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DynDOLOD 3.00 Alpha 182


sheson

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17 minutes ago, leostevano said:

Ah sorry I thought you're asking me that. The LODs are there, but they are 2D billboard models, not 3D as it were before.

My Dyndolod output went down from 10gb to 6gb indicating somethings not setup correctly. But I did not change any settings with alpha 148. The screenshot I posted is my usuall settings.

Right now i'm trying to generate with dyndolod.exe 148, but everything else is alpha 146.

OK, so the tree report has a bug and is not properly showing what assets are being found and used.
Use this test version instead https://mega.nz/file/5AI3iYbb#q7lzC-ZUQoWVk21Th1GZVnQc-dtnxA-7NoXb6GCsFFk

Once the processing x base record is done and it starts processing worldspace, you can check DynDOLOD_SSE_Tree_Report.txt for what 3D tree LOD assets were actually found or not. If the full model NIF changed, the 3D tree LOD model needs to be updated as well, at least its filename needs to match the new CRC32 of the full model.

Also I am not sure what you mean by generating with 148 but everything else is alpha 146.
Read and follow https://dyndolod.info/Updating#New-DynDOLOD-Version (and https://dyndolod.info/Installation-Instructions)

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33 minutes ago, sheson said:

OK, so the tree report has a bug and is not properly showing what assets are being found and used.
Use this test version instead https://mega.nz/file/5AI3iYbb#q7lzC-ZUQoWVk21Th1GZVnQc-dtnxA-7NoXb6GCsFFk

Once the processing x base record is done and it starts processing worldspace, you can check DynDOLOD_SSE_Tree_Report.txt for what 3D tree LOD assets were actually found or not. If the full model NIF changed, the 3D tree LOD model needs to be updated as well, at least its filename needs to match the new CRC32 of the full model.

Also I am not sure what you mean by generating with 148 but everything else is alpha 146.
Read and follow https://dyndolod.info/Updating#New-DynDOLOD-Version (and https://dyndolod.info/Installation-Instructions)

Still generating but here's the tree report. It says 3D LOD model not found. Does that mean it still cant read my 3d billboard?

Edit : full logs https://ufile.io/gl4gv8om

DynDOLOD_SSE_Tree_Report.txt

Edited by leostevano
post logs
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11 minutes ago, leostevano said:

Still generating but here's the tree report. It says 3D LOD model not found. Does that mean it still cant read my 3d billboard?

DynDOLOD_SSE_Tree_Report.txt 379.13 kB · 0 downloads

No accompanying log and debug log have been uploaded.

Which tree(s) are you referring to?
If the report says that a 3D tree LOD model was not found, it means a 3D LOD file with the expected filename was not found in the load order.

Your question seems to imply that the 3D tree LOD model that is not found actually exists in the load order?

For example from the report:
TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [CRC32:66902659]  ...
Replaced tree, Billboard found, 3D LOD model not found treeaspen01_66902659

This means it is looking for a NIF flle in ..\Data\meshes\ that starts with treeaspen01_66902659*, typically the full filename would be treeaspen01_66902659passthru_lod.nif

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1 hour ago, sheson said:

No accompanying log and debug log have been uploaded.

Which tree(s) are you referring to?
If the report says that a 3D tree LOD model was not found, it means a 3D LOD file with the expected filename was not found in the load order.

Your question seems to imply that the 3D tree LOD model that is not found actually exists in the load order?

For example from the report:
TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [CRC32:66902659]  ...
Replaced tree, Billboard found, 3D LOD model not found treeaspen01_66902659

This means it is looking for a NIF flle in ..\Data\meshes\ that starts with treeaspen01_66902659*, typically the full filename would be treeaspen01_66902659passthru_lod.nif

full logs https://ufile.io/gl4gv8om

What confuses me is I tried to locate that CRC but I cant find it in my load order. But only can be matched in texgen output. CRC name is totally different with what I have.

In my 3d lod folder aspen supposed to be treeaspen01_A0AA818Cpassthru_lod

Edited by leostevano
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19 minutes ago, leostevano said:

full logs https://ufile.io/gl4gv8om

What confuses me is I tried to locate that CRC but I cant find it in my load order. But only can be matched in texgen output. CRC name is totally different with what I have.

In my 3d lod folder aspen supposed to be treeaspen01_A0AA818Cpassthru_lod

The 3D LOD model needs to have the CRC32 of the full model in its filename in order to match. https://dyndolod.info/Help/3D-Tree-LOD-Model

The CRC32 of the full model is printed to the tree report. For example:
TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [CRC32:66902659]  ...
Replaced tree, Billboard found, 3D LOD model not found treeaspen01_66902659

The tree report tells you that a 3D LOD model with that CRC32 can not be found.

Billboards use the form id, which would be 0006A9E6 in this example.

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22 minutes ago, sheson said:

The 3D LOD model needs to have the CRC32 of the full model in its filename in order to match. https://dyndolod.info/Help/3D-Tree-LOD-Model

The CRC32 of the full model is printed to the tree report. For example:
TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif [CRC32:66902659]  ...
Replaced tree, Billboard found, 3D LOD model not found treeaspen01_66902659

Billboards use the form id, which would be 0006A9E6 in this example.

Okay I managed to generate 3d tree lods using dyndolod.exe alpha 148 test version you sent me about a week ago.

I checked and the CRC matched.

Here's the full logs : https://ufile.io/z79tahqs

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31 minutes ago, leostevano said:

Okay I managed to generate 3d tree lods using dyndolod.exe alpha 148 test version you sent me about a week ago.

I checked and the CRC matched.

Here's the full logs : https://ufile.io/z79tahqs

You seem to report that different alpha versions calculate a different CRC32 for the same full model.

Are you certain that you did not change the full models?
Use a 3rd party tool to check the CRC32 of the full model. 7z for example adds a context menu CRC SHA in explorer.
It should always be the same as long as the full model is the same file. Then run DynDOLOD latest version/test version to create a new tree report. It should show the same CRC32 for the same file.

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11 minutes ago, sheson said:

You seem to report that different alpha version calculate a different CRC32 for the same full model.

Are you certain that you did not change the full models?
Use a 3rd party tool to check the CRC32 of the full model. 7z for example adds a context menu CRC SHA in explorer.
It should always be the same as long as the full model is the same file. Then run DynDOLOD latest version/test version to create a new tree report. It should show the same CRC32 for the same file.

I regenerate once more using alpha 149 test, and it succeeded in recognizing the 3d tree lods. No settings was changed.

Its seems the error is in my end somehow. Sorry :dead:.

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DynDOLOD 3a148 / Resources 3a45

Beware I have no idea of what I'm technically talking about so I'm using vague and inappropriate terms.

I'm using a treepineforestbranchcomp texture which has very thin features and is 95% transparent:

image.png

In-game shots of (vanilla) full models with this texture and Ultra Tree LODs:

image.jpegimage.jpegimage.jpegimage.jpegimage.jpeg

The textures make the full model trees look very "skinny". The tree LODs look less detailed of course though somewhat ok when viewed up close (using free camera), but they look very "blocky" and "lusher" when viewed from normal distance.

I would like to make the HD Tree billboards more "skinny" and less "blocky".

There are 2 settings that I searched for on https://dyndolod.info/ but couldn't find information about:

  • TreeMSAlphaThreshold in TexGen_[GAMEMODE].ini
; threshold to convert alpha channel to binary transparency - default is 128
TreeMSAlphaThreshold=96
  • TreeLODCreateAverageColor in DynDOLOD_[GAMEMODE].ini
; set to 1 to set transparent background of billboards to their average color, requires TreeLODDiffuseFormat with alpha channel like BC2 (DXT3), BC3 (DXT5) or A8R8G8B8
TreeLODCreateAverageColor=1

Would one of these two possibly help yield the results I'm looking for?

Am I trying to fit a square peg into a round hole?

Thanks in advance for your input.

Full logs: https://drive.google.com/file/d/1wy5jtgkpjTasYoID4hqTj30oxta0J1w0/view

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1 hour ago, Mousetick said:

DynDOLOD 3a148 / Resources 3a45

Beware I have no idea of what I'm technically talking about so I'm using vague and inappropriate terms.

I'm using a treepineforestbranchcomp texture which has very thin features and is 95% transparent:

image.png

In-game shots of (vanilla) full models with this texture and Ultra Tree LODs:

image.jpegimage.jpegimage.jpegimage.jpegimage.jpeg

The textures make the full model trees look very "skinny". The tree LODs look less detailed of course though somewhat ok when viewed up close (using free camera), but they look very "blocky" and "lusher" when viewed from normal distance.

I would like to make the HD Tree billboards more "skinny" and less "blocky".

There are 2 settings that I searched for on https://dyndolod.info/ but couldn't find information about:

  • TreeMSAlphaThreshold in TexGen_[GAMEMODE].ini
; threshold to convert alpha channel to binary transparency - default is 128
TreeMSAlphaThreshold=96
  • TreeLODCreateAverageColor in DynDOLOD_[GAMEMODE].ini
; set to 1 to set transparent background of billboards to their average color, requires TreeLODDiffuseFormat with alpha channel like BC2 (DXT3), BC3 (DXT5) or A8R8G8B8
TreeLODCreateAverageColor=1

Would one of these two possibly help yield the results I'm looking for?

Am I trying to fit a square peg into a round hole?

Thanks in advance for your input.

Full logs: https://drive.google.com/file/d/1wy5jtgkpjTasYoID4hqTj30oxta0J1w0/view

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console.

Those seem to be 3D tree LOD models and not billboards. You generated ultra tree LOD with Level0 for LOD level 4.
Are those the vanilla full model trees but with a texture replacer?

See https://dyndolod.info/Help/3D-Tree-LOD-Model and what it explains about the alpha threshold in the 3D tree LOD model to make textures appear thicker/thinner. Change in steps of +- 16.

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Thanks for your reply.

2 hours ago, sheson said:

Those seem to be 3D tree LOD models and not billboards. You generated ultra tree LOD with Level0 for LOD level 4.
Are those the vanilla full model trees but with a texture replacer?

Yes. That is correct. I warned you I didn't know what I was talking about. That was no joke. Now that I've gotten slightly wiser than previous post I can tell you what was shown in the screenshots are vanilla full models with a texture replacer (Pine Branches Redone), and Ultra Tree LOD Level 4 with 3D tree LOD models from DynDOLOD Resources.

2 hours ago, sheson said:

See https://dyndolod.info/Help/3D-Tree-LOD-Model and what it explains about the alpha threshold in the 3D tree LOD model to make textures appear thicker/thinner. Change in steps of +- 16.

If I'm understanding correctly, this would require editing the 3D tree LOD models from DynDOLOD Resources in NifSkope and adjusting the NiAlphaProperty of the branches, in steps of +/- 16. Is this correct? Should it be increased or decreased in order to make the LOD texture look "thinner" (i.e. more transparent I guess)?

image.png

Thanks.

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On 9/13/2023 at 8:02 AM, sheson said:

Thanks for the complete report. Let me know if this test version fixes it https://mega.nz/file/MAAV3KRD#cPvZoQSvF2ktV80WMfskYmrTjUj3rPdA-2BrnHO-CQk

https://dyndolod.info/Mods/Beyond-Skyrim-Bruma is unrelated to this error.

Hey Sheson sorry I was offline for a few days and I think that link when dead, would you mind reposting it please and thank you.

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9 hours ago, Mousetick said:

Thanks for your reply.

Yes. That is correct. I warned you I didn't know what I was talking about. That was no joke. Now that I've gotten slightly wiser than previous post I can tell you what was shown in the screenshots are vanilla full models with a texture replacer (Pine Branches Redone), and Ultra Tree LOD Level 4 with 3D tree LOD models from DynDOLOD Resources.

If I'm understanding correctly, this would require editing the 3D tree LOD models from DynDOLOD Resources in NifSkope and adjusting the NiAlphaProperty of the branches, in steps of +/- 16. Is this correct? Should it be increased or decreased in order to make the LOD texture look "thinner" (i.e. more transparent I guess)?

image.png

Thanks.

You can see changes in NifSkope. To make it appear thinner lower the threshold.

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5 hours ago, sheson said:

You can see changes in NifSkope. To make it appear thinner lower the threshold.

Good thing you said the changes can be seen in NifSkope. It appears the threshold needs to be increased actually.

When I save an edited 3D tree LOD mesh from DynDOLOD Resources, NifSkope tells me "One or more blocks have had their Name sanitized". Is this going to be a problem?

For example, treepineforest02passthru_lod.nif:

  • 9  BSTriShape (Name) = 'TreePineForest02_LOD_FLAT:9'
  • 13 BSTriShape (Name) = 'TreePineForest02_LOD_FLAT:13'
  • 17 BSTriShape (Name) = 'TreePineForest02_LOD_FLAT:17'

Thanks for your help.

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