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Posted

is this 3D tree LOD and if so which tree mod? You know if any of the used LOD assets change?

The atlas mipmap generation should still produce the same "alpha coverage" method. 

 

Yes, in the area I marked them in red are all the LOD 3D models. I created myself using the instructions in DynDOLOD \ docs \ trees.ultra so it sure matches the full models. I use the settings when creating them: LOD 4 = Static LOD4, LOD 8 = Static LOD8, LOD16 = Billboard

 

 

You can try texconv mipmap generation by setting ObjectLODGenerateMipMaps=1 and/or TreeLODGenerateMipMaps=1 and also play with its AlphaCoverage=0.85 value. Higher should mean denser.

However, the texconv mipmap is applied to the entire atlas texture once it has been created, so it is inferior to the internal mipmap that is applied to each single texture separately. I will see if I can add an INI setting for its coverage multiplier for it as well.

 

So I just need to increase AlphaCoverage = to increase the density of 3D LOD right, is it bound to ObjectLODGenerateMipMaps / TreeLODGenerateMipMaps or not?

Sorry about my English, it's really bad.

Posted

Yes, in the area I marked them in red are all the LOD 3D models. I created myself using the instructions in DynDOLOD \ docs \ trees.ultra so it sure matches the full models. I use the settings when creating them: LOD 4 = Static LOD4, LOD 8 = Static LOD8, LOD16 = Billboard

 

So I just need to increase AlphaCoverage = to increase the density of 3D LOD right, is it bound to ObjectLODGenerateMipMaps / TreeLODGenerateMipMaps or not?

Sorry about my English, it's really bad.

The alpha coverage value currently only works if the mipmap setting is =1 Since it is 3D tree LOD only, only the ObjectLODGenerateMipMaps applies.

 

Check the change logs on first post for upcoming alpha versions if there is mention of adding a setting for alpha coverage for internal mipmaps - ObjectLODGenerateMipMaps=2, TreeLODGenerateMipMaps=2

 

When the tree LOD model fades to full model, do you find the the leafs too thin or too thick?

Posted (edited)

The alpha coverage value currently only works if the mipmap setting is =1 Since it is 3D tree LOD only, only the ObjectLODGenerateMipMaps applies.

 

Check the change logs on first post for upcoming alpha versions if there is mention of adding a setting for alpha coverage for internal mipmaps - ObjectLODGenerateMipMaps=2, TreeLODGenerateMipMaps=2

 

When the tree LOD model fades to full model, do you find the the leafs too thin or too thick?

Thank you for the reply.

When I was far away, it was almost impossible to see the leaves but only the trunk and large branches (as in the photo I took earlier) and as. I approached them they gradually appeared.

The closer they are, the more visible they are, which is proportional to the distance I approach them (the closer I get, the more blurry) Here is the photo as I approach the full model

Screen-Shot83.png

Edited by ntluan_vn
Posted

Thank you for the reply.

When I was far away, it was almost impossible to see the leaves but only the trunk and large branches (as in the photo I took earlier) and as. I approached them they gradually appeared.

The closer they are, the more visible they are, which is proportional to the distance I approach them (the closer I get, the more blurry) Here is the photo as I approach the full model

 

Can you double check in the BTO mesh if those leafs actually use the atlas texture and not the full texture?

 

Let me know if you need more details how to do that.

Posted (edited)

Can you double check in the BTO mesh if those leafs actually use the atlas texture and not the full texture?

 

Let me know if you need more details how to do that.

Is this what you are talking about?

Untitled.png

 

P/s: I try to compare it with 2.87 version

Untitled2.png

Edited by ntluan_vn
Posted (edited)

Is this what you are talking about?

 

 

P/s: I try to compare it with 2.87 version

 

You can see in the first image that the leafs use a texture directly. This is probably because the UV of the leafs is not within 0.0 and 1.0 limits - which are required for atlas textures. LODGen tries to re-UV, but depending on different circumstances either can not successfully re-UV or decides not to. re-UV will increase triangle count.

 

The texture is not changed in any way by DynDOLOD. You would need to update it yourself to have better mipmaps.

 

You can try to CLAMP the UV in the shader of the tree LOD model. If the UV is just a bit beyond the 0.0 / 1.0 limits, the difference can not be noticed in the the distance.

Edited by sheson
Posted

Updated to Alpha 4 and have a more descriptive error message: Duplicate Cell at 8,-27 in Skyrim.esm [CELL:000098FF] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-27) and BSHeartland.esm [CELL:0C0D6F0D] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,-27).

 

DynDOLOD_SSE_log.txt: https://mega.nz/file/cEoAEApR#f1OvW4DTSMzV53iHJnmzXjMhJ1ACXoCOt4Hhk6bm3k0

DynDOLOD_SSE_Debug_log.txt: https://mega.nz/file/4VgAWYTR#Zms93sD-stF7W6cTT3uQQdi0gKkgtNM6-3ulQEPCeYA

Alpha-5 now just warns about the duplicate cell - it will be ignored. The dupes should probably be removed, but for Beyond Bruma I checked the cell in game there was nothing wierd to see. No idea ho the engine handles that.

 

 

 

Got a "duplicates not allowed" error in Alpha 4.

Bug report: https://pastebin.com/7zKKTNvm

Log: https://pastebin.com/XWMcLpfg

Debug Log: https://mega.nz/file/k5FUmTwb#s92AdVqbt6tExB8i72wHh0KC-ts-yBKjoBwc-1c-idc

Maybe Falskaar grass related?

Hello, the new alpha version did indeed provide a much better error message and I managed to get past it by quite a lot. However, at about 30 mins in I got another 'duplicates not allowed' inside the actual DynDOLOD window, and no error pop up like the previous attempts. The lodgen is still progressing, not sure if it's borked atm, but I'll let it run until I get an answer.

 

Picture of the message: https://imgur.com/a/pQ8cJ5H

 

Edit: I gave it about 20 - 30 mins, and it didn't progress past the error message.

 

bugreport.txt: https://pastebin.com/k1Rd31k0

 

DynDOLOD_SSE_Debug_log.txt: https://ufile.io/mjrv8oxo

Alpha-5 should now be loading the grass cgid without that error

 

Got texgen sorted, all tree mods and grass mods reported successful billboard generation. There were a few missing textures and nifs reported initially, but i just copied missing files etc and cleared all error messages.

 

Fiddling with DynDOLOD Alpha 4, i get this message

 

Access violation at address 000000000112D8FF in module 'DynDOLODx64.exe'. Read of address 0000000000000000

Computer says "Access violation at address 000000000112D8FF in module 'DynDOLODx64.exe'. Read of address 0000000000000000."

 

should be fixed in Alpha-5

Posted (edited)
[Window Title]

TexGen

 

[Main Instruction]

Skipped Load: Duplicate FormID [00012FB4] in file [FE 014] Finding_Derkeethus.esp.

 

[Content]

These errors need to be fixed.

Ignore wrong advice to temporarily disable plugins.

 

Help for this message

 

[Exit TexGen]

 

[Footer]

DynDOLOD FAQ | Support Forum | Copy message to clipboard

 

With alpha3.5.  Ran fine with 2.87.  I realize that I can fix it.  But the point is that 3.x behaves differently than 2.87.

Edited by Zanderat
Posted

*can't edit my above comment*

 

Also, I seem to be getting a lot of overwritten large reference warnings.  I don't recall seeing these in 2.87.  Is this normal?

Posted

With alpha3.5.  Ran fine with 2.87.  I realize that I can fix it.  But the point is that 3.x behaves differently than 2.87.

 

*can't edit my above comment*

 

Also, I seem to be getting a lot of overwritten large reference warnings.  I don't recall seeing these in 2.87.  Is this normal?

It is fully intentional to report errors that need to be fixed.

 

Overwritten large references were already reported in a long list at the end in the older version. I have't added a similar final reporting of problems yet.

Posted

 

 

 

 

 

 

 

 

 

Test if problems still happens with Alpha-4. In some case there might be a better error message detailing the cause.

 

Upload new debug log, log and bugreport if it exists.

I've tried again with Alpha 5 and it completed successfully. Thank you! ^_^

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