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DynDOLOD 3.00 Alpha 182


sheson

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2 hours ago, sheson said:

What are the coordinates / locations of the screenshots you posted earlier?

The first shot was from here:

https://imgur.com/9pbqjJe   Just south of Whiterun, facing west toward the watch tower

The second shot was here:

https://imgur.com/uumWpd4  South of Rorikstead, facing east

Sorry, I don't know how to get the coordinates!

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6 hours ago, sheson said:

Do not just disable all Meshes, go into the terrain/Tamriel/Objects/ folder for example and then hide half the object LOD meshes.

What was tedious, but here is list:

Tamriel.8.-24.-16.bto
Tamriel.8.-32.-8.bto
Tamriel.16.-32.0.bto
Tamriel.16.-48.0.bto
Tamriel.16.-48.-16.bto

Without this files water is ok. Seems like scale and coordinates.

Tried old lodgen\texgen (no error this time) on new resources, problem still here.

Edited by had
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2 hours ago, had said:

What was tedious, but here is list:

Tamriel.8.-24.-16.bto
Tamriel.8.-32.-8.bto
Tamriel.16.-32.0.bto
Tamriel.16.-48.0.bto
Tamriel.16.-48.-16.bto

Without this files water is ok. Seems like scale and coordinates.

Tried old lodgen\texgen (no error this time) on new resources, problem still here.

TexGen generates textures for tree and object LOD generation. *.BTO files are object LOD meshes, which are not affected by TexGen.
Again, TexGen does not require or care about DynDOLOD Resources. If there is an error message, read the explanations and help for it and/or copy paste the error message and upload the log and debug log.

Zip and upload the BTOs to a file service. Upload the log and debug log from DynDOLOD for the LOD generation (log is appended to, debug log is replaced which each start, so it may not contain the session anymore)

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4 hours ago, broncofan0211 said:

The first shot was from here:

https://imgur.com/9pbqjJe   Just south of Whiterun, facing west toward the watch tower

The second shot was here:

https://imgur.com/uumWpd4  South of Rorikstead, facing east

Sorry, I don't know how to get the coordinates!

Good enough.  For reference: console player.getpos x|y and https://dyndolod.info/Help/Mod-Configuration-Menu#You-Are-Here

When you loaded QW's Grass Patch 2.esp into CK to Recalc Bounds, did you set the ESM flag in Folkvangr - Grass and Landscape Overhaul.esp, Folkvangr - Grass and Landscape Overhaul.esp, Folkvangr - Grass and Landscape Overhaul.esp? If not, then CK might remove them from the patch and undo the overwrites and mess up everything. Probably also a good idea to unset the ESL flags when editing with CK and then compact and set ESL flag afterwards with xEdit.

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1 hour ago, sheson said:

Good enough.  For reference: console player.getpos x|y and https://dyndolod.info/Help/Mod-Configuration-Menu#You-Are-Here

When you loaded QW's Grass Patch 2.esp into CK to Recalc Bounds, did you set the ESM flag in Folkvangr - Grass and Landscape Overhaul.esp, Folkvangr - Grass and Landscape Overhaul.esp, Folkvangr - Grass and Landscape Overhaul.esp? If not, then CK might remove them from the patch and undo the overwrites and mess up everything. Probably also a good idea to unset the ESL flags when editing with CK and then compact and set ESL flag afterwards with xEdit.

Thanks for the tips to get the coordinates! I'll keep that info for the future.

I haven't been doing Recalc Bounds on QWs Patch. Only for Folkvangr. I did try it once on the patch but it didn't fix the issue I'm having with lods, so I stopped. I kinda copied the steps I would take for his first patch, which used Veydosebrom, Folkvangr, Cathedral 3d Pines, and Depths of Skyrim. For that one it was a hard requirement to compact and esl the first 3 of those mods. I would do that first, then Recalc Bounds for Vey and Folk only, then generate lods with Dyndolod 3, and it worked great every time.

I tried a lot of different things with QW 2 before I posted here. But, I will try later, without compacting or eslifying anything. Do you think I should Recalc Bounds on Folkvangr and QWs Patch?

Thanks again for your help with this issue, I really appreciate it!

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1 hour ago, broncofan0211 said:

Thanks for the tips to get the coordinates! I'll keep that info for the future.

I haven't been doing Recalc Bounds on QWs Patch. Only for Folkvangr. I did try it once on the patch but it didn't fix the issue I'm having with lods, so I stopped. I kinda copied the steps I would take for his first patch, which used Veydosebrom, Folkvangr, Cathedral 3d Pines, and Depths of Skyrim. For that one it was a hard requirement to compact and esl the first 3 of those mods. I would do that first, then Recalc Bounds for Vey and Folk only, then generate lods with Dyndolod 3, and it worked great every time.

I tried a lot of different things with QW 2 before I posted here. But, I will try later, without compacting or eslifying anything. Do you think I should Recalc Bounds on Folkvangr and QWs Patch?

Thanks again for your help with this issue, I really appreciate it!

After doing recalc bounds for all plugins I get 4 more grass LOD billboards for  origins of forest - 3d forest grass.esp and 4 for more for qw's grass patch 2.esp and 1 more for skyrim.esm.
No change for folkvangr - grass and landscape overhaul.esp and cathedral - 3d pine grass.esp.

Not sure yet if those are the missing billboards in your case. With that the LODGen_SSE_Grass_Map_Tamriel.txt contains 42 lines compared to the 34 lines you uploaded.
All it takes is one or two crucially required billboards to be missing to have large empty patches if that grass is used a lot.

Check your TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt and compare it with Notepad++ for example to the one attached to this post, which will not have the "False" in those lines.
You can force generation of billboards without having to recalc bounds or adjusting other settings by using that file and split it up for the different plugins to force creation. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards below the object bounds for the explanations. 

TexGen_SSE_Grass_Billboards.txt

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Well after much toil I managed to get things to work!

https://imgur.com/xmYme05https://imgur.com/xmYme05https://imgur.com/a/VPwlCUK

Thank you, for all the help. Just one or two questions.  I have a very large world space with terrain outside of the havok bug limit that was only there for LOD and look pretty. Some places you can walk right up to cell 64 to 65. Dyndolod has a worldspace size limit too? Does Dundolod also break after that size limit, or what's the reason it's being limited?

And the other question, I have another worldspace on an esp, it never showed up in the lists of worldspaces Dyndolod could generate lod for. I have done terrain lod on it with SSELODGEN64 and it has the lod settings file. There's not much in it, only a couple of trees.

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1 hour ago, sheson said:

After doing recalc bounds for all plugins I get 4 more grass LOD billboards for  origins of forest - 3d forest grass.esp and 4 for more for qw's grass patch 2.esp and 1 more for skyrim.esm.
No change for folkvangr - grass and landscape overhaul.esp and cathedral - 3d pine grass.esp.

Not sure yet if those are the missing billboards in your case. With that the LODGen_SSE_Grass_Map_Tamriel.txt contains 42 lines compared to the 34 lines you uploaded.
All it takes is one or two crucially required billboards to be missing to have large empty patches if that grass is used a lot.

Check your TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt and compare it with Notepad++ for example to the one attached to this post, which will not have the "False" in those lines.
You can force generation of billboards without having to recalc bounds or adjusting other settings by using that file and split it up for the different plugins to force creation. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards below the object bounds for the explanations. 

TexGen_SSE_Grass_Billboards.txt 14.32 kB · 1 download

Hey Sheson, Wow, thanks for running it for comparison! I was just finishing regenerated texgen and dyn output, after Recalc Bounds on all 4 plugins. I have the same amount as you now (+ a few from vigilant and water plants). It makes sense you had the same amount for Folkvangr since that’s the one I did Recalc Bounds for in the past. 
I’m regenerating dyndolod output though. Because I still didn’t get grass lods, and strangely the file size was 1 gb smaller than prior runs. So maybe something went wrong with it.

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4 hours ago, sheson said:

After doing recalc bounds for all plugins I get 4 more grass LOD billboards for  origins of forest - 3d forest grass.esp and 4 for more for qw's grass patch 2.esp and 1 more for skyrim.esm.
No change for folkvangr - grass and landscape overhaul.esp and cathedral - 3d pine grass.esp.

Not sure yet if those are the missing billboards in your case. With that the LODGen_SSE_Grass_Map_Tamriel.txt contains 42 lines compared to the 34 lines you uploaded.
All it takes is one or two crucially required billboards to be missing to have large empty patches if that grass is used a lot.

Check your TexGen output textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt and compare it with Notepad++ for example to the one attached to this post, which will not have the "False" in those lines.
You can force generation of billboards without having to recalc bounds or adjusting other settings by using that file and split it up for the different plugins to force creation. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards below the object bounds for the explanations. 

TexGen_SSE_Grass_Billboards.txt 14.32 kB · 1 download

Hey Sheson,

Sorry for replying to your same post twice. But I did rerun dyndolod output again, after my last reply, but it didn't work. I didn't esl any of the plugins. I'm attaching new logs from the latest run. Maybe it just isn't going to work for me. Not sure what else to try. Thanks for your help though, it's appreciated.

https://ufile.io/el9ln86h  texgen sse log

https://ufile.io/cjtdhe4w  texgen sse debug log

https://ufile.io/v5irfjoo  dydnolod sse log

https://ufile.io/j5mr8tz4   dyndolod sse debug log

https://ufile.io/m6qtay8e  lodgen sse export tamriel

https://ufile.io/bn7r8zgn   lodgen sse grass map tamriel

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13 hours ago, had said:

I got it once and cant reproduce.

Something about opengl.

Probably not what important.

https://drive.google.com/file/d/1_HkG6XdunxIAPLK9udoKEpm5zFCxhwV4/view?usp=sharing

There seems to be some interaction with using an effect shader in LOD.
Please make 3 screenshots: one without any generated LOD meshes, one with the meshes you send me and one with these edited meshes.
https://mega.nz/file/8UREGQpS#waN43DyEZgaRZnUTun9y_nX_e9ND8Uw18ovIz7s2Dgc

Then add/set [Water] bReflectSky=0 in Skyrim.ini and make the same 3 screenshots again.

You have RealisticWater Two and then Water Effects Brightness and Water Effects Brightness and Reflection Fix - Realistic Water Two Patch overwriting it?
What are their versions?

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9 hours ago, ThorRight said:

Well after much toil I managed to get things to work!

https://imgur.com/xmYme05https://imgur.com/xmYme05https://imgur.com/a/VPwlCUK

Thank you, for all the help. Just one or two questions.  I have a very large world space with terrain outside of the havok bug limit that was only there for LOD and look pretty. Some places you can walk right up to cell 64 to 65. Dyndolod has a worldspace size limit too? Does Dundolod also break after that size limit, or what's the reason it's being limited?

And the other question, I have another worldspace on an esp, it never showed up in the lists of worldspaces Dyndolod could generate lod for. I have done terrain lod on it with SSELODGEN64 and it has the lod settings file. There's not much in it, only a couple of trees.

Dynamic LOD uses triggerboxes. See DynDOLOD-README.txt and https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD.
DynDOLOD does not "break". The game "breaks" beyond certain coordinates. Dynamic LOD will most likely just not update once the player is beyond the working area similar to using tcl.

See https://dyndolod.info/FAQ "Not seeing all worldspaces in the selection box"

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6 hours ago, broncofan0211 said:

Hey Sheson,

Sorry for replying to your same post twice. But I did rerun dyndolod output again, after my last reply, but it didn't work. I didn't esl any of the plugins. I'm attaching new logs from the latest run. Maybe it just isn't going to work for me. Not sure what else to try. Thanks for your help though, it's appreciated.

https://ufile.io/el9ln86h  texgen sse log

https://ufile.io/cjtdhe4w  texgen sse debug log

https://ufile.io/v5irfjoo  dydnolod sse log

https://ufile.io/j5mr8tz4   dyndolod sse debug log

https://ufile.io/m6qtay8e  lodgen sse export tamriel

https://ufile.io/bn7r8zgn   lodgen sse grass map tamriel

The grass map file shows only 9 entries now...
You need to update the grass cache as well after making changes to the grass plugins.

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2 hours ago, sheson said:

What are their versions?

MbGwXlo.png

Upgraded Water Effects Brightness and Reflection Fix to 0.4 from 0.3 recently might be case, patch installed after i encounter what problem and have read dyndolod faq.

jBawyjL.jpeg

DcTtS1K.jpeg

Z08JmIu.jpeg

nFtJ8te.jpeg

OdCGk46.jpeg

1fmrJcB.jpeg

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39 minutes ago, had said:

Upgraded Water Effects Brightness and Reflection Fix to 0.4 from 0.3 recently might be case, patch installed after i encounter what problem and have read dyndolod faq.

I don't know what mod manager you're using but your overwriting order doesn't make any sense to me.

Should be (next overwrites previous):

  1. Realistic Water Two
  2. Water Effects Brightness and Reflection Fix
  3. Water Effects Brightness and Reflection Fix - RWT Patch
  4. (remaining ones after that)

I'm using this setup with DynDOLOD* without any issues.

(*) Alpha-85 with Resources Alpha-23. Haven't tried latest yet.

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