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Far LOD issue


SzyjeCzapki

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Hey, just gonna copy paste the link for my reddit thread here as it has all the pictures and stuff already uploaded. Thanks in advance for any tips!

 

DynDOLOD_SSE_log.txt LODGen_SSE_Tamriel_log.txt DynDOLOD_SSE_Dynamic_LOD.txt

 

https://modwat.ch/u/SzyjeCzapki

 

my modwatch here (the plugins are below dyndolod because otherwise the map doesnt work, i ran dyndolod without the flat maps installed)

 

the issue persists even if dyndolod and occlusion are the last plugins (the whole process ran with flat maps installed)

Edited by SzyjeCzapki
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3 minutes ago, SzyjeCzapki said:

Hey, just gonna copy paste the link for my reddit thread here as it has all the pictures and stuff already uploaded. Thanks in advance for any tips!

2.85 MB · 0 downloads LODGen_SSE_Tamriel_log.txt 42.3 kB · 0 downloads DynDOLOD_SSE_Dynamic_LOD.txt 35.82 kB · 0 downloads

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum and make a proper post.

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thanks for the reply, i apologize

 

i think those are all that are needed?

 

https://ufile.io/f/x5zju

additionally here's a picture click of the "you are here"

and modwatch : https://modwat.ch/u/SzyjeCzapki

 

I have "semi" fixed this, my  fblocklevel0distance was set to 57k which was pretty low - I raised it to 80k and well, the pop in isnt as bad anymore (because the proper LODs are loaded at a longer distance)

 

also fixed the tree issues mentioned in the reddit post by increasing ftreeloaddistance

 

however i dont think my game is working correctly, the transition for the mountains shouldnt be this jarring, right? as in the model for the mountains that the game shows BEFORE it loads the LOD4 version, shouldnt be this different

Edited by SzyjeCzapki
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1 hour ago, SzyjeCzapki said:

thanks for the reply, i apologize

 

i think those are all that are needed?

 

https://ufile.io/f/x5zju

additionally here's a picture click of the "you are here"

and modwatch : https://modwat.ch/u/SzyjeCzapki

 

I have "semi" fixed this, my  fblocklevel0distance was set to 57k which was pretty low - I raised it to 80k and well, the pop in isnt as bad anymore (because the proper LODs are loaded at a longer distance)

 

also fixed the tree issues mentioned in the reddit post by increasing ftreeloaddistance

 

however i dont think my game is working correctly, the transition for the mountains shouldnt be this jarring, right? as in the model for the mountains that the game shows BEFORE it loads the LOD4 version, shouldnt be this different

You are generating ultra tree LOD which disables standard tree LOD, so changing the fTreeLoadDistance setting has no effect.

You are using Billboard tree LOD for the higher object LOD levels. It is unclear if LOD Level 8 Billboard4 is already too bright or only LOD Level 16 with Billboard 1. Set the same Billboard1 or Billboard4 for both LOD Level 8/16 so the lighting between those two levels is consistent. See https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees":
If the billboard tree LOD seems overly dark or bright, use the billboard brightness setting of the advanced mode to account for lighting changes made by ENBs or weather mods.

https://dyndolod.info/Mods/Majestic-Mountains
Download and install the DynDOLOD V3.0 LOD Pack (all versions) from the mods file section.

Make sure no other 3rd party mod overwrites Majestic Mountains and its LOD assets when generating TexGen. Then make sure only TexGen overwrites those LOD assets when generating DynDOLOD. The mountains in the nearest LOD level 4 typically use the same full textures and the full models.

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

The Majestic Mountain DynDOLOD V3.0 LOD Pack contains updated pre-rendered LOD textures that should match pretty well. Make sure to install the same option, e.g. default, light or dark side.

Pushing the higher LOD levels with those pre-rendered object LOD textures further away will mitigate the problem.

The switching of LOD levels can be pretty obvious even if textures match pretty well.

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I had the tree disappearing issue without Ultra Tree LOD, thats what i meant when i said i fixed it by increasing ftreeloaddistance - I just posted the log from my latest dyndolod generation which had ultra trees enabled to see how they look

As for Majestic Mountains, would the process be the usual LODgen, texgen, dyndolod + occlusion, with the load order like this? - nothing else is overriding the MM LOD pack 

 

So run LODGEN, disable sse terrain tamriel, run texgen, run dyndolod, and then disable the Majestic Mountains Darkside - LOD ?

 

I'd assume disabling/enabling the LOD pack makes no difference afterwards as TexGen output will overwrite it anyway, right? - also as per MM author

click

Edited by SzyjeCzapki
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1 hour ago, SzyjeCzapki said:

I had the tree disappearing issue without Ultra Tree LOD, thats what i meant when i said i fixed it by increasing ftreeloaddistance - I just posted the log from my latest dyndolod generation which had ultra trees enabled to see how they look

As for Majestic Mountains, would the process be the usual LODgen, texgen, dyndolod + occlusion, with the load order like this? - nothing else is overriding the MM LOD pack

So run LODGEN, disable sse terrain tamriel, run texgen, run dyndolod, and then disable the Majestic Mountains Darkside - LOD ?

I'd assume disabling/enabling the LOD pack makes no difference afterwards as TexGen output will overwrite it anyway, right? - also as per MM author

click

Regardless of what mods are installed, the generation instructions are always the same https://dyndolod.info/Generation-Instructions:
Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD
1. Generate The Required LOD Assets with TexGen
2. Generate The LOD Mod with DynDOLOD

"This" is a truncated screenshot from MO2.
There is no point in installed DynDOLOD DLL / DynDOLOD DLL Scripts when the scripts are not overwriting DynDOLOD Resources SE. https://dyndolod.info/Help/DynDOLOD-DLL
It should be "DynDOLOD Resources SE 3 Alpha-36"
It should be "DynDoLod V 3.0 Lod pack (all versions)" 4.01

The screenshot does not show Majestic Mountains itself.
Correct, the SSE Terrain Tamriel plugin should only be active when generating terrain LOD.

Do not forget to install and to enable the xLODGen terrain LOD output before running DynDOLOD.
Do not forget to install and to enable the TexGen output before running DynDOLOD.

You should be using DynDOLOD 3 Alpha-127

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) activated unless there are specific instructions to disable 3rd party mode. Object LOD and tree LOD assets may also be used directly.

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