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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, DoubleYou said:

It appears that PostImages.org is down right now, so I will directly attach.

So hopefully this is what you were wanting to see:

Original texture from mod --> 244_new.dds --> 244_old.dds --> 128.dds

244 new (2).jpgoriginal texture (2).jpg244 old (2).jpg128 from sheson (2).jpg

244 new (1).jpgoriginal texture (1).jpg244 old (1).jpg128 from sheson (1).jpg

 

BTW, I used TLL console command to ensure everything is full trees. This is very close, but slightly less alpha. If I were to guess, you numbers are varying NiAlphaProperty thresholds, so this should be able to be adjusted via this method.

What is the difference between the upper 4 screenshots and the lower 4 screenshots?

The alpha value of all mipmaps is multiplied by the same 128/threshold factor = 0.5714 in this case.

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54 minutes ago, DoubleYou said:

The upper screenshots are farther away. The lower screenshots are closer. 

So the last two of each row. The 224_old.dds is with a 128 threshold NiAlphaProperty and the 128.dds is with a 244 threshold NiAlphaProperty?

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40 minutes ago, sheson said:

So the last two of each row. The 224_old.dds is with a 128 threshold NiAlphaProperty and the 128.dds is with a 244 threshold NiAlphaProperty?

I left NiAlphaProperty at 128 for all tests. I simply changed out the full texture with the provided texture in each case. Let me audit my screenshots to ensure that I have this in the right order. I think I mixed up the first two somehow...

Edit:

Okay, so I evidently mixed up 1 and 2 in each set.

Original texture from mod --> 244_new.dds --> 244_old.dds --> 128.dds

original texture (2).jpg244 new (2).jpg244 old (2).jpg128 from sheson (2).jpg

original texture (1).jpg244 new (1).jpg244 old (1).jpg128 from sheson (1).jpg

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36 minutes ago, DoubleYou said:

I left NiAlphaProperty at 128 for all tests. I simply changed out the full texture with the provided texture in each case. Let me audit my screenshots to ensure that I have this in the right order. I think I mixed up the first two somehow.

The models that use the orginal/not adjusted texture 128.dds should have an alpha threshold of 224, while the models that use adjusted 224_* textures should have an alpha property of 128 - the one LOD is hardcoded to use.

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34 minutes ago, sheson said:

The models that use the orginal/not adjusted texture 128.dds should have an alpha threshold of 224, while the models that use adjusted 224_* textures should have an alpha property of 128 - the one LOD is hardcoded to use.

Okay. Let me get this for you. Please see my edit though, as I mixed up 1 and 2 in my previous post accidentally.

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  1. Original texture from mod with 128 NiAlphaProperty
  2. 128.dds with 224 NiAlphaProperty
  3. 244_new.dds with 128 NiAlphaProperty
  4. 244_old.dds with 128 NiAlphaProperty
  5. 128.dds with 128 NiAlphaProperty

original texture (2).jpg128 with 224 NiAlphaProperty (1).jpg244 new (2).jpg244 old (2).jpg128 from sheson (2).jpg

  1. Original texture from mod with 128 NiAlphaProperty
  2. 128.dds with 224 NiAlphaProperty
  3. 244_new.dds with 128 NiAlphaProperty
  4. 244_old.dds with 128 NiAlphaProperty
  5. 128.dds with 128 NiAlphaProperty

original texture (1).jpg128 with 224 NiAlphaProperty (2).jpg244 new (1).jpg244 old (1).jpg128 from sheson (1).jpg

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I humbly apologize for interjecting here (this is a fascinating and valuable discussion) with an update on my end.

I reverted TexGen settings to those listed in the 2.0 version of the guide.

TexGen_HD.thumb.png.25be2e564ba6381d0dfa795d2de6051f.png

And DynDOLOD to settings in the default DynDOLOD_SSE.ini and and also the generation settings in version 2.0 of the guide.

; grass LOD brightness multipliers
GrassBrightnessTopR=0.400
GrassBrightnessTopG=0.445
GrassBrightnessTopB=0.450
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.200
GrassBrightnessBottomG=0.223
GrassBrightnessBottomB=0.225

DynDOLOD_Configured.thumb.png.3c7e413fd0ecb65751f672dfc2a0e734.png

And this is the result. (back to where I started, it appears)

20220827110204_1.thumb.jpg.42025a3de1a683e9479686be39c0eafb.jpg

Without enhancing my understanding of exactly what happens when any of these settings are changed, I'm satisfied with the look for now.

[edit] I neglected to mention (though it may be clear from the fact I'm using cached grass) I'm using game engine version 1.5.97

Edited by Mephitic
Added game version info
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3 hours ago, DoubleYou said:
  1. Original texture from mod with 128 NiAlphaProperty
  2. 128.dds with 224 NiAlphaProperty
  3. 244_new.dds with 128 NiAlphaProperty
  4. 244_old.dds with 128 NiAlphaProperty
  5. 128.dds with 128 NiAlphaProperty

original texture (2).jpg128 with 224 NiAlphaProperty (1).jpg244 new (2).jpg244 old (2).jpg128 from sheson (2).jpg

  1. Original texture from mod with 128 NiAlphaProperty
  2. 128.dds with 224 NiAlphaProperty
  3. 244_new.dds with 128 NiAlphaProperty
  4. 244_old.dds with 128 NiAlphaProperty
  5. 128.dds with 128 NiAlphaProperty

original texture (1).jpg128 with 224 NiAlphaProperty (2).jpg244 new (1).jpg244 old (1).jpg128 from sheson (1).jpg

Thanks. I will need to look at this some more in the coming days. I still would expect it to match better. The 244_new.dds seems to be dull compared to the 128.dds with 224 NiAlphaProperty for some reason and that doesn't seem right with me why that would even be the case.

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35 minutes ago, sheson said:

Thanks. I will need to look at this some more in the coming days. I still would expect it to match better.

Your textures say "244" while we've talked a lot and used "224" a lot. Perhaps you meant 244 and that's why it doesn't match better?

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52 minutes ago, DoubleYou said:

Your textures say "244" while we've talked a lot and used "224" a lot. Perhaps you meant 244 and that's why it doesn't match better?

It's just the filename. The threshold it was created with was 224.

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4 hours ago, DoubleYou said:
  1. Original texture from mod with 128 NiAlphaProperty
  2. 128.dds with 224 NiAlphaProperty
  3. 244_new.dds with 128 NiAlphaProperty
  4. 244_old.dds with 128 NiAlphaProperty
  5. 128.dds with 128 NiAlphaProperty

original texture (2).jpg128 with 224 NiAlphaProperty (1).jpg244 new (2).jpg244 old (2).jpg128 from sheson (2).jpg

  1. Original texture from mod with 128 NiAlphaProperty
  2. 128.dds with 224 NiAlphaProperty
  3. 244_new.dds with 128 NiAlphaProperty
  4. 244_old.dds with 128 NiAlphaProperty
  5. 128.dds with 128 NiAlphaProperty

original texture (1).jpg128 with 224 NiAlphaProperty (2).jpg244 new (1).jpg244 old (1).jpg128 from sheson (1).jpg

For top row, 3-5 looks like changes also to the full models in the foreground. Nothing was changed about the full models or the textures they are using?

I think #2 is the best match with full.

The goal should be getting the best match without having to use a custom texture, obviously ... but also without having to make changes to the LOD model NiAlphaProperty.

Apologies for dropping off of testing. I spend daytime on weekends working on my house.

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15 hours ago, sheson said:

Use whatever tool that allows editing of NIF models. NifSkope seems like the obvious choice.

If you read https://dyndolod.info/Help/3D-Tree-LOD-Model you would see screenshots from NifSkope that show the NiAlphaProperty blocks as children of the BSTriShape blocks.

https://www.google.com/search?q=NIF+model+NiAlphaProperty
->
http://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format#Transparency

Ok thanks...

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Don't know what I am doing wrong. I have a crap load of mods, they all work fine, the game is stable (as much as I experience playing it). When I try generating DynDoLoD with Grass LoDs, the total volume generated is 40+ GB and I get single framerates. It takes many hours to generate too, I ran it all night, all other apps closed. If I do not generate grass LoDs, then all is fine and the game is stable with DynDoLoD

I tried disabling mods that have nothing to do with DynDoLoD, for example animation mods, combat mods, CBBE 3BA and many such mods. I also disabled the various mods that enhanced textures and meshes. Tried only with mods that add/modify locations, tree mods and grass mods, still takes a log time and gives 40+ GB of data. This time the system froze and DynDoLoD generation was giving me some entries stating something like " could not read...out of memory", I had to force shutdown my system and reboot. 

I have a decent i7 (8700K), 3080ti (12 GB), 32 GB DDR4, I think there is something very wrong in what I am doing. Could you please help?

apologies for tons of mods I have installed, I am a bit greedy, but they work good for me. Any suggestions are welcome

Thank you.

Logs.zip modlist.txt

Edited by Kaizersoze27
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2 hours ago, Kaizersoze27 said:

Don't know what I am doing wrong. I have a crap load of mods, they all work fine, the game is stable (as much as I experience playing it). When I try generating DynDoLoD with Grass LoDs, the total volume generated is 40+ GB and I get single framerates. It takes many hours to generate too, I ran it all night, all other apps closed. If I do not generate grass LoDs, then all is fine and the game is stable with DynDoLoD

I tried disabling mods that have nothing to do with DynDoLoD, for example animation mods, combat mods, CBBE 3BA and many such mods. I also disabled the various mods that enhanced textures and meshes. Tried only with mods that add/modify locations, tree mods and grass mods, still takes a log time and gives 40+ GB of data. This time the system froze and DynDoLoD generation was giving me some entries stating something like " could not read...out of memory", I had to force shutdown my system and reboot. 

I have a decent i7 (8700K), 3080ti (12 GB), 32 GB DDR4, I think there is something very wrong in what I am doing. Could you please help?

apologies for tons of mods I have installed, I am a bit greedy, but they work good for me. Any suggestions are welcome

Thank you.

Logs.zip 952.12 kB · 2 downloads modlist.txt 54.77 kB · 1 download

Unfortunately you started DynDOLOD one more time after generating, which replaces the debug log, so I do not have any of its information from the generation. Nevertheless, if your load order and settings cause DynDOLOD to run several hours and produce 10s of GB of output you are obviously overdoing/putting too much stuff into LOD.

Really read the documentation, for example:

https://dyndolod.info/Help/Grass-LOD#Settings
Change the Density dropdown to a lower value in the advanced mode of DynDOLOD under the Grass LOD checkbox to thin out grass LOD for better performance.
In case the grass pre-cache was generated with SuperDenseGrass = True, expect really long object LOD generation times. Lower the density to 33% or less.

https://dyndolod.info/Help/Grass-LOD#Performance
https://dyndolod.info/Help/Grass-LOD#Troubleshooting, especially the parts about out of memory.

Also https://dyndolod.info/FAQ DynDOLOD/TexGen Questions - High memory usage / Out of memory 

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