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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, Mousetick said:

Ok, that's good, better that than ugly z-fighting. But what I'm not understanding is: why is the glow visible at all? I didn't select the 'Glow windows' option on the DynDOLOD generation panel. Is Dragonsreach an exception?

Here: https://drive.google.com/file/d/1FFzKzPkyZ5zTrbtupbCgxKhdek_KTfLm/view

At a glance looking at ObjectAtlasMap, LOD textures have power-of-2 dimensions. But I didn't check every single one (659 total) or verify their height is divisible by 4.

Thanks.

That seems to look fine. Find out the form id of the tree base record so we can lookup which billboard it is using.

Also upload ..\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt

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8 hours ago, Mousetick said:

Ok, that's good, better that than ugly z-fighting. But what I'm not understanding is: why is the glow visible at all? I didn't select the 'Glow windows' option on the DynDOLOD generation panel. Is Dragonsreach an exception?

Here: https://drive.google.com/file/d/1FFzKzPkyZ5zTrbtupbCgxKhdek_KTfLm/view

At a glance looking at ObjectAtlasMap, LOD textures have power-of-2 dimensions. But I didn't check every single one (659 total) or verify their height is divisible by 4.

Thanks.

 

7 hours ago, sheson said:

That seems to look fine. Find out the form id of the tree base record so we can lookup which billboard it is using.

Also upload ..\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt

 

If this is EVT, is it possible that it's due to certain branch texture options not being 'clean' on the UV map of the source atlas? or not being between 0-1? Then this causing mipmap artifacts? I believe that some of the EVT UVs of certain branch options may capture bits of other parts of the texture not under the alpha opacity of the atlas and wonder if this could manifest in such a way.

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1 hour ago, z929669 said:

 

 

If this is EVT, is it possible that it's due to certain branch texture options not being 'clean' on the UV map of the source atlas? or not being between 0-1? Then this causing mipmap artifacts? I believe that some of the EVT UVs of certain branch options may capture bits of other parts of the texture not under the alpha opacity of the atlas and wonder if this could manifest in such a way.

No, this will not cause this. I've seen this creating billboards manually myself, and typically the fix is to pad the UV down for the billboard model, so that it is between 0 and 0.95 or similar, instead of 0 and 1, to help prevent the texture on the top of the atlas from bleeding into the texture for the tree billboard. You could probably make this modification via changing the included billboard template models (e.g., DynDOLOD_flat_4x2_lod.nif for Billboard4). Alternately you can pad the texture with additional transparency space at the top.

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I hate to be a pain in the bottom, but I'd appreciate if you wouldn't mind answering my earlier questions:

Ok, that's good, better that than ugly z-fighting. But what I'm not understanding is: why is the glow visible at all? I didn't select the 'Glow windows' option on the DynDOLOD generation panel. Is Dragonsreach an exception?

Or you could tell me to stop asking stupid questions and RTFM, that'd be fine too. Thanks in advance, either way :)

11 hours ago, sheson said:

That seems to look fine. Find out the form id of the tree base record so we can lookup which billboard it is using.

Also upload ..\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt

Form id of one of the base trees is 000B927A <TreePineForest01Dead>. The specific reference I picked is 00019125 along the Whiterun/Riverwood road. The base record is modified by a custom plugin to tweak the animation settings, the rest is vanilla Skyrim.esm. The reference is modified by the same custom plugin to make it x1.2 times larger, the rest is vanilla Skyrim.esm.

Full logs here: https://drive.google.com/file/d/1LEfGV8BFFUbhPUlXNgrjP0bhpJaYTqVI/view

Edit: I figured the next thing you'd ask to look at are the billboards for 000B927A <TreePineForest01Dead>, so I put them there: https://drive.google.com/file/d/1S_X_8SbElowX1lwIyyuudyMkfWhAuirn/view.

Thanks.

4 hours ago, z929669 said:

If this is EVT

No this is LVT (Lush Vanilla Trees) with texture replacers that only work with vanilla branch meshes, so wouldn't work with EVT, as per textures MA.

4 hours ago, z929669 said:

is it possible that it's due to certain branch texture options [...]

3 hours ago, DoubleYou said:

[...] typically the fix is to pad the UV down for the billboard model, so that [...]

All you guys are discussing and suggesting sounds very interesting, but I can barely understand a word of what you're saying!

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4 hours ago, Mousetick said:

Ok, that's good, better that than ugly z-fighting. But what I'm not understanding is: why is the glow visible at all? I didn't select the 'Glow windows' option on the DynDOLOD generation panel. Is Dragonsreach an exception?

That is the vanilla glow of Whiterun. Have you not opened console and clicked on it to get its form id etc.?

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5 hours ago, Mousetick said:

Form id of one of the base trees is 000B927A <TreePineForest01Dead>. The specific reference I picked is 00019125 along the Whiterun/Riverwood road. The base record is modified by a custom plugin to tweak the animation settings, the rest is vanilla Skyrim.esm. The reference is modified by the same custom plugin to make it x1.2 times larger, the rest is vanilla Skyrim.esm.

Full logs here: https://drive.google.com/file/d/1LEfGV8BFFUbhPUlXNgrjP0bhpJaYTqVI/view

Edit: I figured the next thing you'd ask to look at are the billboards for 000B927A <TreePineForest01Dead>, so I put them there: https://drive.google.com/file/d/1S_X_8SbElowX1lwIyyuudyMkfWhAuirn/view.

Thanks.

No this is LVT (Lush Vanilla Trees) with texture replacers that only work with vanilla branch meshes, so wouldn't work with EVT, as per textures MA.

All you guys are discussing and suggesting sounds very interesting, but I can barely understand a word of what you're saying!

That trees top is exactly at y = 0.5 of the atlas texture, so there should not be any mipmap artefacts or any float precision errors.

Please upload the object LOD level 4 *.BTO file for that area as indicated by the DynDOLOD SkyUI MCM.

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7 minutes ago, IX_Flipyap said:

Does anyone know how to get the shrine of azura to have higher quality on the map? https://imgur.com/6LoddgR

Create a higher resolution LOD model/texture, make it use the full texture (not trivial since it goes directly against what LOD is supposed to do) or set to use the full model for the object LOD Level used on the map. https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue

Being that close to LOD or the map is not supposed to happen.

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20 minutes ago, Persefale said:

Hi, in general, I start generating textures and this error comes out: Error: opengl: not enough memory

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum

As explained check the FAQ https://dyndolod.info/FAQ answers for "High memory usage / Out of memory"
If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs.

Make sure that best graphics card with the most VRAM is the default/first one the OS uses and not some integrated one.

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8 hours ago, sheson said:

That is the vanilla glow of Whiterun. Have you not opened console and clicked on it to get its form id etc.?

As ridiculous as it may sound, I actually did but from my vantage point most of it wasn't visible. I could definitely see it was a vanilla object through-and-through and took a screenshot. Then I got distracted with the artifacts on the lod treetops. I've now looked at the model in NifSkope and it all makes perfect sense.

Sorry for bothering you... this was indeed a really stupid question. Thanks for your patience.

Side-note: I use a mod that highlights selected objects in the console, painting them in transparent white - very useful in general, but not on white glow objects.

image.jpegimage.jpeg

 

7 hours ago, sheson said:

Please upload the object LOD level 4 *.BTO file for that area as indicated by the DynDOLOD SkyUI MCM.

Here it is: https://drive.google.com/file/d/1GORwmN43Uy0LC4EXq5ogPv89azwTAz7s/view

Thanks.

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2 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum

As explained check the FAQ https://dyndolod.info/FAQ answers for "High memory usage / Out of memory"
If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs.

Make sure that best graphics card with the most VRAM is the default/first one the OS uses and not some integrated one.

I forgot to write that this happens at "Gathering base records for billboards"

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4 hours ago, Mousetick said:

What is the actual game screen resolution, graphics card, driver version?

The V for those trees is indeed set exactly to 0.5 Kind of wild that those happen to exhibited this problem.

Do you actually notice it when walking around normally in the game?

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6 hours ago, sheson said:

What is the actual game screen resolution, graphics card, driver version?

1920x1200 (16:10), AMD RX 580 8GB, Adrenalin 22.6.1 (2022-06-22), All driver settings set to default in AMD tool, No additional AMD crapware.

I'm using the Windows port of DXVK (DirectX-to-Vulkan) and immediately thought that could be the culprit, so I tested again without it, it was the same.

6 hours ago, sheson said:

Do you actually notice it when walking around normally in the game?

I'm not quite sure what you're asking, but it went like this: I generated LODs with TexGen + DynDOLOD, enabled DynDOLOD plugins, and started new game to check the LODs (until then I'd been testing the mods and game without DynDOLOD, only with xLODGen terrain LOD + vanilla LODs). I walked normally around Riverwood and Whiterun, and noticed the lines/crosses on the treetops of the pine tree LODs against the clear sky background. I walked normally some more, closer and further from the trees, to make sure it's wasn't a fluke and confirm they were LOD-related. I then turned on free camera to get closer and take some screenshots.

The artifacts are still present after quitting/restarting/reloading the game.

I hope that answers your question? I can do some more walking around if that's useful, in other places, like Falkreath or Haafingar.

Note: I play without AA, which probably makes it more noticeable. I could try turning on FXAA and/or TAA to see what difference it makes. Not that I would play with it, but out of curiosity.

To give you a better idea perhaps, here are a couple shots taken from the ground at normal viewing distance (no free camera):

image.jpegimage.jpeg

See if you can spot the artifacts.

Let me know if you'd like to try some things in particular. I'm not currently playing the game, I'm still testing/finalizing the load order, so I don't mind.

But I wouldn't be too surprised if it were GPU-related, in which case further investigation and tests might be pointless.

Thanks.

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