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DynDOLOD 3.00 Alpha 180


sheson

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2 hours ago, Phlunder said:

Hey sheson! Since some of the latest updates, tree LOD (ultra using Billboard4 in all stages) is showing a small cross at the top. Like UVs were very slightly out of range for the billboard, or there was some other offset in the atlas. I only ran into it testing with my vanilla profile. Everything was generated fresh with Alpha 165.

Logs

Ue7SZA9.png 9UJTel7.png

The log folder upload is missing the DynDOLOD debug log. It should be saved together with the DynDOLOD_TES5_log.txt when the program closes normally.

Upload E:\Modding\Skyrim\DynDOLOD\Logs\DynDOLOD_TES5_Debug_log.txt
Upload E:\Modding\Skyrim\DynDOLOD\Edit Scripts\Export\LODGen_TES5_ObjectAtlasMap_Tamriel.txt
Upload E:\Modding\Skyrim\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model with Mfg Console that has LOD affected like this and upload it as well.

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31 minutes ago, sheson said:

The log folder upload is missing the DynDOLOD debug log. It should be saved together with the DynDOLOD_TES5_log.txt when the program closes normally.

Upload E:\Modding\Skyrim\DynDOLOD\Logs\DynDOLOD_TES5_Debug_log.txt
Upload E:\Modding\Skyrim\DynDOLOD\Edit Scripts\Export\LODGen_TES5_ObjectAtlasMap_Tamriel.txt
Upload E:\Modding\Skyrim\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model with Mfg Console that has LOD affected like this and upload it as well.

It is hard to make close up screenshots of it, because those lines are mainly visible in far away mip maps. All trees are affected. Here are the full logs and alpha atlas:

Logs + Alpha Atlas

LODGen_TES5_ObjectAtlasMap_Tamriel.txt

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15 minutes ago, Phlunder said:

It is hard to make close up screenshots of it, because those lines are mainly visible in far away mip maps. All trees are affected. Here are the full logs and alpha atlas:

Logs + Alpha Atlas

LODGen_TES5_ObjectAtlasMap_Tamriel.txt

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model with Mfg Console that has LOD affected like this and upload it as well. Or provide base record form ID / billboard filename.

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1 minute ago, Phlunder said:

I'll do so once I'm at home.

While looking at the atlas, assuming it is one of the billboards below the Whiterun object LOD textures. They all have a 512 pixel vertical position, so there shouldn't really be any mipmap artifacts. Check the BTO they use the alpha texture atlas. Check the UV is 0.25 or maybe 0.250244 even.

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Hi, I have currently built my DynDOLOD output using Alpha 164 and noticed my DynDOLOD.esm could be compacted to ESL using the newest SSEEdit 4.1.5b experimental. (version 1.71 plugin support with the 4096 FormID ESL-support)

I checked and there don't seem to be any formID specific references in any of the resource files generated but just wanted to check whether it was safe to compact the ESM provided the references in Occlusion.esp are also updated. I was not too sure about the skse file that was generated.

Edited by Gratis_monsta
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Does anybody know if Open Cities SE needs to be installed when generating No Grass In Objects cache?  As far as I can tell by reading the changelog for Open Cities it makes no changes to grass records.  (Edit: besides transferring the records to the Temriel worldspace I guess)

Edited by ikonomov
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43 minutes ago, Gratis_monsta said:

Hi, I have currently built my DynDOLOD output using Alpha 164 and noticed my DynDOLOD.esm could be compacted to ESL using the newest SSEEdit 4.1.5b experimental. (version 1.71 plugin support with the 4096 FormID ESL-support)

I checked and there don't seem to be any formID specific references in any of the resource files generated but just wanted to check whether it was safe to compact the ESM provided the references in Occlusion.esp are also updated. I was not too sure about the skse file that was generated.

No DynDOLOD plugins should never be compacted or flagged ESL.

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18 minutes ago, ikonomov said:

Does anybody know if Open Cities SE needs to be installed when generating No Grass In Objects cache?  As far as I can tell by reading the changelog for Open Cities it makes no changes to grass records.  (Edit: besides transferring the records to the Temriel worldspace I guess)

This is the DynDOLOD 3 Alpha thread. I do not support 3rd party mods or tools.

Full grass and thus grass cache is affected by plugins adding/changing GRAS, LTEX, LAND records.

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9 hours ago, sheson said:

While looking at the atlas, assuming it is one of the billboards below the Whiterun object LOD textures. They all have a 512 pixel vertical position, so there shouldn't really be any mipmap artifacts. Check the BTO they use the alpha texture atlas. Check the UV is 0.25 or maybe 0.250244 even.

I couldn't find any inconsistencies in the atlas layout/placement either, that's what I checked first. Here's an example reference:

image.png

Here is the BTO file of that cell cluster.

Tamriel.4.4.-12.bto

I am not entirely sure how to check the UV sets. I found many, some say 0.25 on the Y axis, others not.

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9 hours ago, Phlunder said:

I couldn't find any inconsistencies in the atlas layout/placement either, that's what I checked first. Here's an example reference:

image.png

Here is the BTO file of that cell cluster.

Tamriel.4.4.-12.bto

I am not entirely sure how to check the UV sets. I found many, some say 0.25 on the Y axis, others not.

It is easier to check with NifSkope after converting the BTO to SSE format with CAO, because then you can select a vertex and its UV is part of the Vertex Data.

Do you remember if there was a graphics driver update in the meantime, changed INI settings related to mipmaps maybe?

Test if changing the Texture Clamp Mode to WRAP_S_WRAP_T in the shader changes anything in game. It shouldn't since it is the texture in the second row under the object LOD textures.

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8 hours ago, sheson said:

It is easier to check with NifSkope after converting the BTO to SSE format with CAO, because then you can select a vertex and its UV is part of the Vertex Data.

Do you remember if there was a graphics driver update in the meantime, changed INI settings related to mipmaps maybe?

Test if changing the Texture Clamp Mode to WRAP_S_WRAP_T in the shader changes anything in game. It shouldn't since it is the texture in the second row under the object LOD textures.

No update that caused the issue to appear to my knowledge. I'm always using the latest Nvidia driver, which is currently 546.33. But thank you for making me look into other causes. INI settings for mip maps are default, but I found that the issue is caused by using the default ingame AA (I believe its MSAA), when I switch to FXAA the issue is gone. I also don't have this issue in my modded setup that uses ENB and its built-in AA methods.

Edit: Changing the Texture Clamp Mode to WRAP_S_WRAP_T didn't fix it. I guess its just something with the games built-in MSAA that causes issues. Not sure if its worth rolling back drivers for it, I am fine with using FXAA if I want to jump into my vanilla setup.

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On 1/4/2024 at 11:20 AM, Phlunder said:

No update that caused the issue to appear to my knowledge. I'm always using the latest Nvidia driver, which is currently 546.33. But thank you for making me look into other causes. INI settings for mip maps are default, but I found that the issue is caused by using the default ingame AA (I believe its MSAA), when I switch to FXAA the issue is gone. I also don't have this issue in my modded setup that uses ENB and its built-in AA methods.

Edit: Changing the Texture Clamp Mode to WRAP_S_WRAP_T didn't fix it. I guess its just something with the games built-in MSAA that causes issues. Not sure if its worth rolling back drivers for it, I am fine with using FXAA if I want to jump into my vanilla setup.

Could you test if BTOs generated with this text version of LODGen https://mega.nz/file/AAwRmJCQ#o5CTFmNsibqiQUIGbbQ3P4xDQPz16xdWGKrfd4FVLz8 make any difference if AA is enabled?

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2 hours ago, sheson said:

Could you test if BTOs generated with this text version of LODGen https://mega.nz/file/AAwRmJCQ#o5CTFmNsibqiQUIGbbQ3P4xDQPz16xdWGKrfd4FVLz8 make any difference if AA is enabled?

Testing it now, but this executable won't be used if I'm running the 64-bit version of DynDOLOD? Even if I use the 32-bit version of DynDOLOD, it lists the LODGen.exe as external tools.

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31 minutes ago, Phlunder said:

Testing it now, but this executable won't be used if I'm running the 64-bit version of DynDOLOD? Even if I use the 32-bit version of DynDOLOD, it lists the LODGen.exe as external tools.

Uh, use this x64 version of course https://mega.nz/file/xcJ0wD6b#-Tn_Eizjm4GnlYiXFDE6QAS8QkVzGjQ7ItoOE3xckLo to replace the one in Edit Scripts, then execute LODGen for Tamariel in Expert Mode.

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