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Posted
3 hours ago, captainlei1993 said:

Just curious. Can I set GrassBillboard = 3 instead of 1 because with community shader even grass without normal textures are kind of complex grass emulated so I want to utilize backlighting for normal grass.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to properly report a problem with logs and screenshots.

See https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards
Then use the settings GrassBillboard and ComplexGrassBillboard to control which billboard model is used. alt1 = without backlighting, alt2 = with backlighting.

Read the explanations above the INI setting:
; Billboard template to use for grass LOD billboards created from "normal" grass without normal map textures
; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc.
GrassBillboard=1

Set GrassBillboard or ComplexGrassBillboard to whatever billboard you want to use.

You can set any number between 1 and 6 you want.

If you find that the general defaults should be changed for community shaders, then I would appreciate a proper feedback report.

Posted
9 hours ago, Skoll said:

Hello,

After I generated my LOD via DynDoLod I noticed that there is something off with the distant model for Bleakfalls Barrow - if you look closely snow from the foundation walls is showing through the stairs. I will link two screenshots of this issue. You can see the LOD is present, but is fighting a losing battle with other pieces of the Barrow.

Behold, a valiant, if doomed, struggle.

The provided link for logs in the posting guidelines - paste.ee does not work any longer. And the log file is too long for pastebin. An attempt to paste it to google docs likewise failed. 

I'm a bit at a loss, as I've made no changes to any settings related to nordic ruins and have no mods that would effect the lods for them. The only resource packs for DynDoLod I have are the standard one - and Majestic Mountains. 

Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files. Use an Internet Search to find alternatives for a text paste service.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of affected/relevant full models with More Informative  Console and how to use tfc to get close to LOD models.

What makes you believe the snow shining through has something to do with LOD / LOD generation by DynDOLOD? It seems likely this also happen with no DynDOLOD output active. Also doublecheck, the snow is actually LOD by toggling (object) LOD off with tll in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If it is LOD, then see https://dyndolod.info/Help/Snow-Ash-LOD-Shader and check which plugin(s) overwrite the LOD shaders. Otherwise check the base record of the full models for which snow shader they use.

Posted
9 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files. Use an Internet Search to find alternatives for a text paste service.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of affected/relevant full models with More Informative  Console and how to use tfc to get close to LOD models.

What makes you believe the snow shining through has something to do with LOD / LOD generation by DynDOLOD? It seems likely this also happen with no DynDOLOD output active. Also doublecheck, the snow is actually LOD by toggling (object) LOD off with tll in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If it is LOD, then see https://dyndolod.info/Help/Snow-Ash-LOD-Shader and check which plugin(s) overwrite the LOD shaders. Otherwise check the base record of the full models for which snow shader they use.

Hello,

Having used the free camera to review the situation, it seems the issue is at certain distances the LOD *beneath* the stairs vanishes, allowing things to shine through.

But when you pull close to it, the issue vanishes utterly as the items below the stairs load. 

https://imgur.com/a/bLH9kZ3

The objects that are vanishing are: NorTmpExtPlatCorOut01Snow, Base ID of 00026FD2, last changed by stretched snow begone. LOD is Lod\NordicExterior\NorTmpExtPlatCorOut01_LOD.nif. Stretched Snow Begone would not effect the distance at which an object vansihes, I believe.

See below for log.

https://zerobin.net/?bc92868796143cf5#OSwU0g4wYarNpYAm6YRiHvABL3wO16OfLSFx5UQxB9k=

Posted
9 hours ago, Skoll said:

Hello,

Having used the free camera to review the situation, it seems the issue is at certain distances the LOD *beneath* the stairs vanishes, allowing things to shine through.

But when you pull close to it, the issue vanishes utterly as the items below the stairs load. 

https://imgur.com/a/bLH9kZ3

The objects that are vanishing are: NorTmpExtPlatCorOut01Snow, Base ID of 00026FD2, last changed by stretched snow begone. LOD is Lod\NordicExterior\NorTmpExtPlatCorOut01_LOD.nif. Stretched Snow Begone would not effect the distance at which an object vansihes, I believe.

See below for log.

https://zerobin.net/?bc92868796143cf5#OSwU0g4wYarNpYAm6YRiHvABL3wO16OfLSFx5UQxB9k=

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts.
Also upload A:\Edits\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Have you done any rudimentary troubleshooting and checked if the issue happens just the same with vanilla LOD? What changes or how does it look if you disable the mod that is the last to overwrite the snow shader(s)? The screenshot might show a snow shader that is also a decal so it is always drawn in front of things which gets worse the further away the camera is. What does testing toggling LOD of reveal? Also test difference with uLargeRefLODGridSize set to 5 / slider in launcher to the left.

The posted screenshot does not show more informative console information for the stair snow cover. Can you click it?
Make a of all of full models being loaded and just everything being LOD past the large reference gid close up with tfc as explained. Use the fov console command to zoom if needed.

The reported base record and model is a wall/platform corner piece, so not the stairs or something below them, but next to them.

Posted
6 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts.
Also upload A:\Edits\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Have you done any rudimentary troubleshooting and checked if the issue happens just the same with vanilla LOD? What changes or how does it look if you disable the mod that is the last to overwrite the snow shader(s)? The screenshot might show a snow shader that is also a decal so it is always drawn in front of things which gets worse the further away the camera is. What does testing toggling LOD of reveal? Also test difference with uLargeRefLODGridSize set to 5 / slider in launcher to the left.

The posted screenshot does not show more informative console information for the stair snow cover. Can you click it?
Make a of all of full models being loaded and just everything being LOD past the large reference gid close up with tfc as explained. Use the fov console command to zoom if needed.

The reported base record and model is a wall/platform corner piece, so not the stairs or something below them, but next to them.

Hm.

I apologize, I have wasted your time. The issue does occur in vanilla, and stretched snow begone just makes it more evident because it adds more snow. Entirely vanilla behavior it seems.

  • 2 weeks later...
Posted

I am having some trouble getting DynDOLOD to find alternate lod models for objects which use rendered textures. The object is _LSC_Stonewall01 [STAT:0502EE12], and in the debug log it says

[04:37] [3C8] [BuildBaseRecords] <Debug: Looking for stonewall01_LSC_ for Skywind.esm _LSC_Stonewall01 [STAT:0502EE12]>

So I created the new texture with TexGen, and named the new lod model stonewall01_LSC_lod_0.nif, but DynDOLOD does not seem to be able to find it. Is there a step I am missing here?

Logs: https://limewire.com/d/G5zMZ#HnuiRYmbV7

Posted
2 hours ago, Gamma_Metroid said:

I am having some trouble getting DynDOLOD to find alternate lod models for objects which use rendered textures. The object is _LSC_Stonewall01 [STAT:0502EE12], and in the debug log it says

[04:37] [3C8] [BuildBaseRecords] <Debug: Looking for stonewall01_LSC_ for Skywind.esm _LSC_Stonewall01 [STAT:0502EE12]>

So I created the new texture with TexGen, and named the new lod model stonewall01_LSC_lod_0.nif, but DynDOLOD does not seem to be able to find it. Is there a step I am missing here?

Logs: https://limewire.com/d/G5zMZ#HnuiRYmbV7

It seems the EditorID of the replacement texture ends in _

So stonewall01_LSC_ + _lod_0.nif -> stonewall01_LSC__lod_0.nif with two _

Upload new logs, including DynDOLOD_SSE_Object_LOD.txt if it still does not match.

Posted
6 hours ago, sheson said:

It seems the EditorID of the replacement texture ends in _

So stonewall01_LSC_ + _lod_0.nif -> stonewall01_LSC__lod_0.nif with two _

Upload new logs, including DynDOLOD_SSE_Object_LOD.txt if it still does not match.

Ah, I see. Now it does seem to find the new lod model, but it still uses the original one. I am not sure why

Logs: https://limewire.com/d/RRClY#aYm34xuOXw

Posted

Ok, I deleted the existing LOD model assignments in the plugin, and DynDOLOD successfully assigned the new model correctly. I thought it should have replaced what was already there, since I didn't have "Prefer Base Record LOD Assignments over Rules" enabled.

Posted
1 hour ago, Gamma_Metroid said:

Ok, I deleted the existing LOD model assignments in the plugin, and DynDOLOD successfully assigned the new model correctly. I thought it should have replaced what was already there, since I didn't have "Prefer Base Record LOD Assignments over Rules" enabled.

Yes, I was just going to write that it does that. It prefers the original assignment because the base record has a texture replacement and the LOD model does not have any full textures or stitched LOD textures. The assumption in this a case is, that typically the base record assigns a better LOD model with a better matching *lod.dds texture. That code is just not aware that the LOD model filename contains the editor of the texture replacement method - since this case was not needed/reported yet.

Let me know if this is a problem that needs addressing, though I'd would argue if the base record assigns a LOD model as well, then it should be the updated one anyways for CK/xLODGen

Posted

Hi, I was wondering if something like this has ever been reported before (and if so, what the solution was)?

https://imgur.com/WZFbaH3

I am using Freak's Floral Fields and most cells do not have an issue. However, in some areas near the Tundra the grass lod is bleeding into neighboring cells, causing it to remain loaded inappropriately when those cells are active.

I'm really hoping this is a Dyndolod problem because the NGIO author does not seem to know the answer.

Logs here. There is no bugreport.txt.

Posted

My dlc2 ice has vanilla lods even though I'm using icymesh fixes which repaths those models' lods to custom made lods that normally work with vanilla glaciers but for some reason they get ignored by dyndolod for solstheim. (Attached a picture below of whats happening in the record)

https://imgbox.com/gallery/edit/r905ZwQHLC/SyRCjEe4ztIvJZfY

https://limewire.com/d/R6tQw#5Cqwz1Cosf

Sorry, my dyndolod_log got refreshed but I managed to save the debug_log safely

xEdit64_u21mz6KZf3.png

Posted
1 hour ago, solcosine3 said:

Hi, I was wondering if something like this has ever been reported before (and if so, what the solution was)?

https://imgur.com/WZFbaH3

I am using Freak's Floral Fields and most cells do not have an issue. However, in some areas near the Tundra the grass lod is bleeding into neighboring cells, causing it to remain loaded inappropriately when those cells are active.

I'm really hoping this is a Dyndolod problem because the NGIO author does not seem to know the answer.

Logs here. There is no bugreport.txt.

This looks like there may be out of cell data in a grass cache file. Maybe it is related to float 32 to float 16 or vice versa conversion.

Upload the BTO and all grass cache file of the cells that the BTO covers, i.e. its filename coordinates and +1, +2, +3 in each direction.

Set Expert=1 and Verbose=1 in S:\NGVO V6\tools\DynDOLOD newest\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. In the expert mode set the specific chunk drop down to 4 and the W and S drop down to the coordinates of the BTO file. Then click the Execute LODGen button. See https://dyndolod.info/Help/Expert-Mode

Then also upload the S:\NGVO V6\tools\DynDOLOD newest\Logs\LODGen_SSE_Tamriel_log.txt

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