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Posted
28 minutes ago, sheson said:

This is how the LOD model looks when it is a placed reference:

full.jpg

This is how the LOD model looks when being part of object LOD BTO:

lod.jpg

Seems to match, not change in emit color or intensity.

Thanks for testing! I edited my post above with a link to the BTO Mesh. It seems to work as a singular LOD mesh, but in the Blackreach worldspace, it combines it with all the other smaller glowing mushrooms, and also uses their different emit settings. Is it because they use the same texture?

Edit: Just wanted to confirm my theory. When I remove the LOD resources for all the other glowing mushrooms, the correct emit settings are used on the epic mushroom LOD mesh:

wjFZ9KR.png

Already tried the passthru for filename/shapes as well without any luck.

Posted
31 minutes ago, Phlunder said:

Thanks for testing! I edited my post above with a link to the BTO Mesh. It seems to work as a singular LOD mesh, but in the Blackreach worldspace, it combines it with all the other smaller glowing mushrooms, and also uses their different emit settings. Is it because they use the same texture?

Edit: When I remove the LOD resources for all the other glowing mushrooms, the correct emit settings are used on the epic mushroom LOD mesh:

wjFZ9KR.png

Object LOD uses the same object LOD atlas textures...

Shaders that have different hashes (i.e. settings) and are marked with passthru in shape name or NIF filename are not supposed to be merged by LODGen.

What are the changes you did between the initial post/logs and this?

Upload your latest version of the LOD model for blackreachepicmushroom01.nif and one of the others with a different emit color/multiplier.

Posted
13 minutes ago, sheson said:

Object LOD uses the same object LOD atlas textures...

Shaders that have different hashes (i.e. settings) and are marked with passthru in shape name or NIF filename are not supposed to be merged by LODGen.

What are the changes you did between the initial post/logs and this?

Upload your latest version of the LOD model for blackreachepicmushroom01.nif and one of the others with a different emit color/multiplier.

Yes that's clear to me, I was just wondering why it does that even though the emit settings are different. Here are all the meshes used, the only thing I changed for the correct emit settings to be applied was hiding everything else but the epic mushroom LOD mesh, and I added "passthru" to its filename: Blackreach LOD Meshes

As soon as I use them together, it applies the emit settings of the other mushroom LOD meshes to the epic mushroom.

 

Posted
1 hour ago, Phlunder said:

Yes that's clear to me, I was just wondering why it does that even though the emit settings are different. Here are all the meshes used, the only thing I changed for the correct emit settings to be applied was hiding everything else but the epic mushroom LOD mesh, and I added "passthru" to its filename: Blackreach LOD Meshes

As soon as I use them together, it applies the emit settings of the other mushroom LOD meshes to the epic mushroom.

There is a problem with the has generation in the .NET version. Test with this LODGenx64Win.exe https://mega.nz/file/BAAUgKgZ#AJxeVbaP9cRq8ejV8g-TLhgvPNZcHccxI4I5Yzpx-_U

Also, if Glow Shader is used there is actually no need anymore for adding passthru manually since Alpha-24. So do not change NIF filename in the final test.

  • Thanks 1
Posted (edited)

How do I generate LODs using DynDOLOD 3 for mods with trees in a inner city space like in mods Perfecter Whiterun and A Few Trees in Windhelm?

Edited by SkyKatarsis
Posted
7 minutes ago, sheson said:

There is a problem with the has generation in the .NET version. Test with this LODGenx64Win.exe https://mega.nz/file/BAAUgKgZ#AJxeVbaP9cRq8ejV8g-TLhgvPNZcHccxI4I5Yzpx-_U

Also, if Glow Shader is used there is actually no need anymore for adding passthru manually since Alpha-24. So do not change NIF filename in the final test.

That fixed it! I also removed the passthru before generating.

rMqZh2J.png

Posted
14 minutes ago, SkyKatarsis said:

How do I generate LODs using DynDOLOD 3 for mods with trees in a inner city space like in mods Perfecter Whiterun and A Few Trees in Windhelm?

https://dyndolod.info/Help/Advanced-Mode#Child-gt-Parent
The Child > parent option copies references that could have LOD from the child worldspaces to the parent worldspace. The presets can be used to control what types of objects are copied. Low does not make copies for trees for example, while the medium and high presets do. See Child/Parent Worldspace Copies for more.

ChildParentHint.png

Posted
3 минуты назад, Шесон сказал:

https:// dyndolod .info/Help/Advanced-Mode#Child-gt-Parent
Опция Child > Parent копирует ссылки, которые могут иметь LOD, из дочерних мировых пространств в родительское мировое пространство. Предустановки можно использовать для управления типами обрабатываемых объектов. Например, режим «Низкий» не создает копии деревьев, в то время как настройки «Средний» и «Высокий» делают копии. Дополнительную информацию см. в разделе Копии дочернего/родительского мирового пространства.

Чайлдпарентхинт.png

Thank you so much.

Posted

Hello,  I'm not really happy with how my map, (A Quality World Map), looks. I removed trees in rules but still like to take it back to its vanilla state. Should I just not include it in generation or should I change some  rules?

 

 

Posted
34 minutes ago, mitzie92 said:

Hello,  I'm not really happy with how my map, (A Quality World Map), looks. I removed trees in rules but still like to take it back to its vanilla state. Should I just not include it in generation or should I change some  rules?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

It is unclear what "Im not really happy with how my map, (A Quality World Map), looks" is supposed to mean. Provide https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots and explain what the actual problem is.

The mod A Quality World Map contains terrain LOD meshes and textures which are not affected by DynDOLOD.

Read https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/How-LOD-Works

Posted
1 hour ago, mitzie92 said:

Hello,  I'm not really happy with how my map, (A Quality World Map), looks. I removed trees in rules but still like to take it back to its vanilla state. Should I just not include it in generation or should I change some  rules?

For a terrain LOD and DynDOLOD-capable map, you can use ACMoS.

Posted
6 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

It is unclear what "Im not really happy with how my map, (A Quality World Map), looks" is supposed to mean. Provide https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots and explain what the actual problem is.

The mod A Quality World Map contains terrain LOD meshes and textures which are not affected by DynDOLOD.

Read https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/How-LOD-Works

 

Here a  a  shot

enb2023_9_30_14_00_59.jpg

Posted (edited)

Sheson, I've been struggling with large reference bug issue around markarth outskirts. The weird thing is it only happen to certain cliffs and buildings, some of the cliffs further back is not even affected, only this particular area. First I thought it was because of parent>child copy, so I generate new file without activating it, but the problem is still there. Then I thought it was because I set markarth to scan parents in DynDOLOD_SSE_childworld_MarkarthWorld, so I deactivated it too, but still the problem persist.

I don't think this is dyndolod fault or bug, but more of my settings or load order issue, so maybe you can give me some insight of what settings that I did wrong?

Here's my logs : https://ufile.io/qq5yvt8q

Here's my mod list : https://modwat.ch/u/leostevano/plugins

 

ScreenShot3.thumb.jpg.4baf3b7761fa55fe6c391ea28d276d2c.jpgScreenShot2.thumb.jpg.3f12fd20d4cbcd0fdc1a379118f403b5.jpgScreenShot1.thumb.jpg.08c13913b899e8e318cee021d10b1894.jpg

 

Edited by leostevano
Uploaded better screen shots
Posted
55 minutes ago, leostevano said:

Sheson, I've been struggling with large reference bug issue around markarth outskirts. The weird thing is it only happen to certain cliffs and buildings, some of the cliffs further back is not even affected, only this particular area. First I thought it was because of parent>child copy, so I generate new file without activating it, but the problem is still there. Then I thought it was because I set markarth to scan parents in DynDOLOD_SSE_childworld_MarkarthWorld, so I deactivated it too, but still the problem persist.

I don't think this is dyndolod fault or bug, but more of my settings or load order issue, so maybe you can give me some insight of what settings that I did wrong?

Here's my logs : https://ufile.io/qq5yvt8q

Here's my mod list : https://modwat.ch/u/leostevano/plugins

 

ScreenShot3.thumb.jpg.4baf3b7761fa55fe6c391ea28d276d2c.jpgScreenShot2.thumb.jpg.3f12fd20d4cbcd0fdc1a379118f403b5.jpgScreenShot1.thumb.jpg.08c13913b899e8e318cee021d10b1894.jpg

The cells -41.1 and -42,0 are not listed in the log.

Can you check if the problem goes away when you remove Occ_Skyrim_Tamriel.esp for a test?
Test just removing it, only if there is no change generate a new LOD patch for Tamriel.

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