area.

Also I think I finally figured out the map situation. 

I regenerated the textures with xLODGen with half the gamma and left on vertex coloring. Also set AllHD32=1. It gives the most usable image.

The only problem when using AllHD32=1 is some objects are completely white:

UfIxk7r.jpg

The video does not show how things look with the underside disabled via console.

Check with xEdit that the z position value of the reference for the underside is the negative value of the drop down after generating from scratch. If it is, change the value further down manually.

You know from the manual that the HD snow LOD shader uses the vertex color alpha channel.
These LOD models do not have vertex colors with alpha channel, so the engine assumes 1.0.

Instead of changing the brightness of terrain LOD textures, I suggest to adjust overlays textures being used for the map. Otherwise you are going to see brightness change between the LOD levels when running around the game, unless you push LOD Level 32 terrain LOD past the max render distance.

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On 11/13/2023 at 12:07 PM, User77111 said:

Also getting this issue with skyrim 3d trees as well when using DynDOLOD, and not when using 3d tree LOD generation on xLODGen:

https://imgur.com/a/cTsPoSH

This happens for only one tree snow model. s3dtrees_treepineforestsnow04.nif

This happens because of the s3dtrees_treepineforestsnow03_lod_[0|1|2].nif 3D tree LOD models setting a wrong normal map texture. That adversely affects pre-processing of the diffuse texture that is used by the other LOD model.

From your log:
[00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_0.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]>
[00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_1.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]>
[00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_2.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]>

If you fix the paths to treepineforestsnow03_LOD_0_n.dds as intended the LOD for the other trees won't fade to black.

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1 hour ago, sheson said:

This happens because of the s3dtrees_treepineforestsnow03_lod_[0|1|2].nif 3D tree LOD models setting a wrong normal map texture. That adversely affects pre-processing of the diffuse texture that is used by the other LOD model.

From your log:
[00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_0.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]>
[00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_1.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]>
[00:19] <Warning: Filename textures\landscape\s3dtrees_and_plants\lod4\treepineforestsnow04_lod_0.dds does not adhere to file naming conventions. Used by meshes\landscape\trees\s3dtrees\s3dtrees_treepineforestsnow03_lod_2.nif S3DTrees NextGenerationForests.esp TreePineForestSnow03 [TREE:0005C070]>

If you fix the paths to treepineforestsnow03_LOD_0_n.dds as intended the LOD for the other trees won't fade to black.

This fixed the issue! Now I can fix it myself but I do not have permissions to create a patch for others that use the automated modding guide. I cannot get into contact with mathy I have tried for the last 5 months as I needed permissions from him for other reasons. Hopefully a patch can be made by someone with granted permissions.

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On 11/13/2023 at 12:07 PM, User77111 said:

When generating 3d tree LOD with the latest version of DynDOLOD 3.0 the LOD tree branches look like this:

OjVCCt7.png

It adds an outline to the leaf textures when using DynDOLOD

The black outline exists in the diffuse LOD textures shipping with the mod.

The reason this is so obvious is because some LOD models set an alpha threshold of 0 instead of the default 128 and so the diffuse textures are adjusted when they are added to the texture atlas to reflect that setting.

https://dyndolod.info/Help/3D-Tree-LOD-Model
Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. 

Previewing the LOD models in NifSkope shows the black outlines as well - it should look very similar to what you see in game. Changing the threshold from 0 to 128 of the affected LOD models should mitigate that.

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3 minutes ago, sheson said:

The black outline exists in the diffuse LOD textures shipping with the mod.

The reason this is so obvious is because some LOD models set an alpha threshold of 0 instead of the default 128 and so the diffuse textures are adjusted when they are added to the texture atlas to reflect that setting.

https://dyndolod.info/Help/3D-Tree-LOD-Model
Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. 

Previewing the LOD models in NifSkope shows the black outlines as well - it should look very similar to what you see in game. Changing the threshold from 0 to 128 of the affected LOD models should mitigate that.

Thanks sheson for your help with all this. I don't think I will be able to fix these issues on the modding guide without permission from mathy but I will definitely try! Most mod authors aren't this thorough so I appreciate it :)

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43 minutes ago, User77111 said:

Thanks sheson for your help with all this. I don't think I will be able to fix these issues on the modding guide without permission from mathy but I will definitely try! Most mod authors aren't this thorough so I appreciate it :)

The next alpha version will not have issues a diffuse being used as normal map. Also it will improve the blending a bit when creating the average background color in case the transparent parts of LOD textures are black, so the black outline will be not as strong. However, the 0 alpha threshold will still result in too thick leaves.

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Upon updating to the latest version and running dyndolod 3, it crashes my entire computer around an hour in. The windows event viewer is not very informative. Dyndolod 3 previously ran just fine, with a version I believe I downloaded in the early summer. Let me know what information might be useful in determining the cause, if any at all. I know dyndolod has a bunch of logs but I don't know which one would be useful to you. 

 

Important System Specs:

2060 Super, up to date drivers

Ryzen 5800x

Windows 10 up to date

32 GB of ram

 

Capture.PNG

 

Just ran it again after freshly restarting my PC to confirm, it crashed my PC about an hour in again. 

 

I did not see the footer of your messages until just now, my apologies, here is the debug log: 

https://ufile.io/rmzs9ae1

and the entire log

https://ufile.io/y3mksjp4

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9 hours ago, Chiberia said:

Upon updating to the latest version and running dyndolod 3, it crashes my entire computer around an hour in. The windows event viewer is not very informative. Dyndolod 3 previously ran just fine, with a version I believe I downloaded in the early summer. Let me know what information might be useful in determining the cause, if any at all. I know dyndolod has a bunch of logs but I don't know which one would be useful to you. 

 

Important System Specs:

2060 Super, up to date drivers

Ryzen 5800x

Windows 10 up to date

32 GB of ram

 

Capture.PNG

 

Just ran it again after freshly restarting my PC to confirm, it crashed my PC about an hour in again. 

 

I did not see the footer of your messages until just now, my apologies, here is the debug log: 

https://ufile.io/rmzs9ae1

and the entire log

https://ufile.io/y3mksjp4

The logs just seem to show the generation being started and then being forcefully closed right after. 

https://dyndolod.info/FAQ#BSOD-Blue-Screen-Of-Death
BSOD are a hardware, BIOS setting, OS or driver problem.
For example, problems with overclocking, memory timings, cooling, unstable power supply etc.
Searching the Internet for the BSOD code should help troubleshooting.

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Darn, if it had given me a blue screen code I could figure it out easier, would not be the first time I fixed a corrupt driver with the help of a blue screen error code. Well, if I figure out what the problem is Ill post it here in case it happens to anyone else, thanks for taking a look. 

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Fixed it, not really sure which of these steps did it since testing wouldve taken too long if I tried each individually.

I went into my BIOS and changed some amp settings, I installed windows to a thumb drive and reinstalled it on my system, and I reinstalled Dyndolod fresh. Hopefully no one else has the same problem though. 

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