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Posted
17 hours ago, DonFlymoor said:

Would it be possible to add parallax to tree billboards? I feel like that would look very good in SkyrimVR without sacrificing much performance.

Another thing that might look good is multiple textures per billboard, for instance, 8 textures for each tree. Each one would be for a different angle and they would swap textures based on which direction you are looking at it from. This would make trees look 3D, without having to render the entire thing. 

LOD shaders do not support parallax.

The engine does not support swapping of textures based on view angle AFAIK. LOD does not support a billboard mode where they always face the camera.

Posted (edited)

1102349195_.thumb.png.51fb0372cc225a0f7e0742994059140a.png811828454_.thumb.png.f3d01e2947a9b6c05259f10c13f06480.png

My version is Skyrim AE edition and use vortex to install it. I tried to launch the game's launcher but it still showed the same.

Edited by gasperchen
Posted (edited)
3 hours ago, sheson said:

If the are no unattached instance after doing that, then the clean save procedure was performed correctly.

Well i dont know, my only suspect was i didnt waited enough after removing dyndolod and making new save. Now i loaded save (it have no unattached instances, deactivated dyndolod and in interior) without dyndolod esm/esp, waited more and made new save, and it still getting unattached instances.

Loaded what save with my current version of dyndolod output (yes, probably bad idea given ids probably changed) and getting same 11 unattached instances.

Maybe it because something about papyrus in changelog? (checked, i upgraded from a94 to a95) Or resaver problem?

3 hours ago, sheson said:

This all reads like there is a mod/script causing problems.

Non cleaned by resaver save works fine. If i clean i got stuck on exit.

Since then i installed/updated some mods and. Still all was clamed safe to install/update by author.

So maybe it is not related to dyndolod.

Here not all scripts have sheson in name, idk it is yours or not.

fuuaSvj.png

Another question, if i want to remove Majestic Mountains, do i need clean save?

Edited by had
Posted
39 minutes ago, had said:

Well i dont know, my only suspect was i didnt waited enough after removing dyndolod and making new save. Now i loaded save (it have no unattached instances, deactivated dyndolod and in interior) without dyndolod esm/esp, waited more and made new save, and it still getting unattached instances.

Loaded what save with my current version of dyndolod output (yes, probably bad idea given ids probably changed) and getting same 11 unattached instances.

Maybe it because something about papyrus in changelog? Or resaver problem?

Non cleaned by resaver save works fine. If i clean i got stuck on exit.

Since then i installed/updated some mods and. Still all was clamed safe to install/update by author.

So maybe it is not related to dyndolod.

Here not all scripts have sheson in name, idk it is yours or not.

fuuaSvj.png

Another question, if i want to remove Majestic Mountains, do i need clean save?

Maybe you have a mod/script causing problems. Check the papyrus log.
If cleaning saves causes problems, then do not clean saves. Especially if everything works as expected in the game.

Check the scripts folder of DynDOLOD Resources to see the papyrus scripts filenames which belong to DynDOLOD. They all start with SHESON_DynDOLOD_*

Posted
56 minutes ago, had said:

Loaded what save with my current version of dyndolod output (yes, probably bad idea given ids probably changed) and getting same 11 unattached instances.

Was wrong here. It have no unattached instances.

Idk if it important.

1 hour ago, sheson said:

Check the papyrus log.

Oh, i have error bloat from another mod.

Idk if it related to infinite loading then i tried to clean last time.

Probably would be a good idea to remove it and clean save, but i might get infinite loading again. Or even worse some not quickly spotable problem.

Would be not cool if my save so ruined so i cant clean.

1 hour ago, had said:

Another question, if i want to remove Majestic Mountains, do i need clean save?

Guess i need another clean save and generating from scratch.

Posted
7 hours ago, gasperchen said:

1102349195_.thumb.png.51fb0372cc225a0f7e0742994059140a.png811828454_.thumb.png.f3d01e2947a9b6c05259f10c13f06480.png

My version is Skyrim AE edition and use vortex to install it. I tried to launch the game's launcher but it still showed the same.

This is the DynDOLOD 3 Alpha thread. 

You seem to be using using DynDOLOD 2.x. You seem to be starting it without the -sse command line argument.

Read the DynDOLOD 2.x installation instructions included in the DynDOLOD 2.x download archive. Start with DynDOLOD_QuickStart.html

For questions use https://stepmodifications.org/forum/topic/13894-dyndolod-beta-for-skyrim-special-edition-skyrim-vr-and-enderal-se-298/

Posted
1 hour ago, sheson said:

Read the first post which log and debug log to upload when making posts.

https://drive.google.com/file/d/19f216S4HOt98t9oNIdShq3GXsslmiKRw/view?usp=sharing

1 hour ago, sheson said:

Read https://dyndolod.info/FAQ General Game Questions / Out of place or floating objects

For ruin thing seems just broken mesh.

Not sure for windows, i only able to select dyndolod object like this.

JQOVdZC.jpeg

Nothing overwrited, no script lag and so, other lods exists around.

LO not really changed after generating dyndolod output.

Posted

Read the log messages/summary and their explanations. https://dyndolod.info/Messages

There are plugins that need cleaning. There are lots of overwritten large references reported, which are one cause of z-fighting.

42 minutes ago, had said:

For ruin thing seems just broken mesh.

Why do you believe this has anything to do with DynDOLOD then? Best not to speculate about reasons and instead read the FAQ answers. Test if it goes away by disabling LOD with tll. If that is the case it is probably large reference bugs or stuck object LOD because of uLockedObjectLOD INI setting.

42 minutes ago, had said:

Nothing overwrited, no script lag and so, other lods exists around.

LO not really changed after generating dyndolod output.

Test with a new game as suggested by the FAQ answers. You did not mention if deactivating/activating from the DynDOLOD SkyUI MCM main page as suggsetd by the FAQ answer did anything.

The previous posts about scripting issues might be related.

Posted (edited)
1 hour ago, sheson said:

Why do you believe this has anything to do with DynDOLOD then?

Yes, i mean its non dyndolod mesh, reported to author. Will check better next time.

1 hour ago, sheson said:

There are plugins that need cleaning. There are lots of overwritten large references reported, which are one cause of z-fighting.

Yes, but i have no idea how to fix it. From docs seems like it is not user thing.

Reported some to authors, they dont care.

1 hour ago, sheson said:

Test with a new game as suggested by the FAQ answers. You did not mention if deactivating/activating from the DynDOLOD SkyUI MCM main page as suggsetd by the FAQ answer did anything.

Just checked, new game doesnt help too.

1 hour ago, sheson said:

The previous posts about scripting issues might be related.

Spotted this bug while ago before i regenerated dyndolod from scratch, but was too lazy to report.

Edited by had
Posted
16 hours ago, sheson said:

It is so the beams (of the two level highways)  show from both side.

If there is a normal game situation where the z-fighting on top can be seen, then let me know the coordinates, form ids, LOD model involved etc.

Okay, so I tested this some more. I tested with a vanilla game, and they also flickered. Opening some of the affected lods in Blender, it seems that some of the road pieces are what I'd describe as manually double sided, so that the faces are almost right on top of each other in the mesh. But I can't easily remove those faces without more manual rework of the mesh, as seams develop.

I verified the following two are affected:

  • HWSingleChunkLarge01_LOD_0.nif
  • HWSingleStr01_LOD_0.nif

Seeing these and observing what was causing the issue, and the fact that the issue didn't affect any of the two level highways with beams, I simply applied a separate material without the two-sided flag to the following LODs which were visually similar. I don't believe that there will be any visual degradation for these without the two-sided flag.

  • HWDoubleChunkLargeTop01_LOD_0.nif
  • HWDoubleChunkLargeTop02_LOD_0.nif
  • HWDoubleChunkLargeTop03_LOD_0.nif
  • HWSingleChunkLarge01_LOD_0.nif
  • HWSingleChunkLarge02_LOD_0.nif
  • HWSingleCurveL01_LOD_0.nif
  • HWSingleCurveR01_LOD_0.nif
  • HWSingleEndCap01_LOD_0.nif
  • HWSingleEndCap02_LOD_0.nif
  • HWSingleEndCap03_LOD_0.nif
  • HWSingleRampDown01_LOD_0.nif
  • HWSingleRampUp01_LOD_0.nif
  • HWSingleShiftL_LOD_0.nif
  • HWSingleShiftR_LOD_0.nif
  • HWSingleStr01Free_LOD_0.nif
  • HWSingleStr01_LOD_0.nif
  • HWSingleStr02Damaged_LOD_0.nif
  • HWSingleStr02Free_LOD_0.nif
  • HWSingleStr02_LOD_0.nif
  • HWSingleStrExit01_LOD_0.nif
  • HWSingleTranMidRampShiftR01_LOD_0.nif
  • HWSingleTranOutRampShiftR01_LOD_0.nif
  • HWSingleTransInRampShiftR01_LOD_0.nif

Afterward, I quickly tested the entirety of the highways to see if there were any issues, and all the z-fighting was gone.

Here is my proposed fix: https://mega.nz/file/wYgiFbQY#ysGAkjuRGy6DExRhhpat2RQvuyR_yV7Ek51mlDcUCT0

Posted
8 hours ago, had said:

Just checked, new game doesnt help too.

You did not mention if deactivating/activating from the DynDOLOD SkyUI MCM main page as suggsetd by the FAQ answer did anything.

What are the steps to reproduce this problem?

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