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DynDOLOD 3.00 Alpha 182


sheson

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48 minutes ago, sheson said:

Unfortunately the debug log shows that both [DynDOLOD] GLDebug and GLListDebug are not set to 1 in the..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and this the additional OpenGL debug checks are not activated.

Strange. I just checked, and they are at the end of the file and have been for days:

image.png

Maybe because I quit DynDOLOD ... in which case, I'm not sure why the bugreport.txt was generated (there was no error in the logs)

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18 minutes ago, z929669 said:

Strange. I just checked, and they are at the end of the file and have been for days:

image.png

Maybe because I quit DynDOLOD ... in which case, I'm not sure why the bugreport.txt was generated (there was no error in the logs)

Do not post screenshots of text. Post the text instead.

Those lines are not added under [DynDOLOD] but under [Skyrim arnimaDUPLICTE003] and thus have no effect.

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6 minutes ago, RainingTacco said:

When i had my own 5700 XT like two years ago i remember dyndolod running fine, maybe a little longer than my 3060 ti right now. Sad to see AMD broken something. Anyway, when will 119 release? 

It will release when it is ready. Test the test version from the tree LOD shaders thread.

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On 8/28/2022 at 3:17 PM, sheson said:

We determined that the order of when the threshold adjustment is done needs to be after the mipmaps are created and not before that so it has the desired results.

Normal map textures do not contain alpha information that is used for alpha blending/testing with the standard shaders. The alpha information is in the diffuse texture.

What you see is that DynDOLOD is creating mipmaps differently to how the mipmaps of the full texture were created. You could say the alpha of the mipmaps of the full textures are too thin. Either way, they do not match perfectly. We know this can happen, hence the suggestion for the threshold adjustment in the LOD model. Now that people know how to create mipmaps with alpha-to-coverage,  I'll  add a shape name command so a LOD model can instruct to keep using the mipmaps from the source texture instead of generating them.

What is this command? How can we invoke/test? I'm asking in relation to different trees/textures.

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Just wondering is anybody else had noticed an issue with Gildergreen Regrown when using NG DLL v4?

If I build my LOD using DynDOLOD 3 Alpha-118 and SE DLL 2.45 with Scripts 2.82.4, the LOD for Gildergreen works for all growth stages, but for some reason, if I build the LOD using NG DLL v4 and scripts instead, the LOD for stage 4 (final stage) of the Gildergreen growth is missing.  I'm still on SSE 1.5.97.

Edited by slanglois
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Hello, im trying to create some 3d lod resources for some pine trees in NotWL but I seem to have some issues with the distant LOD4 trees having transparent foliage. 

ScreenShot1.png

 

I have checked the 3d Tree Lod manual, and it says that I have to make sure that UV is between zero and one? I have checked nifskope and there is a edit UV option. What do I need to do to make it between zero and one?

 

image.thumb.png.f527e6a5842f851e464c4d4d205f13f3.png

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9 hours ago, z929669 said:

What is this command? How can we invoke/test? I'm asking in relation to different trees/textures.

https://dyndolod.info/Help/3D-Tree-LOD-Model
Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably done for all LOD models using this texture. Use an unique filenames for such textures, so there are no problems with other mods modifying the same vanilla filenames.

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4 hours ago, MITSUYOMI said:

Hello, im trying to create some 3d lod resources for some pine trees in NotWL but I seem to have some issues with the distant LOD4 trees having transparent foliage. 

ScreenShot1.png

I have checked the 3d Tree Lod manual, and it says that I have to make sure that UV is between zero and one? I have checked nifskope and there is a edit UV option. What do I need to do to make it between zero and one?

image.thumb.png.f527e6a5842f851e464c4d4d205f13f3.png

You can drag and move the UV coordinates that are outside the 0.0 to 1.0 range inside. Inside 0.0 and 1.0 is typically the center of the UV edit window.
You can also just set the Texture Clamp Mode to CLAMP_S and CLAMP_T in the shader settings.

uvedit.png

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6 hours ago, slanglois said:

Just wondering is anybody else had noticed an issue with Gildergreen Regrown when using NG DLL v4?

If I build my LOD using DynDOLOD 3 Alpha-118 and SE DLL 2.45 with Scripts 2.82.4, the LOD for Gildergreen works for all growth stages, but for some reason, if I build the LOD using NG DLL v4 and scripts instead, the LOD for stage 4 (final stage) of the Gildergreen growth is missing.  I'm still on SSE 1.5.97.

Moved to the DynDOLOD 3 Alpha thread. See the first post which log and debug log to upload when making posts.

Also upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt, DynDOLOD_Tamriel_Objects.txt and DynDOLOD_Worlds.txt from the DynDLOD output.

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I have already drag the uv's inside the box and it seems that the problem persists. As for the usemipmaps tag i use it on the name for the leaves but i dont know if the naming convention is ok though.

As for the clamp_s or _t is that assigned on the shader flags? And for the textures how do i fix the existing textures, and use for LOD. I use mainly paint.net for editing textures.

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1 hour ago, MITSUYOMI said:

I have already drag the uv's inside the box and it seems that the problem persists. As for the usemipmaps tag i use it on the name for the leaves but i dont know if the naming convention is ok though.

As for the clamp_s or _t is that assigned on the shader flags? And for the textures how do i fix the existing textures, and use for LOD. I use mainly paint.net for editing textures.

What problem persists exactly? If you are just referring to how things look in the game, then do actual troubleshooting by checking the UV coordinates and used textures of a BTO object LOD mesh. If they use the full texture, then check the actual UV coordinates values in the LOD model NIF with NifSkope to make sure they are all really inside 0.0 and 1.0. Set Verbose=1 ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then check the LODGen_Tamriel_log.txt in the log folder for out of range messages.

As I wrote, the CLAMP_S and CLAMP_T is set in the shader settings Texture Clamp Mode. Very easy to edit with NifSkope when looking at the BSLightingShaderProperty.

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53 minutes ago, sheson said:

What problem persists exactly? If you are just referring to how things look in the game, then do actual troubleshooting by checking the UV coordinates and used textures of a BTO object LOD mesh. If they use the full texture, then check the actual UV coordinates values in the LOD model NIF with NifSkope to make sure they are all really inside 0.0 and 1.0. Set Verbose=1 ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then check the LODGen_Tamriel_log.txt in the log folder for out of range messages.

As I wrote, the CLAMP_S and CLAMP_T is set in the shader settings Texture Clamp Mode. Very easy to edit with NifSkope when looking at the BSLightingShaderProperty.

Im sorry if i was not too Clear about the explanation. The problem that persists is the trees with the edited and fixed uvs still have transparent foliage. Ill try the the clamp_s and _t this time. For checking if the uv coordinates is not within 0 to 1, i just made sure that the uvs are inside the box, i dont know where to look for the actual uv values. For verbose=1 ill check again and ran dyndo.

Edited by MITSUYOMI
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38 minutes ago, MITSUYOMI said:

Im sorry if i was not too Clear about the explanation. The problem that persists is the trees with the edited and fixed uvs still have transparent foliage. Ill try the the clamp_s and _t this time. For checking if the uv coordinates is not within 0 to 1, i just made sure that the uvs are inside the box, i dont know where to look for the actual uv values. For verbose=1 ill check again and ran dyndo.

If the UV is inside 0.0 and 1.0, then the shapes for the leaves in the object LOD BTO should be using the object LOD atlas generated by DynDOLOD which should have properly made mipmaps. Have you verified what texture the leaves in the BTO are using? If they are still using the full texture with bad mipmaps, then it is typically because of the UV being outside 0.0 and 1.0.

The UV data is either in the NiTriShapeData block or the BSTrIshape and can be checked with NifSkope.

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I have already set the clamp mode to clamp_s and _t, have verified the UV sets to be in between 0 and 1, but the leaves are still transparent. The BTO of the trees with transparent foliage use the same textures as the original tree model and also upon checking the UVs of the BTO it also has UV sets in between 0 and 1.

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