Soulmancer Posted August 10 Posted August 10 Just a question, but with Dyndolod 3 is it possible to specific levels for glaciers? I have done this for mountains. LODGen153=mountain,Level0,Level0,Level1,None,FarLOD,Unchanged,1, This makes my mountains look great! Can I apply a similar rule specific to glaciers? since my lod 4-8-16 transition is quite jarring with glaciers.
A1racer Posted August 10 Posted August 10 ok ive searched and read a little but is there a way to make a building lod darker? I've been digging around in the txt files I've found the grass stuff but i need to make a lod for imperial forts a little brighter so it matches when you get closer. this weekend has been me trying to figure out grass caching better and lod gen stuff better i am so close but texgen brightness only effects trees and grass far as i can tell and has no setting for structures. this might be a multi weekend project to get everything looking on point.
sheson Posted August 10 Author Posted August 10 On 8/10/2025 at 11:03 PM, Soulmancer said: Just a question, but with Dyndolod 3 is it possible to specific levels for glaciers? I have done this for mountains. LODGen153=mountain,Level0,Level0,Level1,None,FarLOD,Unchanged,1, This makes my mountains look great! Can I apply a similar rule specific to glaciers? since my lod 4-8-16 transition is quite jarring with glaciers. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. Make a useful screenshot of the full models in question with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots which shows you the full model filename (part of it) to use as the mesh mask. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Of course a similar rule can be added for any other mesh mask to use the same LOD model for both LOD level 4 and 8. See https://dyndolod.info/Mods/Useful-3rd-Party-Mods which lists https://www.nexusmods.com/skyrim/mods/110367 or https://www.nexusmods.com/skyrimspecialedition/mods/41432
sheson Posted August 10 Author Posted August 10 1 hour ago, A1racer said: ok ive searched and read a little but is there a way to make a building lod darker? I've been digging around in the txt files I've found the grass stuff but i need to make a lod for imperial forts a little brighter so it matches when you get closer. this weekend has been me trying to figure out grass caching better and lod gen stuff better i am so close but texgen brightness only effects trees and grass far as i can tell and has no setting for structures. this might be a multi weekend project to get everything looking on point. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. Make a useful screenshot of a full model in with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots TexGen generates the LOD textures from the full textures so they should match. Consequently there is no setting to change brightness because it should not be needed if things work as expected.
A1racer Posted August 11 Posted August 11 9 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. Make a useful screenshot of a full model in with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots TexGen generates the LOD textures from the full textures so they should match. Consequently there is no setting to change brightness because it should not be needed if things work as expected. Ok I’ll try and get some pics the lod model is correct but the building it is an imperial fort is several shades lighter then when the full model comes in. The model is using pbr textures from tomato it’s his forts pbr texture set so maybe it’s the pbr causing the color shift. Will get some pic tomorrow after work.
sheson Posted August 11 Author Posted August 11 10 hours ago, A1racer said: Ok I’ll try and get some pics the lod model is correct but the building it is an imperial fort is several shades lighter then when the full model comes in. The model is using pbr textures from tomato it’s his forts pbr texture set so maybe it’s the pbr causing the color shift. Will get some pic tomorrow after work. The logs would tell us right away that you are using PBR textures. See https://dyndolod.info/Mods/Community-Shaders#PBR TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. See https://stepmodifications.org/forum/topic/21065-full-resolution-textures-in-lods/#findComment-286759 Try with 1.4 maybe.
DarthVitrial Posted August 12 Posted August 12 Got a crash with TexGen with "<Warning: Error reading texture textures\architecture\highhrothgar\hhwin02_g.dds>". I have nothing overwriting that texture or any edited meshes. Log, debug log, and bugreport.txt attached. It's been quite a while since I've done lodgen/texgen so hopefully I didn't mess anything up here. TexGen_SSE_log.txt TexGen_SSE_Debug_log.zip bugreport.txt
A1racer Posted August 12 Posted August 12 DynDOLOD_SSE_log.txt TexGen_SSE_log.txt DynDOLOD_SSE_log.txt
A1racer Posted August 12 Posted August 12 (edited) not sure how easy it is to see but the lod 4 and out models are a few shades brighter then when you get out of lod range into normal up close viewing its way darker. ill try the 1.4 and see how it goes everything else besides these looks nice though so im not sure what else to try changing besides the gamma like you said. ok the 1.4 is way way closer to the point that its almost unnoticeable. between this and the grass cache settings this weekend was a lot of crunching into tryin to get the lods looking al good and matching better. i got the grass way closer to by messing with the brightness settings in texgen and ramping them up to like 250 and 200 instead of the 150 and like 100 that most people was suggesting. sorry i know this was mostly me rambling but the help is appreciated with this stuff i have a hard to learning if i cant see it in action just reading stuff doesn't stick with me well. Edited August 12 by A1racer
sheson Posted August 12 Author Posted August 12 On 8/12/2025 at 5:54 AM, DarthVitrial said: Got a crash with TexGen with "<Warning: Error reading texture textures\architecture\highhrothgar\hhwin02_g.dds>". I have nothing overwriting that texture or any edited meshes. Log, debug log, and bugreport.txt attached. It's been quite a while since I've done lodgen/texgen so hopefully I didn't mess anything up here. TexGen_SSE_log.txt 227.07 kB · 1 download TexGen_SSE_Debug_log.zip 311.72 kB · 1 download bugreport.txt 563.17 kB · 1 download Is this repeatable? If so, try this test version https://mega.nz/file/tMJXUIga#M1ql_yZbkNghUNAkub2y80lXuDWM-XIMB8Eti3N-yk4 1
sheson Posted August 12 Author Posted August 12 7 hours ago, A1racer said: not sure how easy it is to see but the lod 4 and out models are a few shades brighter then when you get out of lod range into normal up close viewing its way darker. ill try the 1.4 and see how it goes everything else besides these looks nice though so im not sure what else to try changing besides the gamma like you said. ok the 1.4 is way way closer to the point that its almost unnoticeable. between this and the grass cache settings this weekend was a lot of crunching into tryin to get the lods looking al good and matching better. i got the grass way closer to by messing with the brightness settings in texgen and ramping them up to like 250 and 200 instead of the 150 and like 100 that most people was suggesting. sorry i know this was mostly me rambling but the help is appreciated with this stuff i have a hard to learning if i cant see it in action just reading stuff doesn't stick with me well. Sounds like things are matching OK now. Enjoy. 1
DarthVitrial Posted August 12 Posted August 12 (edited) 8 hours ago, sheson said: Is this repeatable? If so, try this test version https://mega.nz/file/NRYShJCQ#xYOFvLOLNPIcvSFTZn1hyzOziBIVbPgc52SHUudEGKU No errors encountered using that test version! I'll run it a few more times just to be sure. Edited August 12 by DarthVitrial
DarthVitrial Posted August 12 Posted August 12 (edited) Different issue, I had TexGen (that new one you made above - no crashes!) generate textures for five modified trees I have. For three of them it generated as expected, for two of them it said "False" in the tree billboards txt file it generated and made no textures. Any idea why? I've attached all five of the modified trees in question (02 and 05 are the ones it did not generate for) as well as the logs. treepineforest05.nif treepineforest02.nif TexGen_SSE_log.txt TexGen_SSE_Debug_log.7z TexGen_SSE_Tree_Billboards.txt treepineforest01.nif treepineforest03.nif treepineforest04.nif Edited August 12 by DarthVitrial
sheson Posted August 12 Author Posted August 12 1 hour ago, DarthVitrial said: Different issue, I had TexGen (that new one you made above - no crashes!) generate textures for five modified trees I have. For three of them it generated as expected, for two of them it said "False" in the tree billboards txt file it generated and made no textures. Any idea why? I've attached all five of the modified trees in question (02 and 05 are the ones it did not generate for) as well as the logs. treepineforest05.nif 58.3 kB · 0 downloads treepineforest02.nif 149.5 kB · 0 downloads TexGen_SSE_log.txt 165.35 kB · 0 downloads TexGen_SSE_Debug_log.7z 524.8 kB · 0 downloads TexGen_SSE_Tree_Billboards.txt 14.77 kB · 0 downloads treepineforest01.nif 250.65 kB · 0 downloads treepineforest03.nif 50.12 kB · 0 downloads treepineforest04.nif 58.06 kB · 0 downloads It is probably a bug in the test version. Generate billboards with the Alpha-194 release version to double check if it generates the two (and all others) billboards as usual.
DarthVitrial Posted August 12 Posted August 12 39 minutes ago, sheson said: It is probably a bug in the test version. Generate billboards with the Alpha-194 release version to double check if it generates the two (and all others) billboards as usual. It seemed to work with the release, yeah
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