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Posted
1 hour ago, z929669 said:

No, they all contain LOD but that one shot. Toggling the next image should show more distant pines popping in, two at left and one at right. One in the middle as well but it's mostly obscured by the foreground. It may be simpler to view them locally. Screenshots

Make a useful screenshot of a relevant full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

If you want to show something about LOD, then put the LOD model into the middle of the screenshot, use tfc to get closer as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

I suggest to compare the normal (and may be tangents and bi-tangents) vectors between the full model, LOD model and also in the BTOs for anything that does not use "fixednormals" which are typically only useful for billboards like planes. If you want to change the normal vectors, "spherenormals" probably works better for crowns.

Posted
6 hours ago, sheson said:

Make a useful screenshot of a relevant full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

If you want to show something about LOD, then put the LOD model into the middle of the screenshot, use tfc to get closer as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

I suggest to compare the normal (and may be tangents and bi-tangents) vectors between the full model, LOD model and also in the BTOs for anything that does not use "fixednormals" which are typically only useful for billboards like planes. If you want to change the normal vectors, "spherenormals" probably works better for crowns.

Yeah, spherenormals will take care of the differential brightness issue, but it also makes LOD pines very bright, so I will need to see about modifying the normals and possibly the mesh lighting of the LOD models to see if I can compensate. Thanks

Posted
2 hours ago, z929669 said:

Yeah, spherenormals will take care of the differential brightness issue, but it also makes LOD pines very bright, so I will need to see about modifying the normals and possibly the mesh lighting of the LOD models to see if I can compensate. Thanks

Read my entire post. Make sure that the used LOD models that do not set fixednormals have the same normal vectors as the full model. If that is the case, check that they are still the same in the BTO.

Posted (edited)
6 hours ago, sheson said:

Assuming the second screenshot shows LOD, use MO2 right window data tab to find out which mod is overwriting meshes\lod\mountains\mountaintrim01_lod_0.nif and report.

ERM - Dyndolod Add-on. I checked texgen output and it seems like texgen is making a black pineforest01lod.dds texture out of pineforest01.dds. The texture is from this mod https://www.nexusmods.com/skyrimspecialedition/mods/83847?tab=description

EDIT: Happens with reachdirt01lod.dds and reachgras01lod.dds

Edited by mostwanted11

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