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Posted
36 minutes ago, PRieST said:

Haven't had these problems with earlierer alphas, theres not much on mods I use which could create script lag or something like this (again, don't had this ever before), but I'll look into it.

Concerning the atlas: But why are the stitched (rendered) textures are using the right textures and the dynddolod atlas the wrong ones? Nothing changed between creating texgen and lodgen, I even didn't changed the whiterun building textures since alpha 50 or so and never had this. The spot on WRW is always my LOD test location and this is new, that's why I am reporting it. I always, also this time (nothing concerning textures or loadorder changed) create a new TexGen before Dynddolod. In the past it always worked, stitched textures were the same as what I saw in the atlas.

The way dynamic LOD works with trigger boxes and all the Tamriel_Firstborn_* reference all using the same activator base record and the scripts in DynDOLOD Resources SE did not change. I have checked the debug logs, you have verified the Tamriel_Firstborn reference exists, so all seems well and in place as it should. That is why I suggest to check the papyrus log for errors and to test with a vanilla setup to see if no other mods interfere and if things work by themselves or not.

DynDOLOD loads the object LOD textures from the data folder and combines them into a object atlas textures and then saves it.
Open the object LOD texture atlas from the DynDOLOD output folder (before installing as a mod) and take note of the pixel distance from the top left corner for whatever texture you are interested in.
Open ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt in notepad.
The x, y pixel distance are the 4th and 5th number (the 2nd and 3rd are the resolution), which should match what you measured from the object LOD atlas texture.
The object LOD atlas filename comes right after the numbers. The source single object LOD texture filename is at the beginning.
With that information you can now find the single source texture find/open it via the MO2, right window data tab to see what it looks like.

Posted
On 10/4/2022 at 5:03 PM, sheson said:

The logs are saved when you close the program. It may take a couple seconds to save debug log.

Just select the DLC2Solstheim worldspace for this test, so it should be quick to do.

For the glow problem in Solstheim.

At last, after 2 days of tries with the bugged upload files site, I found another one that should works. I zipped 4 txt that could be usefull.

https://file.io/y8lgeEZuOzKv

Thank you for your patience.

Posted
55 minutes ago, delweyn said:

For the glow problem in Solstheim.

At last, after 2 days of tries with the bugged upload files site, I found another one that should works. I zipped 4 txt that could be usefull.

https://file.io/y8lgeEZuOzKv

Thank you for your patience.

Also upload the new DynDOLOD_DLC2SolstheimWorld_Objects.txt.

Posted
13 minutes ago, delweyn said:

DynDOLOD_DLC2SolstheimWorld_Objects.txt: https://paste.ee/p/T6PSa

The debug log you uploaded does not seem to match the DynDOLOD_DLC2SolstheimWorld_Objects.txt. It seems to be from a generation without Fake light parent world being checked or maybe something else happened?

Generate dynamic LOD for DLC2Solstheimworld with the test version and Fake lights parent world checked and upload that log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt.

Posted (edited)
10 minutes ago, sheson said:

The debug log you uploaded does not seem to match the DynDOLOD_DLC2SolstheimWorld_Objects.txt. It seems to be from a generation without Fake light parent world being checked or maybe something else happened?

Generate dynamic LOD for DLC2Solstheimworld with the test version and Fake lights parent world checked and upload that log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt.

I hesitated to precise this, thinking that it would not be important as I haven't changed any options.

The DynDOLOD_DLC2SolstheimWorld_Objects.txt. is the one of a full game lod generation that I made after the only Solstheim for the test.

But I haven't changed a single option between both generations. Fake lights checked each time.

Edited by delweyn
Posted
4 minutes ago, delweyn said:

I hesitated to precise this thinking that it would not be importante as I haven't changed any options.

The DynDOLOD_DLC2SolstheimWorld_Objects.txt. is the one of a full game lod generation that I made after the only Solstheim for the test.

But I haven't changed a single option between both generations.

Delete content of the log folder. Delete content of output folder.

Start the DynDOLOD test version.
Select only DLC2Solstheimworld. Click High.
Unselect Object LOD, Tree LOD, Occlusion data, underside, Grass LOD, Seasons.
Select Dynamic LOD and Fake lights selected world and Fake light child world.
Unselect Prefer base record  LOD assigments over rules and Upgrade NearGrid large references to FarGrid.
Generate.
Upload the new log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt

Posted
48 minutes ago, sheson said:

Delete content of the log folder. Delete content of output folder.

Start the DynDOLOD test version.
Select only DLC2Solstheimworld. Click High.
Unselect Object LOD, Tree LOD, Occlusion data, underside, Grass LOD, Seasons.
Select Dynamic LOD and Fake lights selected world and Fake light child world.
Unselect Prefer base record  LOD assigments over rules and Upgrade NearGrid large references to FarGrid.
Generate.
Upload the new log, debug log and DynDOLOD_DLC2SolstheimWorld_Objects.txt

I put all the 3 .txt + a screen of my options if case of in a zip file: https://file.io/1E9T4369kKb9

 

Posted
27 minutes ago, delweyn said:

I put all the 3 .txt + a screen of my options if case of in a zip file: https://file.io/1E9T4369kKb9

Yes, those logs contain what I was looking for. It looks like everything is in order.  Test the output in the game if the fake lights unload.

If it works, generate as usual and check if it still works. If not, upload the new log, debug and DynDOLOD_DLC2SolstheimWorld_Objects.txt for the full generation.

Posted
17 minutes ago, sheson said:

Yes, those logs contain what I was looking for. It looks like everything is in order.  Test the output in the game if the fake lights unload.

If it works, generate as usual and check if it still works. If not, upload the new log, debug and DynDOLOD_DLC2SolstheimWorld_Objects.txt for the full generation.

Gosh I deleted all the files after sending you the logs. I'm done. I'll just generate without fake lights and will do with it.

Maybe someone will be able to find the good solution one day. Thank you for your time.

Posted
30 minutes ago, delweyn said:

Gosh I deleted all the files after sending you the logs. I'm done. I'll just generate without fake lights and will do with it.

Maybe someone will be able to find the good solution one day. Thank you for your time.

The last generation you uploaded logs from with the Fake light in selected world checked has no problem with the fake lights unloading as the data in DynDOLOD_DLC2SolstheimWorld_Objects.txt for those lights is what it is supposed to be - unlike the older version you uploaded. I never had any problems with generating LOD just the mod either. There is nothing to solve. By all accounts it works as it should.

Posted

Here is updated Fallout 4 TexGen configs: https://mega.nz/file/YZpEDBKL#49f1r9cyGlZ66CUxKBLW4hD-RIVOvwHy0wrII18O_Hw

These should be complete.

The only other consideration that could be useful would be a method of modifying the generated specular intensity for some textures. Take the AirplaneDebris01LOD_d.dds texture for example:

Vanilla --> TexGen Generated --> TexGen Generated modified to half Red and Green values

image.png image.png image.png 

The vanilla LOD texture approximately halves the Red/Green intensity of this specular. This fixes an issue where if the specular is too high in LOD, it can produce flashes of light. Here is one instance of this using the generated WaterTowerLOD_d.dds texture, which similarly can be affected by this.

Screenshot-2022-10-06-19-28-05.jpg

Posted
8 hours ago, DoubleYou said:

Here is updated Fallout 4 TexGen configs: https://mega.nz/file/YZpEDBKL#49f1r9cyGlZ66CUxKBLW4hD-RIVOvwHy0wrII18O_Hw

These should be complete.

The only other consideration that could be useful would be a method of modifying the generated specular intensity for some textures. Take the AirplaneDebris01LOD_d.dds texture for example:

Vanilla --> TexGen Generated --> TexGen Generated modified to half Red and Green values

image.png image.png image.png 

The vanilla LOD texture approximately halves the Red/Green intensity of this specular. This fixes an issue where if the specular is too high in LOD, it can produce flashes of light. Here is one instance of this using the generated WaterTowerLOD_d.dds texture, which similarly can be affected by this.

Screenshot-2022-10-06-19-28-05.jpg

https://mega.nz/file/UQJyQAJT#MshvMge0NfL_4YG-COUBh0QxoiSlYtDf4pkwXJEqtwc

Use config below:

The _d/_n are copied 1:1 to temp
The _s copied to temp has contrast modified by -50, which means values are multiplied by 0.5.

// AirplaneDebris01LOD
0	1	1	1	textures\Vehicles\Airplane\Airplane_EXT_01_d.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_d.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_EXT_01_n.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_n.dds	0	x
-50	-1	1	1	textures\Vehicles\Airplane\Airplane_EXT_01_s.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_s.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_INT_01_d.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_INT_01_d.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_INT_01_n.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_INT_01_n.dds	0	x
-50	-1	1	1	textures\Vehicles\Airplane\Airplane_INT_01_s.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_INT_01_s.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_Paint_EXT_01_d.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_Paint_EXT_01_d.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_Paint_EXT_01_n.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_Paint_EXT_01_n.dds	0	x
-50	-1	1	1	textures\Vehicles\Airplane\Airplane_Paint_EXT_01_s.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_Paint_EXT_01_s.dds	0	x
0	1	1	1	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_d.dds	0.5	0.5	0	0.5	textures\lod\AirplaneDebris01LOD_d.dds	1	1
0	1	1	1	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_d.dds	0.5	0.5	0.5	0.5	textures\lod\AirplaneDebris01LOD_d.dds	1	1
0	1	1	1	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_INT_01_d.dds	0.5	0.5	0.5	0	textures\lod\AirplaneDebris01LOD_d.dds	1	1
0	1	1	1	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_Paint_EXT_01_d.dds	0.5	0.5	0	0	textures\lod\AirplaneDebris01LOD_d.dds	1	1

BTW there are several vanilla LOD models using HitTechExtALargeLOD_d.DDS
Vanilla LOD models/textures do not use "grayscale to palette" shader flags. LODGen supports that flag, though.

Posted
34 minutes ago, sheson said:

https://mega.nz/file/UQJyQAJT#MshvMge0NfL_4YG-COUBh0QxoiSlYtDf4pkwXJEqtwc

Use config below:

The _d/_n are copied 1:1 to temp
The _s copied to temp has contrast modified by -50, which means values are multiplied by 0.5.


// AirplaneDebris01LOD
0	1	1	1	textures\Vehicles\Airplane\Airplane_EXT_01_d.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_d.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_EXT_01_n.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_n.dds	0	x
-50	-1	1	1	textures\Vehicles\Airplane\Airplane_EXT_01_s.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_s.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_INT_01_d.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_INT_01_d.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_INT_01_n.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_INT_01_n.dds	0	x
-50	-1	1	1	textures\Vehicles\Airplane\Airplane_INT_01_s.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_INT_01_s.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_Paint_EXT_01_d.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_Paint_EXT_01_d.dds	0	x
0	1	1	1	textures\Vehicles\Airplane\Airplane_Paint_EXT_01_n.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_Paint_EXT_01_n.dds	0	x
-50	-1	1	1	textures\Vehicles\Airplane\Airplane_Paint_EXT_01_s.dds	x	7	0	0	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_Paint_EXT_01_s.dds	0	x
0	1	1	1	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_d.dds	0.5	0.5	0	0.5	textures\lod\AirplaneDebris01LOD_d.dds	1	1
0	1	1	1	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_EXT_01_d.dds	0.5	0.5	0.5	0.5	textures\lod\AirplaneDebris01LOD_d.dds	1	1
0	1	1	1	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_INT_01_d.dds	0.5	0.5	0.5	0	textures\lod\AirplaneDebris01LOD_d.dds	1	1
0	1	1	1	DynDOLOD-Temp\textures\Vehicles\Airplane\Airplane_Paint_EXT_01_d.dds	0.5	0.5	0	0	textures\lod\AirplaneDebris01LOD_d.dds	1	1

BTW there are several vanilla LOD models using HitTechExtALargeLOD_d.DDS
Vanilla LOD models/textures do not use "grayscale to palette" shader flags. LODGen supports that flag, though.

Thanks! That works perfectly. I'll have to check some of these over and modify accordingly.

I didn't want to use HitTechExtALargeLOD_d.DDS as it could have compatibility issue with any mods like this: XLODGen LOD for 50 Shades Of Rust, which try to work around the issue of texture mismatch when the user's gradient is changed. I intend to redo the HitTech lods to utilize grayscale to palette, as I've used that in several other places, and it will significantly reduce the amount of textures I need to place on the atlas, while matching the users' gradients. The HitTech models look very basic, mostly rectangles, so I think this will be very easily accomplished.

Posted
28 minutes ago, DoubleYou said:

Thanks! That works perfectly. I'll have to check some of these over and modify accordingly.

I didn't want to use HitTechExtALargeLOD_d.DDS as it could have compatibility issue with any mods like this: XLODGen LOD for 50 Shades Of Rust, which try to work around the issue of texture mismatch when the user's gradient is changed. I intend to redo the HitTech lods to utilize grayscale to palette, as I've used that in several other places, and it will significantly reduce the amount of textures I need to place on the atlas, while matching the users' gradients. The HitTech models look very basic, mostly rectangles, so I think this will be very easily accomplished.

You do not need to worry about being compatible with a mod that contains stitched object LOD textures.
TexGen should overwrite them with correct files created automatically, if needed with additional configs for MoreRust-softcolors.esp specifially.
Config files are parsed with the same priority as the plugins. so the last config to provide information for a LOD textures that was already defined earlier should "win".
At least until you get around to update the LOD models or LOD material files to use they grayscale to palette.

Vanilla LOD textures should typically always be created the same way form the same source textures. A mod that requires/expects different source-to-LOD-textures needs to use a different LOD texture file name so it doesn't conflict with other mods expecting the vanilla-style LOD texture.

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