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Posted

Now that the mipmap issue is taken care of, let's move on to the next issue :)

Lush Vanilla Trees is listed on https://dyndolod.info/Help/Ultra-Tree-LOD among "mods that are known and tested to contain hybrid trees." In my experience, it hasn't worked out. The mod doesn't provide any documentation for 3D LODs, the MA has been apparently inactive for a long time, there are probably 2 or 3 other users beside me - basically it's a dead mod, so it's DIY time.

As you may have noticed in my Object_Report.txt while troubleshooting the mipmap bug, DynDOLOD fails to find the 3D LOD meshes for each TreePineForest TREE, as shown below for example:

Spoiler
TreePineForest01 [TREE:0001306D] Meshes\landscape\trees\treepineforest01.nif [CRC32:34A5CAFB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds 
	Replaced tree, Billboard found, 3D LOD model not found treepineforest01_34A5CAFB
	Billboard_0: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds, textures\default_n.dds
	Billboard_1: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_1.dds, textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_1_n.dds
	Billboard_2: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_2.dds, textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_2_n.dds
	Dynamic: Meshes\landscape\trees\treepineforest01.nif using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds
	LOD4: Billboard1 using internal
	LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif
	LOD16: Billboard1 using internal

The mod does come with 3D LOD meshes (and some pre-rendered billboards, which I promptly threw away):

Spoiler

image.png

As you can see above, some meshes contain CRC32 and others not. The ones containing CRC32 are for custom full models enabled with a plugin. I'm not using any of that. The other ones, without CRC32 are for vanilla full model replacers, without plugin. I'm using those full model replacers.

This is treepineforest01passthru_lod.nif in NifSkope, for example. It looks fine to me, but I wouldn't know if it were wrong:

Spoiler

image.png

Using 7Zip's CRC32 feature, I got the CRC32 of treepineforest01.nif and it is indeed 34A5CAFB.

Questions:

  • Can I just insert the corresponding CRC32 into each 3D LOD mesh filename? For example:
treepineforest01passthru_lod.nif > treepineforest01_34A5CAFBpassthru_lod.nif

Thanks.

Posted
1 hour ago, Mousetick said:

Now that the mipmap issue is taken care of, let's move on to the next issue :)

Lush Vanilla Trees is listed on https://dyndolod.info/Help/Ultra-Tree-LOD among "mods that are known and tested to contain hybrid trees." In my experience, it hasn't worked out. The mod doesn't provide any documentation for 3D LODs, the MA has been apparently inactive for a long time, there are probably 2 or 3 other users beside me - basically it's a dead mod, so it's DIY time.

As you may have noticed in my Object_Report.txt while troubleshooting the mipmap bug, DynDOLOD fails to find the 3D LOD meshes for each TreePineForest TREE, as shown below for example:

  Hide contents
TreePineForest01 [TREE:0001306D] Meshes\landscape\trees\treepineforest01.nif [CRC32:34A5CAFB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds 
	Replaced tree, Billboard found, 3D LOD model not found treepineforest01_34A5CAFB
	Billboard_0: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds, textures\default_n.dds
	Billboard_1: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_1.dds, textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_1_n.dds
	Billboard_2: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_2.dds, textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_2_n.dds
	Dynamic: Meshes\landscape\trees\treepineforest01.nif using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds
	LOD4: Billboard1 using internal
	LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif
	LOD16: Billboard1 using internal

The mod does come with 3D LOD meshes (and some pre-rendered billboards, which I promptly threw away):

  Hide contents

image.png

As you can see above, some meshes contain CRC32 and others not. The ones containing CRC32 are for custom full models enabled with a plugin. I'm not using any of that. The other ones, without CRC32 are for vanilla full model replacers, without plugin. I'm using those full model replacers.

This is treepineforest01passthru_lod.nif in NifSkope, for example. It looks fine to me, but I wouldn't know if it were wrong:

  Hide contents

image.png

Using 7Zip's CRC32 feature, I got the CRC32 of treepineforest01.nif and it is indeed 34A5CAFB.

Questions:

  • Can I just insert the corresponding CRC32 into each 3D LOD mesh filename? For example:
treepineforest01passthru_lod.nif > treepineforest01_34A5CAFBpassthru_lod.nif

Thanks.

As the link gives away the Skyrim version was tested many years ago for DynDOLOD 2.x

https://dyndolod.info/Help/3D-Tree-LOD-Model explains the CRC32 filename convention. The CRC32 just needs to be inserted into the filename between _ and passthru.nif

  • Thanks 1
Posted
3 hours ago, sheson said:

https://dyndolod.info/Help/3D-Tree-LOD-Model explains the CRC32 filename convention. The CRC32 just needs to be inserted into the filename between _ and passthru.nif

Thanks for the confirmation. Everything's peachy now after inserting the CRC32s.

3 hours ago, sheson said:

As the link gives away the Skyrim version was tested many years ago for DynDOLOD 2.x

Yes, I'm aware it's an old LE mod.

However it's also available on Skyrim SE Nexus, which is how I came across this mod. Someone simply re-uploaded it there, with the original MA's permission. It's identical to the LE original (same file dates, etc.) So the fact that LVT is listed on https://dyndolod.info/Help/Ultra-Tree-LOD can cause some confusion in people's mind as to its viability with DynDOLOD 3. Not everyone is as smart, knowledgeable or resourceful as you or the folks hosting this community.

As this post demonstrates, from not long ago:

Quote

Can't seem to get the 3d lods working with Dyndolod 3.0...

I doubt the user was ever able to make it work on their own.

It's obviously impossible to keep track of, and support, all tree mods ever published. I'm simply bringing the issue with this particular mod to your attention, in case you deem it appropriate to act upon it.

I'd humbly suggest two options for your consideration:

  • Remove LVT from https://dyndolod.info/Help/Ultra-Tree-LOD, or add a qualified note to indicate it's only compatible with DynDOLOD 2.x.
  • Add LVT SE to https://dyndolod.info/Help/Ultra-Tree-LOD and include the 3D LOD meshes with CRC32 filenames into DynDOLOD 3 Resources, as they are open permissions and the full models are unlikely to ever be updated. Just like the SBT 3D LOD meshes are included in DynDOLOD 3 Resources.

Just my 2 cents. Thanks.

Posted
3 hours ago, Mousetick said:

As this post demonstrates, from not long ago:

I doubt the user was ever able to make it work on their own.

What the post demonstrates is that users not following the official instructions to ask on the official DynDOLOD support forum to get qualified answers and help or to report issues.

3 hours ago, Mousetick said:

It's obviously impossible to keep track of, and support, all tree mods ever published. I'm simply bringing the issue with this particular mod to your attention, in case you deem it appropriate to act upon it.

This is the way.

Posted (edited)

Master Sheson,

I very recently built a new pc and tried to run TexGen this morning for the first time on the new machine. It crashes back to MO2 screen after reaching the "create textures" phase. There were no logs generated in the DynDOLOD folder. I worked through your suggestions here and I think I found the issue, but am at a loss as to how to fix it. It does NOT appear to be DynDOLOD's fault at all, but an issue with Nvidia OpenGL driver? I have the latest nvidia drivers installed(12/6/22).

These are the event log entries when it crashes.

 

Could you spare a minute to help? Thank you. :)

Screenshot (9).png

Screenshot (10).png

Edited by Khermiit
Image fix
Posted
3 hours ago, Khermiit said:

Master Sheson,

I very recently built a new pc and tried to run TexGen this morning for the first time on the new machine. It crashes back to MO2 screen after reaching the "create textures" phase. There were no logs generated in the DynDOLOD folder. I worked through your suggestions here and I think I found the issue, but am at a loss as to how to fix it. It does NOT appear to be DynDOLOD's fault at all, but an issue with Nvidia OpenGL driver? I have the latest nvidia drivers installed(12/6/22).

These are the event log entries when it crashes.

 

Could you spare a minute to help? Thank you. :)

Screenshot (9).png

Screenshot (10).png

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools. Let the OS handle virtual memory/page file settings. Close other programs and background processes.
If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs.

Posted (edited)

Hey guys,

I noticed that sometimes the grass lod completely disappears for like a 1 second before the full grass models are rendered for a given area.

Is this something we can fix?

Thanks in advance for your help.

Edited by vektor9999
Posted
2 minutes ago, vektor9999 said:

Hey guys,

I noticed that sometimes the grass lod completely disappears for like a 1 second before the full grass model is rendered for an area.

Is this something we can fix?

Thanks in advance for your help.

https://dyndolod.info/How-LOD-Works

The game does not know that grass has LOD and that object LOD should only be disabled for the cell once grass loaded.

Make full grass load faster by using the grass cache.

Posted (edited)
12 minutes ago, sheson said:

https://dyndolod.info/How-LOD-Works

The game does not know that grass has LOD and that object LOD should only be disabled for the cell once grass loaded.

Make full grass load faster by using the grass cache.

OK, i understand but as i use seasons i cannot use the grass cache (except for generating the grass lods) and use the default game engine to generate grass as you suggested here (https://dyndolod.info/Help/Seasons)

So i guess no option for me then?

Edited by vektor9999
Posted
48 minutes ago, vektor9999 said:

OK, i understand but as i use seasons i cannot use the grass cache (except for generating the grass lods) and use the default game engine to generate grass as you suggested here (https://dyndolod.info/Help/Seasons)

So i guess no option for me then?

No cache then. Make sure to set [Grass] bEnableGrassFade=0

Posted

Following up on 3D LOD models from Lush Vanilla Trees, I'm not going to use them after all for various reasons which have nothing to do with DynDOLOD: they don't use my textures, they use textures\dyndolod\lod\dyndolodtreelod.dds and they're much too bright. It would take forever to redo the UV mappings, tweak the vertex colors, and I don't have the tools or skills to do it anyway.

I'm thinking of cheating and copying the vanilla 3D LOD models from DynDOLOD Resources, then insert the CRC32s from LVT models on the copies' filenames. They won't have the same number of branches as LVT, but they look much better brightness-wise and they use the user's textures. The discrepancy in "lushiness" is probably going to look very wrong in-game, but it's worth a try.

Questions:

  • Out of curiosity, what is textures\dyndolod\lod\dyndolodtreelod.dds in DynDOLOD Resources? It appears to be an atlas of vanilla tree textures. What is it used for normally? Isn't it strange that the 3D LOD models of LVT are using it, or is it a legacy of DynDOLOD 2.x maybe?
  • Are there any gotchas from fooling DynDOLOD by using CRC32s from other full models, other than breaking the rules and causing support headaches for you? :)

Thanks.

Posted
28 minutes ago, Mousetick said:

Following up on 3D LOD models from Lush Vanilla Trees, I'm not going to use them after all for various reasons which have nothing to do with DynDOLOD: they don't use my textures, they use textures\dyndolod\lod\dyndolodtreelod.dds and they're much too bright. It would take forever to redo the UV mappings, tweak the vertex colors, and I don't have the tools or skills to do it anyway.

I'm thinking of cheating and copying the vanilla 3D LOD models from DynDOLOD Resources, then insert the CRC32s from LVT models on the copies' filenames. They won't have the same number of branches as LVT, but they look much better brightness-wise and they use the user's textures. The discrepancy in "lushiness" is probably going to look very wrong in-game, but it's worth a try.

Questions:

  • Out of curiosity, what is textures\dyndolod\lod\dyndolodtreelod.dds in DynDOLOD Resources? It appears to be an atlas of vanilla tree textures. What is it used for normally? Isn't it strange that the 3D LOD models of LVT are using it, or is it a legacy of DynDOLOD 2.x maybe?
  • Are there any gotchas from fooling DynDOLOD by using CRC32s from other full models, other than breaking the rules and causing support headaches for you? :)

Thanks.

Being able to render textures is a new feature. Read ..\Skyrim\DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html in the DynDOLOD 2 archive about using the manually created atlas texture for 3D tree LOD creation and then read https://dyndolod.info/Help/3D-Tree-LOD-Model for the new process separating full trees into trunk and crown meshes.

Do not use, rename or make available 3D tree LOD models with a CRC32 in the filename that do not match their full model. Create matching 3D tree LOD models from the full models or use automatically generated billboards. The CRC32 solves the problem of users being unable to deal with overwrite orders and mixing and merging different tree mods or versions. When people complain about generating LOD being complicated, this is the main reason. Do not add to the number of mods doing things wrong on purpose or because of ignorance.

If the solution to a problem is to do something wrong on purpose, then you are wasting your time and the time of others. Spend that time to learn and how to do things properly right away.

https://dyndolod.info/Mod-Authors

Posted
15 minutes ago, sheson said:

If the solution to a problem is to do something wrong on purpose, then you are wasting your time and the time of others. Spend that time to learn and how to do things properly right away.

https://dyndolod.info/Mod-Authors

Ok, I got the message :) My apologies for potentially giving others the wrong ideas.

For the record, to be perfectly clear: I'm not a mod author. I don't make mods, I don't publish or distribute my own "work", I don't publish or distribute the modified "work" of others. I'm merely using mods and fiddling with them for my own exclusive, private consumption, for the purpose of playing Skyrim. I'm not interested in learning how to make 3D LOD models, for DynDOLOD 2 or 3. I'm only interested in using models that other people, actual mod authors, have made.

Anyway, to conclude the experiment with LVT, which showed that its 3D LOD models are not designed to work with DynDOLOD 3, even with the correct CRC32s, as they don't produce the results one would expect, you might want to add a new list to https://dyndolod.info/Help/Ultra-Tree-LOD, for "mods that include 3D LOD models but are known to not be compatible with DynDOLOD 3's Ultra Trees mode". LVT would fall into that category.

Thanks.

Posted (edited)
15 hours ago, sheson said:

No cache then. Make sure to set [Grass] bEnableGrassFade=0

You are my savior, indeed while not 100% perfect it improved a lot with that setting!!!

Thank you very much!!!

Edited by vektor9999
Posted
19 hours ago, sheson said:

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools. Let the OS handle virtual memory/page file settings. Close other programs and background processes.
If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs.

Dammit, I tried not to be one of those guys that didn't rtfm too. Lol

Thanks for your patience. I'll try the suggestions today. I had thought the x64 versions were for SE only.

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