z929669 Posted April 18, 2021 Posted April 18, 2021 Yeah, I did that, too, but the meshes have some data that doesn't jive. I don't comprehend the errors, so don't know what to correct. Possibly UV between 0 and 1 though. Not sure where the data is to check that. Maybe need to run through re-uv script.
sheson Posted April 18, 2021 Author Posted April 18, 2021 8 hours ago, z929669 said: My first persisting issue running DynDOLOD 3 Alpha. TexGen ran without issue, but DynDOLOD "fails to create Lod for one or more worlds", and it is reproducible: Logs.7z 3.1 MB · 1 download The issue arose due to some 3D statics I created using hybrid.bat. Unfortunately, the issues were not discovered by LODGen during that process. I will take a look at these meshes to see about stripping 'bad' stuff from them: Re-UV Shape meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif TreeAspen01_1:0 Crown Re-UV Geometry meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 Breaking meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 407 399 Merging VC meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 1197 399 Split UV meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 1197 399 Remove dups meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 1767 589 Simplify meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 678 589 Iteration 0 Iteration 1 Face normals meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 678 547 Smooth normals meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 678 547 Update tangents meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:0 Crown_textures\landscape\trees\treeaspenbarkcomp.dds,textures\landscape\trees\treeaspenbarkcomp_n.dds532947828 678 547 UV outside TreeWinterAspen01 TreeAspen01_1:0 Crown textures\landscape\trees\treeaspenbarkcomp.dds (1.5, 1.504) Re-UV Shape meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif TreeAspen01_1:1 Trunk Re-UV Geometry meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 Breaking meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 494 392 Merging VC meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 1176 392 Split UV meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 1176 392 Remove dups meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 1236 412 Simplify meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 524 412 Face normals meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 524 412 Smooth normals meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 524 412 Wrong position after reading known block 1 of 22 = 1522 = NiTriShape 100 = 1525 in meshes\dyndolod\lod\trees\treepineforestsnowl05_b9d29a34passthru_lod.nif Error accessing C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\dyndolod\lod\trees\treepineforestsnowl05_b9d29a34passthru_lod.nif Unable to read beyond the end of the stream. Update tangents meshes\dyndolod\lod\trees\winteraspen01passthru_lod.nif_TreeWinterAspen01_TreeAspen01_1:1 Trunk_textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds,textures\dlc01\landscape\trees\treeaspenwinterbranchcomp_n.dds=52066902857 524 412 UV outside TreeWinterAspen01 TreeAspen01_1:1 Trunk textures\dlc01\landscape\trees\treeaspenwinterbranchcomp.dds (1.026, 0.996) Wrong position after reading known block 1 of 22 = 1464 = NiTriShape 100 = 1467 in meshes\dyndolod\lod\trees\treepineforestsnowl02_2c55c128passthru_lod.nif Error accessing C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\dyndolod\lod\trees\treepineforestsnowl02_2c55c128passthru_lod.nif Unable to read beyond the end of the stream. Re-UV Shape meshes\dyndolod\lod\trees\letreepineforestdeadsnowl03_b6f399a8passthru_lod.nif TreePineForestDead01_t Re-UV Geometry meshes\dyndolod\lod\trees\letreepineforestdeadsnowl03_b6f399a8passthru_lod.nif_TreePineForestSnowL03Dead_TreePineForestDead01_t_textures\landscape\trees\treepineforestbarkcompsnow.dds,textures\landscape\trees\treepineforestbarkcompsnow_n.dds3636304443 Breaking meshes\dyndolod\lod\trees\letreepineforestdeadsnowl03_b6f399a8passthru_lod.nif_TreePineForestSnowL03Dead_TreePineForestDead01_t_textures\landscape\trees\treepineforestbarkcompsnow.dds,textures\landscape\trees\treepineforestbarkcompsnow_n.dds3636304443 1039 1225 Merging VC meshes\dyndolod\lod\trees\letreepineforestdeadsnowl03_b6f399a8passthru_lod.nif_TreePineForestSnowL03Dead_TreePineForestDead01_t_textures\landscape\trees\treepineforestbarkcompsnow.dds,textures\landscape\trees\treepineforestbarkcompsnow_n.dds3636304443 3675 1225 Re-UV Shape meshes\dyndolod\lod\trees\letreepineforestdeadsnowl03_b6f399a8passthru_lod.nif TreePineForestDead01_t Re-UV Geometry meshes\dyndolod\lod\trees\letreepineforestdeadsnowl03_b6f399a8passthru_lod.nif_TreePineForestSnowL03Dead_TreePineForestDead01_t_textures\landscape\trees\treepineforestbarkcompsnow.dds,textures\landscape\trees\treepineforestbarkcompsnow_n.dds3636304443 Breaking meshes\dyndolod\lod\trees\letreepineforestdeadsnowl03_b6f399a8passthru_lod.nif_TreePineForestSnowL03Dead_TreePineForestDead01_t_textures\landscape\trees\treepineforestbarkcompsnow.dds,textures\landscape\trees\treepineforestbarkcompsnow_n.dds3636304443 1039 1225 Merging VC meshes\dyndolod\lod\trees\letreepineforestdeadsnowl03_b6f399a8passthru_lod.nif_TreePineForestSnowL03Dead_TreePineForestDead01_t_textures\landscape\trees\treepineforestbarkcompsnow.dds,textures\landscape\trees\treepineforestbarkcompsnow_n.dds3636304443 3675 1225 Log ended at 5:33:10 PM (0:6) One of the problem meshes: treepineforestsnowL05_B9D29A34passthru_lod.7z 8.81 kB · 1 download Error accessing C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\dyndolod\lod\trees\treepineforestsnowl05_b9d29a34passthru_lod.nif Unable to read beyond the end of the stream." There might be problem in the with crown NIF that gets copied to the final hyrbid NIF or something happens while creating the hybrid NIF. See if running the crown though a NIF optimizer and then creating the hyrbid changes anything. Make it so all crowns use the SSE format. Also whenever you see shapes being RE-UVd, see if you can update the crown NIF UV to be inside 0 and 1. Moving UV coords slightly to be inside is not really visible in the distance. (WinterAspen01 will be fixed in the next DynDOLOD Resources)
sheson Posted April 18, 2021 Author Posted April 18, 2021 10 hours ago, Wolfpack49 said: Interesting. Opening the door from the interior, the door is transparent and you can see through to the external road when the door is open. The open wood door itself is from OCS. The open transparent area is from CRF at the refs I mentioned earlier, but with a thin separator: Traveling through normally or wth tcl immediately reverts to the non-OCS (CRF) door in a closed state. Scrolling through the refs on the transprent area, I see 2 that I am unsure of: OCS: OCSRTLandR01.nif, base 69042257, ref 00042260 Dyndolod: Tamriel_Underside.nif, base 0b01240c, ref 9f0a9970 The underside is basically showing behind everything else. it is a static mesh, it doesn't change anything with doors or does anything else. When I generate the second pass with Open Cities and Cutting Room Floor in the load order, there is no extra door and no teleportation to the wrong worldspace. Have you accidentally changed any INI settings beyond WarnModFileName? If you believe DynDOLOD has any affect on this, there has to be a reference or a change from a DynDOLOD plugin with the objects involved in this.
Wolfpack49 Posted April 18, 2021 Posted April 18, 2021 5 hours ago, sheson said: The underside is basically showing behind everything else. it is a static mesh, it doesn't change anything with doors or does anything else. When I generate the second pass with Open Cities and Cutting Room Floor in the load order, there is no extra door and no teleportation to the wrong worldspace. Have you accidentally changed any INI settings beyond WarnModFileName? If you believe DynDOLOD has any affect on this, there has to be a reference or a change from a DynDOLOD plugin with the objects involved in this. Yeah, I am guessing there's something in the load order Dyndolod is picking up that isn't displaying when I run the game without it. Let me double check my settings and re-run and see if the problem clears up. Attached is my ini and my presets. DynDOLOD_SSE.ini DynDOLOD_SSE_Preset_FullTrees_Pass1.ini DynDOLOD_SSE_Preset_FullTrees_Pass2.ini
Wolfpack49 Posted April 18, 2021 Posted April 18, 2021 (edited) Well, it appears to be a Cutting Room Floor-OCS issue. I tried setting the phantom door record to initially disabled in the CRF esp which had no effect, but when I deleted the record entirely from CRF, it no longer appears. There are no conflicts between the CRF door and OCS or anything else in xEdit, and OCS is correctly loaded after CRF, so it may actually be a case where a patch is required. Very strange, but Dyndolod has nothing to do with it, other than it is probably picking up the door from CRF. Edited April 18, 2021 by Wolfpack49
z929669 Posted April 20, 2021 Posted April 20, 2021 Next issue. Relevant log text: TreeReachTree02 [TREE:000B8A74] Meshes\landscape\trees\reachtree02.nif Replaced tree, Billboard found, 3D LOD model found Billboard_0: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74.dds, textures\default_n.dds Billboard_1: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1.dds, textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1_n.dds Billboard_2: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2.dds, textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2_n.dds Level0: meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds Level1: meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds Level2: meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds Dynamic: Meshes\landscape\trees\reachtree02.nif using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\landscape\trees\tundradriftwoodbark01.dds, textures\landscape\trees\tundradriftwoodbark01_n.dds, textures\landscape\trees\tundradriftwoodbranches01.dds, textures\landscape\trees\tundradriftwoodbranches01_n.dds, textures\landscape\trees\reachtreebranch01.dds, textures\landscape\trees\reachtreebranch01_n.dds LOD4: Level0 LOD8: Billboard2 using dyndolod_flat_2x2_lod.nif LOD16: Billboard1 using internal This tree's Level0 LOD has leaves, but the full model does not, and I can't determine where the LOD textures are coming from ... at least what I'm finding does not match. The static model is based on reachtree02, and it is 'dead' just like the full model, but LOD is very leafy: https://imgbox.com/g/vKvHdp95nk Any direction in troubleshooting would be appreciated.
sheson Posted April 20, 2021 Author Posted April 20, 2021 3 hours ago, z929669 said: Next issue. Relevant log text: TreeReachTree02 [TREE:000B8A74] Meshes\landscape\trees\reachtree02.nif Replaced tree, Billboard found, 3D LOD model found Billboard_0: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74.dds, textures\default_n.dds Billboard_1: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1.dds, textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_1_n.dds Billboard_2: textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2.dds, textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74_2_n.dds Level0: meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds Level1: meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds Level2: meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds Dynamic: Meshes\landscape\trees\reachtree02.nif using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds, textures\landscape\trees\tundradriftwoodbark01.dds, textures\landscape\trees\tundradriftwoodbark01_n.dds, textures\landscape\trees\tundradriftwoodbranches01.dds, textures\landscape\trees\tundradriftwoodbranches01_n.dds, textures\landscape\trees\reachtreebranch01.dds, textures\landscape\trees\reachtreebranch01_n.dds LOD4: Level0 LOD8: Billboard2 using dyndolod_flat_2x2_lod.nif LOD16: Billboard1 using internal This tree's Level0 LOD has leaves, but the full model does not, and I can't determine where the LOD textures are coming from ... at least what I'm finding does not match. The static model is based on reachtree02, and it is 'dead' just like the full model, but LOD is very leafy: https://imgbox.com/g/vKvHdp95nk Any direction in troubleshooting would be appreciated. Check the last overwrite in the load order of the mentioned LOD mode for Level0l. That is what is being used for LOD level 4. meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds
z929669 Posted April 20, 2021 Posted April 20, 2021 7 hours ago, sheson said: Check the last overwrite in the load order of the mentioned LOD mode for Level0l. That is what is being used for LOD level 4. meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif using textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds, textures\lod\gkbbranch1lod.dds, textures\lod\gkbbranchlod_n1.dds, textures\lod\tundradriftwoodbranches01lod.dds, textures\lod\tundradriftwoodbranches01lod_n.dds That's what I mean ... the passthru model doesn't use taht texture, so not sure where this is defined if not here:
sheson Posted April 20, 2021 Author Posted April 20, 2021 16 minutes ago, z929669 said: That's what I mean ... the passthru model doesn't use taht texture, so not sure where this is defined if not here: It must be a different file in NifSkope. Use xEdit asset browser to open the file from the winning container location.
z929669 Posted April 20, 2021 Posted April 20, 2021 14 minutes ago, sheson said: Obviously you have opened a different file in NifSkope. Use MO2 right data tab to find the file/mod or use xEdit asset browser to open the file from the winning container lcoation. I opened the file referenced: meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif There is only one in my load order. If I can find the definition, I can try to do something about it. EDIT: Never mind, I think I have another that I found. Sorry!
sheson Posted April 20, 2021 Author Posted April 20, 2021 5 minutes ago, z929669 said: I opened the file referenced: meshes\dyndolod\lod\trees\reachtree02_af4e809bpassthru_lod.nif There is only one in my load order. If I can find the definition, I can try to do something about it. Then most likely the load order changed between generating LOD and now. Generate LOD for the current load order.
z929669 Posted April 20, 2021 Posted April 20, 2021 See previous edit. Turns out that another of the same author's mods erroneously includes this same static model with very different textures. Probably a housekeeping issue. I simply deleted it and am regenerating now.
z929669 Posted April 22, 2021 Posted April 22, 2021 @sheson Per the doc, to modify 'fullness' of tree branches in Level0-2 statics, it is suggested that the NiAlphaProperty alpha threshold should be modified rather than the alpha in the BSLightingShaderProperty. I am not noticing any change in Nifskope or in game after changing alpha threshold in NiAlphaProperty of the static from 140 to 0. I also am guessing that the value of 140 is interpreted as 128, due to the cap. I am changing this in the static model without re-running DynDOLOD ... must I regenerate via DynDOLOD to see the change in game?
sheson Posted April 22, 2021 Author Posted April 22, 2021 1 hour ago, z929669 said: @sheson Per the doc, to modify 'fullness' of tree branches in Level0-2 statics, it is suggested that the NiAlphaProperty alpha threshold should be modified rather than the alpha in the BSLightingShaderProperty. I am not noticing any change in Nifskope or in game after changing alpha threshold in NiAlphaProperty of the static from 140 to 0. I also am guessing that the value of 140 is interpreted as 128, due to the cap. I am changing this in the static model without re-running DynDOLOD ... must I regenerate via DynDOLOD to see the change in game? LOD is generated for the current load order with the LOD assets that are installed at the time. In particular, object LOD are a collection of supermeshes made from combining LOD models. The generated object LOD files (which are just large NIF models) are loaded and placed in the game. If the load order or the LOD assets change used for LOD generation change, LOD needs to be generated again for the new load order and/or assets to be show in generated LOD. The alpha setting on the shader defines the transparency of the surface regardless of any alpha information in the texture. As explained in the manual, in case a model used for LOD generation has a NiAlphaProperty, the threshold value of it is used to adjust the alpha of the input texture (and the mipmaps that are generated for it with alpha-to-coverage) to account for the fixed threshold of LOD while the texture is added to the LOD atlas texture. the threshold is quantized into 16 steps to prevent ending up with too many similarly adjusted textures. For the changed thresholds in the LOD models to have an effect on the generated LOD meshes and textures, the LOD meshes and textures need to be generated after changing the LOD models.
z929669 Posted April 22, 2021 Posted April 22, 2021 1 hour ago, sheson said: The alpha setting on the shader defines the transparency of the surface regardless of any alpha information in the texture. As explained in the manual, in case a model used for LOD generation has a NiAlphaProperty, the threshold value of it is used to adjust the alpha of the input texture (and the mipmaps that are generated for it with alpha-to-coverage) to account for the fixed threshold of LOD while the texture is added to the LOD atlas texture. the threshold is quantized into 16 steps to prevent ending up with too many similarly adjusted textures. Alright, the need to regen makes sense. I wasn't thinking comprehensively. The 3D statics textures are not used directly but rather in the supermeshes (which are used directly), so change to any aspect of the static mesh must then be incorporated into the supermesh during LOD(re)Gen to be resolved in game. Sound correct? Regarding alpha (sorry to rehash what is probably 'basic' prerequisite knowledge): There are potentially two definitions in the static model. One inherent to any textures referenced by the model One defined in the BSLightingShaderProperty (what I assume you mean by "alpha setting on the shader") NiAlphaProperty alpha threshold value affects #1 and NOT #2? #2 on the 3D static is binary, and should only be 0 or 1? Alpha threshold value/16? If the threshold is 128, 64, or 0, what are the relative impacts to the crown appearance in game?
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