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DynDOLOD 3.00 Alpha 182


sheson

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https://ufile.io/y3gu9ned

Started xLodgen with resources after finish disabled resources (LOD4 quality 0) and copied output to mo2
Started Texgen didnt touch any settings finished without error (didnt check logs) and copied output to mo2
Started DynDOLOD and "broken tamriel lods" error occurred.

Mods I suspect :
https://www.nexusmods.com/skyrimspecialedition/mods/38775 (Cleaned SE textures)
https://www.nexusmods.com/skyrimspecialedition/mods/32973 (Tamrielic Textures SE1)

And SMIM was already installed. But after the error, I reinstalled it. I hope this solves the problem.

Edited by Gerkesiz
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20 minutes ago, Gerkesiz said:

https://ufile.io/y3gu9ned

Started xLodgen with resources after finish disabled resources (LOD4 quality 0) and copied output to mo2
Started Texgen didnt touch any settings finished without error (didnt check logs) and copied output to mo2
Started DynDOLOD and "broken tamriel lods" error occurred.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts.
Also upload the SSELODGen_log.txt from xLODGen terrain LOD generation.

Do not limit generation of terrain LOD meshes to LOD level 4 only.
Permanently remove the broken terrain LOD meshes added by another mod.
Make sure that the mod you created from the xLODGen output is not being overwritten by any other mod.

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6 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts.
Also upload the SSELODGen_log.txt from xLODGen terrain LOD generation.

Do not limit generation of terrain LOD meshes to LOD level 4 only.
Make sure that the mod you created from the xLODGen output is not being overwritten by any other mod.

For best quality --- Higher LOD and lower quality(0) ? 
And here is lodgen log.

SSELODGen_log.txt

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Just now, Gerkesiz said:

For best quality --- Higher LOD and lower quality(0) ?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts.
Also upload the SSELODGen_log.txt from xLODGen terrain LOD generation.

I do not understand the question.

For best results, generate terrain LOD meshes with xLODGen for all LOD levels and worldspaces.
Refer to Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen.

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Just now, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts.
Also upload the SSELODGen_log.txt from xLODGen terrain LOD generation.

I do not understand the question.

For best results, generate terrain LOD meshes with xLODGen for all LOD levels and worldspaces.
Refer to Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen.

image.thumb.png.a921e61c4e1d875684c46faa8deb6c1d.png
I need best quality so i changed quality to 0 for best quality but lowered LOD to 4. What im asking is for high quality visual should i use quality 0 and LOD32 on lodgen? 

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How to figure out why 3D LOD isn't working? I set LOD4=Level0, but it fellback to Billboard4.

Quote

CG4_TreeElm01 [TREE:37000D62] Meshes\landscape\trees\cg4_tree_elm01.nif [CRC32:8B64A258] using textures\landscape\trees\cg4_treeelmbark.dds, textures\landscape\trees\cg4_treeelmbark_n.dds, textures\landscape\trees\cg4_treeelm.dds, textures\landscape\trees\cg4_treeelm_n.dds 
    New tree, Billboard found, 3D LOD model not found cg4_tree_elm01_8B64A258
    Billboard_0: textures\terrain\lodgen\cg4 visual_trees&bushes.esp\cg4_tree_elm01_00000d62.dds, textures\default_n.dds
    Billboard_1: textures\terrain\lodgen\cg4 visual_trees&bushes.esp\cg4_tree_elm01_00000d62_1.dds, textures\terrain\lodgen\cg4 visual_trees&bushes.esp\cg4_tree_elm01_00000d62_1_n.dds
    Billboard_2: textures\terrain\lodgen\cg4 visual_trees&bushes.esp\cg4_tree_elm01_00000d62_2.dds, textures\terrain\lodgen\cg4 visual_trees&bushes.esp\cg4_tree_elm01_00000d62_2_n.dds
    Dynamic: Meshes\landscape\trees\cg4_tree_elm01.nif [CRC32:8B64A258] using textures\landscape\trees\cg4_treeelmbark.dds, textures\landscape\trees\cg4_treeelmbark_n.dds, textures\landscape\trees\cg4_treeelm.dds, textures\landscape\trees\cg4_treeelm_n.dds
    Mask: tree    File: C:\Games\Modding\DynDOLOD 3\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini
    LOD4: Billboard4 using dyndolod_flat_4x2_lod.nif
    LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif
    LOD16: Billboard1 using internal

But I have 3D LODs enabled in my load order for CG4_TreeElm01. And I ticked "HD Tree" in TexGen and "Ultra" in DynDOLOD.

image.thumb.png.2b3669b879174c4d667dd548a32ffd0b.png

 

bugreport.txtDynDOLOD_SSE_log.txtDynDOLOD_SSE_Tree_Report.txtDynDOLOD_SSE_Object_Report.rarDynDOLOD_SSE_Tree_LOD.txtTexGen_SSE_Debug_log.rarTexGen_SSE_log.txt

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15 minutes ago, tamrieltwo said:

I am assuming you are asking why references using the base record TREE:37000D62 do not have 3D tree LOD.
The tree report snippet you posted already explains why:
3D LOD model not found cg4_tree_elm01_8B64A258

https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
https://dyndolod.info/Help/3D-Tree-LOD-Model
In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. With both the filename and the CRC32 checksum, shared archives of 3D static LOD models for trees can be created without having to worry about load order or overwrite order as each version will have a unique LOD filename. For example, the filename for a full model tree with the filename treepineforest01.nif and a CRC32 checksum of 8E204123 becomes treepineforest01_8E204123passthru_lod.nif.
Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt for the 3D tree LOD model filenames that are being looked for. There will be an entry like 3D LOD model not found treeaspen01_XXXXXXXX. That means the filename is should be treeaspen01_XXXXXXXpassthru_lod.nif.

A 3D tree LOD file with the filename cg4_tree_elm01_8B64A258passthru_lod.nif was not found.

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25 minutes ago, Gerkesiz said:

image.thumb.png.a921e61c4e1d875684c46faa8deb6c1d.png
I need best quality so i changed quality to 0 for best quality but lowered LOD to 4. What im asking is for high quality visual should i use quality 0 and LOD32 on lodgen? 

https://dyndolod.info/How-LOD-Works
Terrain LOD is separated into 4 LOD levels [..] The LOD levels are named 4, 8, 16, 32 based on the number of cells for the edge length. For example LOD Level 4 covers 4x4 cells, LOD Level 8 covers 8x8 cells etc.

Reading Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen and if paying attention to the xLODGen interface it is obvious that the Settings dropdown is not a selection which terrain LOD level is being generated. That is what the Specific Chunk  checkbox and dropdown is for.

The SSELODGen_log.txt you uploaded shows that terrain LOD meshes and textures for all LOD levels have been generated.

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10 hours ago, sheson said:

I am assuming you are asking why references using the base record TREE:37000D62 do not have 3D tree LOD.
The tree report snippet you posted already explains why:
3D LOD model not found cg4_tree_elm01_8B64A258

https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
https://dyndolod.info/Help/3D-Tree-LOD-Model
In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. With both the filename and the CRC32 checksum, shared archives of 3D static LOD models for trees can be created without having to worry about load order or overwrite order as each version will have a unique LOD filename. For example, the filename for a full model tree with the filename treepineforest01.nif and a CRC32 checksum of 8E204123 becomes treepineforest01_8E204123passthru_lod.nif.
Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt for the 3D tree LOD model filenames that are being looked for. There will be an entry like 3D LOD model not found treeaspen01_XXXXXXXX. That means the filename is should be treeaspen01_XXXXXXXpassthru_lod.nif.

A 3D tree LOD file with the filename cg4_tree_elm01_8B64A258passthru_lod.nif was not found.

Thank you. The mod author had out of date CRC32 values in the passthru_lod.nif filename. I have alerted them.

Edited by tamrieltwo
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4 hours ago, tamrieltwo said:

What can cause tree trunks to be split like this? I get it with Billboard3, but if I use Billboard4 it is a lot less noticeable. Also, I have ticked "Ultra".

image.thumb.png.0f082a708b5b3398b5f845e76adb941a.png

Read the first post https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and/or which TexGen and DynDOLOD log and debug log to upload when making posts.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.

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4 hours ago, sheson said:

Read the first post https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and/or which TexGen and DynDOLOD log and debug log to upload when making posts.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.

Here's one example of a 3D Hybrid LOD that I made. There's a gap in the tree trunk. This gap looks the same in Nifskope as it does ingame. 

image.thumb.png.eac2bc47c2c528e7b93ba70a28034a9b.pngimage.thumb.png.551689f049ffdd72fc1ca3f653acee82.png

Trunk LOD textures from texgen:

picea02_trunk_textures.rar

3D Hybrid LOD mesh output (above screenshot):

picea02_0889f3e2passthru_lod.nif

Crown 3d model:

picea02_0889f3e2passthru_lod.nif

Trunk 3d model:

picea02_0889f3e2_trunk.nif

Full original model:

picea02.nif

I used this guide to make the 3D Hybrid LODs: https://dyndolod.info/Help/3D-Tree-LOD-Model

My hybrid.txt:

Quote

GameMode=HYBRID
FlatNif=.\template4.nif
PathData=..\..\..\..\TexGen_Output\Textures\DynDOLOD\LOD\Trees\nature of the wild lands 2.0 - deleted 3d lods\
PathInput=.\nature of the wild lands 2.0 - deleted 3d lods\
PathOutput=.\output\

Is this a problem with LODGenx64.exe or template4.nif, perhaps? Or maybe a problem with the trunk textures?

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1 hour ago, tamrieltwo said:

Here's one example of a 3D Hybrid LOD that I made. There's a gap in the tree trunk. This gap looks the same in Nifskope as it does ingame. 

image.thumb.png.eac2bc47c2c528e7b93ba70a28034a9b.pngimage.thumb.png.551689f049ffdd72fc1ca3f653acee82.png

Trunk LOD textures from texgen:

picea02_trunk_textures.rar 470.6 kB · 0 downloads

3D Hybrid LOD mesh output (above screenshot):

picea02_0889f3e2passthru_lod.nif 248.95 kB · 0 downloads

Crown 3d model:

picea02_0889f3e2passthru_lod.nif 246.42 kB · 0 downloads

Trunk 3d model:

picea02_0889f3e2_trunk.nif 223.08 kB · 0 downloads

Full original model:

picea02.nif 479 kB · 0 downloads

I used this guide to make the 3D Hybrid LODs: https://dyndolod.info/Help/3D-Tree-LOD-Model

My hybrid.txt:

Is this a problem with LODGenx64.exe or template4.nif, perhaps? Or maybe a problem with the trunk textures?

This happens because the 3D trunk of the full model is not centered around x, y = 0, 0.

Simply move the planes manually by adjusting the Translation x, y values of each BSTriShape.
For example y = 20 for BSTrishape 5 and 13 and x = -5 for BSTriShape 9 and 17 in picea02_0889f3e2passthru_lod.nif

 

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36 minutes ago, sheson said:

This happens because the 3D trunk of the full model is not centered around x, y = 0, 0.

Simply move the planes manually by adjusting the Translation x, y values of each BSTriShape.
For example y = 20 for BSTrishape 5 and 13 and x = -5 for BSTriShape 9 and 17 in picea02_0889f3e2passthru_lod.nif

 

Amazing, works perfect, thanks

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1 hour ago, sheson said:

This happens because the 3D trunk of the full model is not centered around x, y = 0, 0.

Simply move the planes manually by adjusting the Translation x, y values of each BSTriShape.
For example y = 20 for BSTrishape 5 and 13 and x = -5 for BSTriShape 9 and 17 in picea02_0889f3e2passthru_lod.nif

 

 

I have this 3D Hybrid LOD where the size of the gap doesn't vary linearly, so it can't be corrected properly with a simple x/y/yz Translation. If I eliminate the large gap in the middle via Translation, then the top parts of the trunk will crossover. What would your advice be?

image.thumb.png.5f6eac7f5c993db330a6c838551738cf.png

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