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Posted
1 minute ago, sheson said:

Also Provide a screenshot of a full model that has different looking 3D LOD between xLODGen and DynDOLOD.

The message https://dyndolod.info/Messages/Wrong-Billboard-Path is about 3rd party tree LOD billboards used for billboard tree LOD. Do not install any 3rd party tree LOD billboards. TexGen generates them at the proper location.

A modding guide should explain required important rudimentary information about the runtime version, game plugins versions and how to properly setup a base game.
How do you ensure users have the correct version of the runtime and game plugins the collection was made for?

LkyzSx5.jpg

YMlxRhB.jpg

I think all trees using the 3d trees LOD assets have that effect though. 

 

The modding guide will provide a link to skyrim anniversary edition on steam. It will also say it needs the latest skyrim steam version. I should have a link on more details on how to check the runtime version of users are not sure. 

Posted

Also changing the flags to use HD snow shaders on the map worked! Thanks :)

 

37 minutes ago, User77111 said:

Also changing the flags to use HD snow shaders on the map worked! Thanks :)

Uhh, I changed it to not use HD snow shaders and now it looks like this:

kaXcgmn.jpg

Posted
1 hour ago, sheson said:

If you have a question or want to report a problem, then 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.

Check ..\Meshes\Terrain\Tamriel\Objects\Tamriel.32.0.-32.bto that the mountain rocks have BSSubIndexTripShape names like objSnow. If so, then check what plugin changes the snow LOD shader.

Posted
6 minutes ago, sheson said:

Check ..\Meshes\Terrain\Tamriel\Objects\Tamriel.32.0.-32.bto that the mountain rocks have BSSubIndexTripShape names like objSnow. If so, then check what plugin changes the snow LOD shader.

The mountains have objSnow, but so do the objects like dungeons that display with snow on the map. The only difference between the mountain rocks and the dungeons is the mountain rocks have vertex colors.

Posted
19 hours ago, Mousetick said:

DynDOLOD 3a155 SSE - Combine Worldspaces for LOD

About a month ago, I used Combine Worldspaces for LOD to put Skyrim LODs into Solstheim. When I initially set up and incrementally tweaked the DLC2SolstheimWorld_Combine.ini configuration, I used minimal DynDOLOD options to speed up generation for testing. Everything looked as expected in-game.

Then once I was finally happy with the Combine.ini configuration and results, I re-generated all LODs for all worldspaces with DynDOLOD, using a larger set of options - including Underside.

The final results in-game were unexpected and disappointing, to say the least. I didn't understand what could be causing the visual defects. But I had spent so much time making the Combine.ini "just right" for my taste, I didn't feel like troubleshooting and just postponed it until later...

Then I saw your recent comment:

Which gave me an idea. What if the underside was the culprit? So I did a quick test:

Without | With /meshes/terrain/dlc2solstheimworld/dlc2solstheimworld_underside.nif

image.jpegimage.jpeg

In the picture on the right, you can see parts shaped like the original/vanilla DLC2SolstheimWorld terrain from Dragonborn.esm.

Does the underside mesh generation take into account Combined Worldspaces for LOD? It looks like it does not.

Note: If the issue is caused by either a bug in DynDOLOD or a fault on my side, I'm not available for testing/troubleshooting at this time. But I'd appreciate getting your input on the issue.

Thanks.

This should be fixed next Alpha version.

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Posted
16 minutes ago, User77111 said:

The mountains have objSnow, but so do the objects like dungeons that display with snow on the map. The only difference between the mountain rocks and the dungeons is the mountain rocks have vertex colors.

When setting both SnowLODMaterial and  SnowLODMaterialHD to 255, 255, 255, the SnowLODMaterialHD is noticably darker on the map when applied to the mountain meshes. 

NVMv3US.png

sc0Xe0M.png

Posted
24 minutes ago, User77111 said:

The mountains have objSnow, but so do the objects like dungeons that display with snow on the map. The only difference between the mountain rocks and the dungeons is the mountain rocks have vertex colors.

You are setting Level0 LOD models to be used on the map. Then you force the non HD snow shader on them. This seems to be the result.
Typically set AllHD32=1 to force the HD shader.

You could test creating an options file in (virtual) ..\Data\DynDOLOD\DynDOLOD_SSE_LODGen_Options_Tamriel.txt and add a line
GenerateVertexColorsLOD32=False
so that nothing has any vertex colors in LOD Level 32 and then generate as usual and see if that helps.

Other than that, look into the INI settings that are used for the map.

Posted
1 hour ago, sheson said:

You are setting Level0 LOD models to be used on the map. Then you force the non HD snow shader on them. This seems to be the result.
Typically set AllHD32=1 to force the HD shader.

You could test creating an options file in (virtual) ..\Data\DynDOLOD\DynDOLOD_SSE_LODGen_Options_Tamriel.txt and add a line
GenerateVertexColorsLOD32=False
so that nothing has any vertex colors in LOD Level 32 and then generate as usual and see if that helps.

Other than that, look into the INI settings that are used for the map.

When setting AllHD32=-1 and GenerateVertexColorsLOD32=False I get this:

xzhLYxH.jpg

It is perfect! Thanks sheson :)

 

As for the skyrim 3d trees 3d LOD, just don't use them?

 

17 minutes ago, User77111 said:

When setting AllHD32=-1 and GenerateVertexColorsLOD32=False I get this:

xzhLYxH.jpg

It is perfect! Thanks sheson :)

 

As for the skyrim 3d trees 3d LOD, just don't use them?

Well... actually is there a way to generate vertex colors for only the trees?

Posted
17 minutes ago, User77111 said:

When setting AllHD32=-1 and GenerateVertexColorsLOD32=False I get this:

xzhLYxH.jpg

It is perfect! Thanks sheson :)

 

As for the skyrim 3d trees 3d LOD, just don't use them?

 

Well... actually is there a way to generate vertex colors for only the trees?

I am still looking into the 3D tree LOD.

Currently the GenerateVertexColor setting is an all other nothing setting. You could make _lod_3.nif without vertex colors from the ..\Meshes\lod\mountains\mountain*_lod_*.nif with NifSkope.

Posted
17 minutes ago, sheson said:

I am still looking into the 3D tree LOD.

Currently the GenerateVertexColor setting is an all other nothing setting. You could make _lod_3.nif without vertex colors from the ..\Meshes\lod\mountains\mountain*_lod_*.nif with NifSkope.

I'm thinking for now I could just create vertex colors manually for the trees for now.

Also I lowered the terrain underside mesh about 150 and it still has the black lines, it is just lower now:

Ny6JlEY.jpg

Posted
34 minutes ago, User77111 said:

I'm thinking for now I could just create vertex colors manually for the trees for now.

Also I lowered the terrain underside mesh about 150 and it still has the black lines, it is just lower now:

Ny6JlEY.jpg

Doublecheck it is the underside, tll in console to turn off LOD, then click the underside mesh and disable it, tll in console to turn on LOD,  artefacts are gone?

Lower the underside further and/or increase its quality or increase terrain LOD distances.
Oh, and make sure to generate terrain LOD xLODGen, too, so it has equal quality.

Posted
58 minutes ago, sheson said:

Doublecheck it is the underside, tll in console to turn off LOD, then click the underside mesh and disable it, tll in console to turn on LOD,  artefacts are gone?

Lower the underside further and/or increase its quality or increase terrain LOD distances.
Oh, and make sure to generate terrain LOD xLODGen, too, so it has equal quality.

I set the terrain underside to the highest quality, and set it to the lowest possible.

https://imgur.com/a/FAa3FV1

Dosn't seem to be affected by the settings in this area.

Also I think I finally figured out the map situation. 

I regenerated the textures with xLODGen with half the gamma and left on vertex coloring. Also set AllHD32=1. It gives the most usable image.

The only problem when using AllHD32=1 is some objects are completely white:

UfIxk7r.jpg

Posted
1 hour ago, User77111 said:

I set the terrain underside to the highest quality, and set it to the lowest possible.

https://imgur.com/a/FAa3FV1

Dosn't seem to be affected by the settings in this area.

Also I think I finally figured out the map situation. 

I regenerated the textures with xLODGen with half the gamma and left on vertex coloring. Also set AllHD32=1. It gives the most usable image.

The only problem when using AllHD32=1 is some objects are completely white:

UfIxk7r.jpg

The video does not show how things look with the underside disabled via console.

Check with xEdit that the z position value of the reference for the underside is the negative value of the drop down after generating from scratch. If it is, change the value further down manually.

You know from the manual that the HD snow LOD shader uses the vertex color alpha channel.
These LOD models do not have vertex colors with alpha channel, so the engine assumes 1.0.

Instead of changing the brightness of terrain LOD textures, I suggest to adjust overlays textures being used for the map. Otherwise you are going to see brightness change between the LOD levels when running around the game, unless you push LOD Level 32 terrain LOD past the max render distance.

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