UomoBruco Posted March 26, 2024 Posted March 26, 2024 (edited) Hello, I have two Skyrim installations, one in the Steam folder and one in a GameRoot folder inside my Mo2 folder. When running TexGen thru Mo2 it targeted the game in the steam folder, but I fixed the RegKey so now it targets the one in the Mo2 Folder. Now, the other files targeted by TexGen are in Appdata and MyGames, more precisely the temp and plugin list are in Appdata and the ini, custom ini and save paths are in Documents/My Games. Is this the right location TexGen should be targeting? Or should it target the files inside the Mo2 game directory? I'm sorry if this is a stupid question but I'm pretty new to modding and this got me pretty confused. Thank you. Edited March 26, 2024 by UomoBruco
sheson Posted March 26, 2024 Author Posted March 26, 2024 2 hours ago, UomoBruco said: Hello, I have two Skyrim installations, one in the Steam folder and one in a GameRoot folder inside my Mo2 folder. When running TexGen thru Mo2 it targeted the game in the steam folder, but I fixed the RegKey so now it targets the one in the Mo2 Folder. Now, the other files targeted by TexGen are in Appdata and MyGames, more precisely the temp and plugin list are in Appdata and the ini, custom ini and save paths are in Documents/My Games. Is this the right location TexGen should be targeting? Or should it target the files inside the Mo2 game directory? I'm sorry if this is a stupid question but I'm pretty new to modding and this got me pretty confused. Thank you. You seem to have a question about how MO2 works. I suggest to read the MO2 documentation and to ask questions about it on the MO2 forum/discord. By default the game and thus every tool made for it uses the the hard coded folders c:\Users\[username]\AppData\Local\Skyrim Special Edition\ and c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\. Typically MO2 virtually maps files from its folders to their default locations the game and thus any tools made for it uses. https://dyndolod.info/Installation-Instructions https://dyndolod.info/Messages/Windows-Registry-Key https://dyndolod.info/Help/Command-Line-Argument
User77111 Posted March 30, 2024 Posted March 30, 2024 Logs: https://1drv.ms/u/s!Av1dDuTYEuYRgcpG0GjoBXG5bQVTuQ?e=Bru3fR After updating DynDOLOD, all tree LOD in skyrim 3d trees LOD is very thin. LOD: Tree Model: Console of tree:
sheson Posted March 30, 2024 Author Posted March 30, 2024 46 minutes ago, User77111 said: Logs: https://1drv.ms/u/s!Av1dDuTYEuYRgcpG0GjoBXG5bQVTuQ?e=Bru3fR After updating DynDOLOD, all tree LOD in skyrim 3d trees LOD is very thin. LOD: Tree Model: Console of tree: You seem to have customized 3D tree LOD models with a higher alpha threshold then the ones from Skyrim3DTrees and Plants 3dLOD Resources 5.0.1. Test with the original 3D tree LOD models that typically have a threshold of 128.
User77111 Posted March 30, 2024 Posted March 30, 2024 (edited) 50 minutes ago, sheson said: You seem to have customized 3D tree LOD models with a higher alpha threshold then the ones from Skyrim3DTrees and Plants 3dLOD Resources 5.0.1. Test with the original 3D tree LOD models that typically have a threshold of 128. It's just slightly better with the normal ones. Not as good as the custom ones I made. Is it possible to disable or adjust this automatic alpha threshold that was added? Edited March 30, 2024 by User77111
z929669 Posted March 30, 2024 Posted March 30, 2024 9 minutes ago, User77111 said: It is better with the normal ones. Not as good as the custom ones I made. Is it possible to disable or adjust this automatic alpha threshold that was added? Did you make your own 3D models for this? If so, set NiAlphaProperty of the branches to 128. This will keep all of your other changes without messing up the alpha-to-coverage problem in LOD. If you also modified the base models to your own custom NiAlphaProperty, then just leave those as you like.
User77111 Posted March 30, 2024 Posted March 30, 2024 (edited) 12 minutes ago, z929669 said: Did you make your own 3D models for this? If so, set NiAlphaProperty of the branches to 128. This will keep all of your other changes without messing up the alpha-to-coverage problem in LOD. If you also modified the base models to your own custom NiAlphaProperty, then just leave those as you like. I did not make my own custom models, I just edited the models. I edited the NiAlphaProperty of the leafs for each of the trees to make them perfectly match the normal models. Do I need to add an alpha property to the branches and set it to 128 for DynDOLOD not to touch the branches? Edited March 30, 2024 by User77111
sheson Posted March 30, 2024 Author Posted March 30, 2024 50 minutes ago, User77111 said: It's just slightly better with the normal ones. Not as good as the custom ones I made. Is it possible to disable or adjust this automatic alpha threshold that was added? Either the normal ones are better or the custom ones you made are good. However you reported the custom one are too thin. How can they be good and too thin at the same time? Not sure what "automatic alpha threshold that was added" is supposed to be. What changelog entry are you referring to? 29 minutes ago, User77111 said: I did not make my own custom models, I just edited the models. I edited the NiAlphaProperty of the leafs for each of the trees to make them perfectly match the normal models. Changing models from the original ones means they are now custom. Only you have them. Without them I can not test.
z929669 Posted March 30, 2024 Posted March 30, 2024 8 minutes ago, User77111 said: I did not make my own custom models, I just edited the models. I edited the NiAlphaProperty of the leafs for each of the trees to make them perfectly match the normal models. Do I need to add an alpha property to the branches and set it to 128 for DynDOLOD not to touch the branches? But they don't perfectly match the full models. This is the problem you reported. You cannot compare far away trees to near ones. Only the transition difference matters, and that will be best if the LOD models have the same NiAlphaProperty as the full ones (unless you create your own optimized crowns that are not identical to the full ones). This isn't a DynDOLOD problem. It's a problem of the LOD models not being a good match to the full models anymore.
User77111 Posted March 30, 2024 Posted March 30, 2024 24 minutes ago, z929669 said: This isn't a DynDOLOD problem. It's a problem of the LOD models not being a good match to the full models anymore. I said previously that I updated DynDOLOD, then the trees became too thin when using custom models. They are still too thin without the custom models. I'm not asking to fix a problem, just asking for the option to disable a feature added in later versions of DynDOLOD that are making custom models not work like they used to. If that is possible. I also do not understand what that feature is. I attached the custom 3d Tress models. I used these on DynDOLOD alpha v159. I have that version backed up too if you needed it. LOD Gen.zip
sheson Posted March 30, 2024 Author Posted March 30, 2024 40 minutes ago, User77111 said: I said previously that I updated DynDOLOD, then the trees became too thin when using custom models. They are still too thin without the custom models. I'm not asking to fix a problem, just asking for the option to disable a feature added in later versions of DynDOLOD that are making custom models not work like they used to. If that is possible. I also do not understand what that feature is. I attached the custom 3d Tress models. I used these on DynDOLOD alpha v159. I have that version backed up too if you needed it. LOD Gen.zip 1.04 MB · 1 download If the original LOD models are already too thin, then the alpha threshold should be decreased to make them appear thicker. Increasing the alpha threshold makes them thinner. This is with the original 3D tree LOD model. The thickness looks identical. Left is Alpha-167, right is Alpha-169. This is with the custom 3D tree LOD model. As expected they seem to be thinner because the alpha threshold is higher. The thickness looks identical. Left is Alpha-167, right is Alpha-169. Maybe you changed the LOD textures somehow?
User77111 Posted March 30, 2024 Posted March 30, 2024 3 minutes ago, sheson said: If the original LOD models are already too thin, then the alpha threshold should be decreased to make them appear thicker. Increasing the alpha threshold makes them thinner. This is with the original 3D tree LOD model. The thickness looks identical. Left is Alpha-167, right is Alpha-169. This is with the custom 3D tree LOD model. As expected they seem to be thinner because the alpha threshold is higher. The thickness looks identical. Left is Alpha-167, right is Alpha-169. Maybe you changed the LOD textures somehow? Try with alpha 159 not 167
User77111 Posted March 31, 2024 Posted March 31, 2024 Maybe this will help. With alpha 159, viewing the LOD models in nifskope, that is how they would appear in game. With alpha 169, the alpha threshold is increased in game. So it is thinner then when viewing the LOD model in nifskope.
sheson Posted March 31, 2024 Author Posted March 31, 2024 9 hours ago, User77111 said: Try with alpha 159 not 167 That is 10 versions ago from early December last year. You are required to always use the latest version when participating in the alpha test. 9 hours ago, User77111 said: Maybe this will help. With alpha 159, viewing the LOD models in nifskope, that is how they would appear in game. With alpha 169, the alpha threshold is increased in game. So it is thinner then when viewing the LOD model in nifskope. The game has a hardcoded alpha threshold of 128 for LOD. DynDOLOD does not change that. This is about the better alpha blending used to fix black backgrounds of badly made LOD textures to reduce the black outline updated in Alpha-163. This test version reapplies the original alpha channel after blending the texture onto the background with the average color. That should keep things consistent. https://mega.nz/file/pNhFRJwK#39GGnhK-MfgyfSz7h6Fi7YZmaFm_yP19FzIosU04eGg
User77111 Posted March 31, 2024 Posted March 31, 2024 9 hours ago, sheson said: That is 10 versions ago from early December last year. You are required to always use the latest version when participating in the alpha test. The game has a hardcoded alpha threshold of 128 for LOD. DynDOLOD does not change that. This is about the better alpha blending used to fix black backgrounds of badly made LOD textures to reduce the black outline updated in Alpha-163. This test version reapplies the original alpha channel after blending the texture onto the background with the average color. That should keep things consistent. https://mega.nz/file/pNhFRJwK#39GGnhK-MfgyfSz7h6Fi7YZmaFm_yP19FzIosU04eGg Thanks for this. It works perfectly. Will this be included in the next update? Or is this just a custom one for my case?
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