sheson Posted 5 hours ago Author Posted 5 hours ago 1 hour ago, z929669 said: How exactly can I compare specific vertices in the LOD model to corresponding vertices in the BTO? There's so many in the BTO, and its shapes merge many different tree models. I have verified a random sample of vertices are identical between full model and LOD model, but the BTO is another matter. The tree in center screen has LOD model with identical vertex data to full model, CLAMP_S_CLAMP_T, and all branch UV between 0-1. It's using proper diffuse and normal. You edit an existing export file like C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt to only contain a single line for the tree you want. First column is form ID. Column 3, 4, 5 position, Column 6, 7 ,8 rotation. 9 is scale. Set all 3 rotation to 0.0. Then Execute LODGen in expert mode for Specific Chunk 4. See https://dyndolod.info/Help/Expert-Mode. Now you can open all models and BTO in NifSkope. The normal vector for a vertex of that one tree in the BTO should have very similar values to the same vertex in the LOD/full model. If you were to provide a useful screenshot of a full model with more informative console as requested or a base record form ID for a tree to verify, then I could look up the used full model and LOD model and their CRC32 in the DynDOLOD_SSE_Object_Report.txt to check things based on the mods provided.
z929669 Posted 5 hours ago Posted 5 hours ago Just now, sheson said: You edit an existing export file like C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt to only contain a single line for the tree you want. First column is form ID. Column 3, 4, 5 position, Column 6, 7 ,8 rotation. 9 is scale. Set all 3 rotation to 0.0. Then Execute LODGen in expert mode for Specific Chunk 4. See https://dyndolod.info/Help/Expert-Mode. Now the normal vector for a vertex of that one tree should have very similar values to the one in the LOD/full model. If you were to provide a useful screenshot of a full model with more informative console as requested or a base record form ID for a tree to verify, then I could look up the used full model and LOD model and their CRC32 in the DynDOLOD_SSE_Object_Report.txt to check things based on the mods provided. Thanks. I updated my post probably while you were preparing your response. See the first two images (let me know if you don't see them for some reason:
sheson Posted 4 hours ago Author Posted 4 hours ago 55 minutes ago, z929669 said: Thanks. I updated my post probably while you were preparing your response. See the first two images (let me know if you don't see them for some reason: The normal vectors in the provided full and LOD model and then the generated BTO all appear to be equal. So that all works as it should. When looking at the full model in game, disable shadows and AO or go further away with tfc and use fov to zoom in again until those effects are not applied anymore. If you could upload the used diffuse/normal map texture and the SRG_treepineforest02_5DD19DB7_trunk.nif I could do some in-game tests tomorrow.
z929669 Posted 3 hours ago Posted 3 hours ago 52 minutes ago, sheson said: The normal vectors in the provided full and LOD model and then the generated BTO all appear to be equal. So that all works as it should. When looking at the full model in game, disable shadows and AO or go further away with tfc and use fov to zoom in again until those effects are not applied anymore. If you could upload the used diffuse/normal map texture and the SRG_treepineforest02_5DD19DB7_trunk.nif I could do some in-game tests tomorrow. I'm doing all of my testing without ENB/CS for now, and I always have vanilla AO disabled. I will try disabling shadows and using the fov trick when I revisit. The diffuse and normal I used in that run were overwritten as I continue working on optimizing the textures for the full model. The renditions I have now are constructed in the same manner from the source as those requested, so they will behave similarly but for the tint of the dead branches. Thanks again! Requested assets
z929669 Posted 3 hours ago Posted 3 hours ago Just FYI: I am testing mesh changes to the full model and copying the branch meshes into the LOD model. I've found a result that looks quite good if you want to see for yourself when you do your tests. Specifically, I added Specular shader flag and switched to a normal with specular alpha. I also changed Glossiness to 80 (from 500), and added my specular map as a glow map (rather than doubling up on the diffuse in the glow slot). The BTO seems to more-or-less use this info as you can see in the following. Use the keyboard arrow keys to flip between the two images once they have both loaded, and the change should become obvious. Treepineforest02 is in the foreground at center-left, while its LOD model is in the background at right. The first image is from the test run we've been discussing, and the second is after I made the mesh changes (regenerationg LOD from scratch each time... NO shape name keywords set). Here's the relevant assets for the changes that seem to work well with both full and LOD. You already have the diffuse and normal (with alpha) I used for this test (they are in the "Requested assets" link above). Here's the new & updated assets that correspond to the new run.
mostwanted11 Posted 1 hour ago Posted 1 hour ago 7 hours ago, sheson said: The log is from the release version. Download TexGenx64.exe from https://dyndolod.info/Downloads/Test-Versions and replace the one in D:\DynDOLOD\TexGenx64.exe. Delete all old logs. oh my bad, yeah its fixed good job
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