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Posted
4 hours ago, mostwanted11 said:

https://easyupload.io/pil0al

https://imgur.com/a/tcPL72c

The two pictures I am attaching here are LOD models, just far away and up close. They are visibly MUCH skinnier from far away than up-close. I am wondering why this happens to me when the rendered full tree model is completely fine mipmap wise.

The mod's name is Nature of the Wild Lands.

SkyrimSE_TsVXkgwf39.jpg

 

SkyrimSE_pVXJL1E5zb.jpg

This seems to be a bug with the alpha threshold adjustment. Download this test version https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY

Keep the old DynDOLOD output mod. Start in expert mode. See https://dyndolod.info/Help/Expert-Mode
Select the desired worldspaces and click Rebuild Atlas. Then install the newly generated textures overwriting the old ones in the existing DynDOLOD output.

You should notice the leaves to be thicker than before.

Posted
37 minutes ago, sheson said:

This seems to be a bug with the alpha threshold adjustment. Download this test version https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY

Keep the old DynDOLOD output mod. Start in expert mode. See https://dyndolod.info/Help/Expert-Mode
Select the desired worldspaces and click Rebuild Atlas. Then install the newly generated textures overwriting the old ones in the existing DynDOLOD output.

You should notice the leaves to be thicker than before.

can i just regenerate a new output with this? it takes like 5 mins tops to generate and test sovngarde world anyway, and if it works, i'd like to use it for all the worlds

Posted
1 hour ago, sheson said:

This seems to be a bug with the alpha threshold adjustment. Download this test version https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY

Keep the old DynDOLOD output mod. Start in expert mode. See https://dyndolod.info/Help/Expert-Mode
Select the desired worldspaces and click Rebuild Atlas. Then install the newly generated textures overwriting the old ones in the existing DynDOLOD output.

You should notice the leaves to be thicker than before.

https://imgur.com/a/2RYgrPo

Fixed, thanks!

Posted
10 hours ago, mostwanted11 said:

can i just regenerate a new output with this? it takes like 5 mins tops to generate and test sovngarde world anyway, and if it works, i'd like to use it for all the worlds

Yes of course. Updating the atlas textures for all worldspaces will be much quicker.

10 hours ago, mostwanted11 said:

Great. Thanks for letting us know.

Posted

I've read the 3D LOD tree section a couple of times now, but I still don't understand it—maybe it's because my English isn't very good.
Let's say I already have the 3D LOD and the full model tree.
Now, I made some changes or edits to the full model, so its CRC has changed.
From what I understand, the _xxxxxxx.passthrough file has to match the CRC of the full model, or it won't work
What can i do to fix this ?  just rename the _xxxxxxx.passthrough or something else thank you guys a lot

Posted
5 hours ago, leewinkee said:

I've read the 3D LOD tree section a couple of times now, but I still don't understand it—maybe it's because my English isn't very good.
Let's say I already have the 3D LOD and the full model tree.
Now, I made some changes or edits to the full model, so its CRC has changed.
From what I understand, the _xxxxxxx.passthrough file has to match the CRC of the full model, or it won't work
What can i do to fix this ?  just rename the _xxxxxxx.passthrough or something else thank you guys a lot

You already answered your question. It follows the simple logic of matching ABCD1234 = ABCD1234 as is already explained.

https://dyndolod.info/Help/3D-Tree-LOD-Model
In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. With both the filename and the CRC32 checksum, shared archives of 3D static LOD models for trees can be created without having to worry about load order or overwrite order as each version will have a unique LOD filename. For example, the filename for a full model tree with the filename treepineforest01.nif and a CRC32 checksum of 8E204123 becomes treepineforest01_8E204123passthru_lod.nif.
Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt for the 3D tree LOD model filenames that are being looked for. There will be an entry like 3D LOD model not found treeaspen01_XXXXXXXX. That means the filename should be treeaspen01_XXXXXXXpassthru_lod.nif.

Translate these sentences with deepl if required. Checking the log makes it easy to find the required filename or  to test if it worked.

Posted
5 hours ago, sheson said:

You already answered your question. It follows the simple logic of matching ABCD1234 = ABCD1234 as is already explained.

https://dyndolod.info/Help/3D-Tree-LOD-Model
In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model. With both the filename and the CRC32 checksum, shared archives of 3D static LOD models for trees can be created without having to worry about load order or overwrite order as each version will have a unique LOD filename. For example, the filename for a full model tree with the filename treepineforest01.nif and a CRC32 checksum of 8E204123 becomes treepineforest01_8E204123passthru_lod.nif.
Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt for the 3D tree LOD model filenames that are being looked for. There will be an entry like 3D LOD model not found treeaspen01_XXXXXXXX. That means the filename should be treeaspen01_XXXXXXXpassthru_lod.nif.

Translate these sentences with deepl if required. Checking the log makes it easy to find the required filename or  to test if it worked.

Can I ask you another question sheson?
Only the filename of the 3D tree LOD needs to match the CRC of the full model right ? The CRC of the 3D tree LOD itself doesn't matter correct ?

Posted
2 hours ago, leewinkee said:

Can I ask you another question sheson?
Only the filename of the 3D tree LOD needs to match the CRC of the full model right ? The CRC of the 3D tree LOD itself doesn't matter correct ?

The question does not make sense.

https://dyndolod.info/Help/Ultra-Tree-LOD
Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models.

https://dyndolod.info/Help/Object-LOD
Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks.

There are 3D/hybrid tree LOD models, which can be used to generate LOD for trees in object LOD, which is called ultra tree LOD.
We simply call them 3D tree LOD models nowadays, since the hybrid part is just one method of optimization done by whoever creates them.

https://dyndolod.info/Help/3D-Tree-LOD-Model
In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model.

Posted
51 minutes ago, sheson said:

The question does not make sense.

https://dyndolod.info/Help/Ultra-Tree-LOD
Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models.

https://dyndolod.info/Help/Object-LOD
Object LOD is the combined meshes and textures for objects that do not change and are not animated, like buildings or landscape features like mountains and rocks.

There are 3D/hybrid tree LOD models, which can be used to generate LOD for trees in object LOD, which is called ultra tree LOD.
We simply call them 3D tree LOD models nowadays, since the hybrid part is just one method of optimization done by whoever creates them.

https://dyndolod.info/Help/3D-Tree-LOD-Model
In order to match 3D tree LOD models to full models, the filenames of the 3D tree LOD models contain the CRC32 checksum of the full model.

Probably I could have worded that better.
Every time a NIF gets edited, the CRC of it changes, right?
Let’s say I’ve already matched 3D tree LOD models to full models.
For example, the full model CRC is ABCD1234, and the LOD model is named blahblah_ABCD1234passthru_lod.nif, so it should work, right?
What happens if I edit blahblah_ABCD1234passthru_lod.nif so the CRC of it got changed —would DynDOLOD still work?

Posted
1 hour ago, leewinkee said:

Probably I could have worded that better.
Every time a NIF gets edited, the CRC of it changes, right?
Let’s say I’ve already matched 3D tree LOD models to full models.
For example, the full model CRC is ABCD1234, and the LOD model is named blahblah_ABCD1234passthru_lod.nif, so it should work, right?
What happens if I edit blahblah_ABCD1234passthru_lod.nif so the CRC of it got changed —would DynDOLOD still work?

It's fine if the LOD model CRC32 changes. The point is that DynDOLOD examines the CRC32 of all full trees considered for LOD and then uses the LOD model with the CRC32 of the full model in it's file name for that full model's LOD tree. Any change at all to the full model will change its CRC32 hash, so the LOD model file name must then be updated to match it.

Here's an example. The full model is on the left (also showing the CRC32 checksum), and the LOD model is on the right. Changes to either model will change its CRC32, but the only one that matters is the one on the left (the full model), which expects a matching LOD model with this CRC32 in its file name. In the case of hybrid trees, the trunk model also needs this CRC32 in its file name in order to produce the trunk textures which also use the CRC32 of the full model in their file names.

image.png

image.png

Posted

Hello, I have a problem generating grass lods.

I haven't played Skyrim for a while and I recently came back. I remember, perhaps mistakenly, that grass lod was generated all over the map. However, for some reason, grass lod only appears up to a certain distance, that is, grass appears, grass lod right in front, but at further distances there is no grass lod and you can see the terrain.

Is there any way to fix this? You can see it in this image:

g6Ry8jZ.png?1

Posted
1 hour ago, Druyddark said:

Hello, I have a problem generating grass lods.

I haven't played Skyrim for a while and I recently came back. I remember, perhaps mistakenly, that grass lod was generated all over the map. However, for some reason, grass lod only appears up to a certain distance, that is, grass appears, grass lod right in front, but at further distances there is no grass lod and you can see the terrain.

Is there any way to fix this? You can see it in this image:

g6Ry8jZ.png?1

You can alter your grass fade range and distance manually, or use our BethINI Pie settings to configure all of your game settings properly for everything. BethINI Ultra will give the best results if your hardware can handle it. Otherwise, High is recommended.

Also keep in mind that NGIO has settings that can override the game's INI settings, so we recommend setting the following in NGIO so that the BethINI adjustments manage them:

Overwrite-grass-distance = -1
Overwrite-grass-fade-range = -1

Or see all of our recommended NGIO settings.

Lastly, we recommend using DynDOLOD grass mode=1 in DynDOLOD_SSE.ini and NGIO config settings, because it articulates with the BethINI presets.

Posted
6 hours ago, z929669 said:

It's fine if the LOD model CRC32 changes. The point is that DynDOLOD examines the CRC32 of all full trees considered for LOD and then uses the LOD model with the CRC32 of the full model in it's file name for that full model's LOD tree. Any change at all to the full model will change its CRC32 hash, so the LOD model file name must then be updated to match it.

Here's an example. The full model is on the left (also showing the CRC32 checksum), and the LOD model is on the right. Changes to either model will change its CRC32, but the only one that matters is the one on the left (the full model), which expects a matching LOD model with this CRC32 in its file name. In the case of hybrid trees, the trunk model also needs this CRC32 in its file name in order to produce the trunk textures which also use the CRC32 of the full model in their file names.

image.png

image.png

It's just a question I've been wondering about, and you have answered it
i know a lot more about this subject now, thanks to you and Sheson, so thank you.

Posted
9 hours ago, leewinkee said:

Probably I could have worded that better.
Every time a NIF gets edited, the CRC of it changes, right?
Let’s say I’ve already matched 3D tree LOD models to full models.
For example, the full model CRC is ABCD1234, and the LOD model is named blahblah_ABCD1234passthru_lod.nif, so it should work, right?
What happens if I edit blahblah_ABCD1234passthru_lod.nif so the CRC of it got changed —would DynDOLOD still work?

The CRC32 of the LOD model is irrelevant. That is why it is not used or mentioned in these explanations.

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